The Last Of Us Part II Review (Spoiler-Free)

Editor’s note: Due to embargo restrictions around spoilers, parts of this review are intentionally vague. We’ve done our best to explain certain parts of the game and our critique without discussing any story spoilers; however, if you want to understand the full context of some of our analysis here, we’ll have another review up when The Last of Us Part II is officially out that discusses the story in greater detail and further explains our thoughts. This review will have the same score and will just serve as a deeper, more detailed analysis for those who want to read more.

At the beginning of The Last of Us Part II, you get a glimpse of Ellie’s life in idyllic Jackson, Wyoming. If it weren’t for the walls surrounding the town, you could almost forget that the world is crawling with infectious monsters that would kill everyone in sight; its main road, blanketed in snow, is a charming row of old buildings with decks for sidewalks, more Old West town than post-apocalypse settlement. Its residents grow food, care for horses, tend bars, and even have dances and movie nights. Four years after Joel saved (kidnapped?) Ellie from the Firefly hospital, this is the life he wanted for her.

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The Last of Us Part II grapples with Joel’s decision not through Joel, but through Ellie. This life is clearly not enough for her; she’s distant and brooding, obviously conflicted about something. She’s changed a lot. And when everything falls apart and she sets out in search of vengeance, you see her pain in its rawest, most brutal form. It’s a devastating, gruesome story of revenge in which the purpose of violence gets muddied by its intensity. But as a character study, The Last of Us Part II is beautiful and haunting, and I found myself completely overwhelmed by the emotional weight of it.

In some ways, I mean that literally. The game gave me stress nightmares, not because you kill a lot of people per se, but because playing as Ellie felt more like being dragged by my hair than being immersed in her mission. From the very beginning, I wanted to reach out and shake Ellie, as her proxy in all this, and get her to do anything other than what we were about to do. I knew her revenge quest was bad news before the killing and maiming really began.

There are narrative reasons for that, though, and they do work. Being helpless as a player in the face of Ellie’s destruction serves a grander purpose that I won’t spoil here. The biggest issue is that the most impactful of her kills occur in cutscenes rather than in combat, and that obscures the purpose of combat’s more upsetting aspects.

Ellie and her gal pal Dina in Jackson.
Ellie and her gal pal Dina in Jackson.

The Last of Us Part II’s combat is tense and exhilarating, though confronting in its brutality. Ellie is scrappy and agile, and moving through a combat arena is an art. Her movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance. You can accidentally alert an enemy to your presence only to slip through a tight space in the wall, vault through a window, and outrun your pursuer through a building to reestablish your cover and gain the upper hand. You can also easily get surrounded and die horribly, whether you’re fighting people or infected.

Navigating any given combat scenario is a puzzle in which you have to figure out exactly how to get from point A to point B with the resources you have. I’m partial to stealth when possible, and it’s especially rewarding to decide how you’re going to silently kill each enemy with only a flimsy silencer, two arrows, and your default knife. Should you kill the blind clickers first because they’re strong and deadly, or should you kill the infected runners first because they can see you? Can you retrieve an arrow from a corpse to be reused on their friend? Most importantly, where’s the exit?

Ellie fighting one of the new infected types, a poisonous shambler.
Ellie fighting one of the new infected types, a poisonous shambler.

You can also find yourself going up against both humans and infected at the same time, and this is when combat is properly fun instead of just tense. By throwing a bottle, you can draw a clicker toward an enemy soldier and simply wait for them to kill each other. You can shoot glass above an enemy’s head to send a runner or two straight to their location. You can simply take advantage of the chaos and start shooting indiscriminately. Regardless, it makes you feel clever and giddy and weirdly proud of yourself.

Of course, that’s if you numb yourself to the guttural screams of the man whose arm you just shot off or the awful gurgling sound of someone drowning in their own blood. Enemies use each other’s names and aren’t shy about crying out when they find their friend David or Rachel or whoever lying face-down in a pool of blood, suddenly dead from your silent knife takedown. Killing someone’s dog is a priority, as they can track your scent and maul you to death, but you have to hear them mourn the dog in real-time. It helps–or maybe doesn’t help–that the game runs flawlessly, even on a standard PS4, so there are no hiccups to dampen the viciousness.

Ellie’s movements are smooth enough that they almost look scripted; you can duck and dodge in a fight and deliver a return blow with a series of button presses that translate into a strangely graceful dance.

All of that surely exists to make you feel bad about killing people and their dogs. But like I said above, the kills that actually matter in the broader scope of the story happen in cutscenes. Some are triggered by a button prompt or preceded by a brawl, but it’s all very controlled; it’s not like you’re killing these important people in a regular combat scenario, realizing with horror later what you’ve done. These are the kills that end up hurting the most, and they’re going to happen no matter what you do or what you think of all the violence. That’s why they work so well for the story, but that also leaves the rest of the bloodshed rather unexamined.

Frankly, the fact that your enemies have names doesn’t make them any less in your way. You have to do what you have to do to get to the next location, and you want to do that to see where the story goes next.

I don't know these dudes' names, but I definitely killed them.

This disconnect between the video game-y aspects and the grander narrative is compounded by looting and collectible-hunting. Looting during a fight is exciting, especially when you find the one extra bullet you need or a bit of health that can keep you going. But more often than not, I’d loot and look for collectibles only after I’d killed every enemy in the vicinity. It’s far easier and safer, for one, and I didn’t want to miss any of the interesting sub-plots found in scattered notes and photographs just because I wanted to kill fewer people.

Finding collectibles and piecing together the stories held within them is rewarding and paints a picture of the outbreak as it developed through the years. A bank robbery gone wrong sticks out as a favorite, and there are quite a few other stories worth finding. A lot of the time, seeking out these collectibles will force you to get creative–things like breaking windows to bypass a locked door or swinging on a cable to get to an area that’s just out of reach. There’s nothing so difficult that you feel like a genius for figuring it out, but it does make you feel appropriately resourceful.

Most of the time, there aren’t any collectibles to find in combat-heavy areas. But there are still notes and things to find when enemies are around, and as a result, I ended up scouring every corner of every area in the hopes of finding something cool. Because most combat arenas give you multiple avenues of attack and escape, though, I ended up backtracking through most of them to try to find things, and that can severely disrupt the pacing. The nooks and crannies that work well in combat just become one more place to look for a note or trading card, and the fact that you’re looking for trading cards at all often feels too game-y for the otherwise sobering tone.

High-contrast mode, one of The Last of Us Part II's many excellent accessibility options.

I ended up enabling an accessibility option called high-contrast mode to help with my collectible hunt. When toggled on, it mutes the background, removes textures, and highlights interactable objects and enemies. I used it after clearing an area of enemies to speed up the looting part, and while it wasn’t the most elegant solution, it did help the pacing. It’s one of a litany of accessibility options, too, which allow you to fine-tune the gameplay, sound, and visuals to your needs. It’s a commendable suite that’s incredibly inclusive.

In the second half of the game, these exploration issues persist, as do the horrors of combat and violence. But for reasons I can’t explain due to spoiler restrictions, the narrative shifts significantly at a certain point, and the context of everything you’ve done up until then changes along with it. There’s a lot I want to say that I’m not allowed to until the game is out, but this half of the game is the reason anything in it works at all. It examines a lot of the violence that happens early on, though not all the violence in general, and it’s where the story finds its meaning.

There’s a lot I want to say that I’m not allowed to until the game is out, but the second half of the game is the reason anything in it works at all.

By the time I finished The Last of Us Part II, I wasn’t sure if I liked it. It’s a hard game to stomach, in part because so much of who Ellie is and what she does is beyond your control. She is deeply complicated and flawed, and her selfishness hurts a lot of people. At times, the pain you inflict feels so senseless that it can leave you numb. It’s all messy and bleak and made me profoundly sad for myriad reasons, but the more I reflect on it, the more I appreciate the story and characters at its core. I wanted almost none of it to happen the way it did, and that’s what’s both beautiful and devastating about it.

Now Playing: The Last Of Us Part II Video Review

Fallout 76 Pushes Back Some PTS Features For Update 20 And Will Let You Trade Legendary Scrips This Weekend

Fallout 76 players who have access to the PTS on PC have been testing Update 20, and after looking over feedback Bethesda will hold back some of the features these players have had access to. When Update 20 hits, Bethesda has announced, the A Colossal Problem event quest won’t come with it–that’ll be added in a later update.

A Colossal Problem, which is designed for a team of 8 and opens with players dropping a nuke on Monongah mine, needs additional testing, Bethesda says, despite receiving “mostly positive” feedback from players.

Legendary Perks are also being held back. “We’ve decided to shift this feature so that we have more time to review the current Legendary Perk system, make changes, perform testing, and ask you for additional feedback in a future iteration of the PTS,” Bethesda writes. The plan is to allow players to “swap Legendary Perks in and out at any time in exchange for a few Perk Coins,” and introduce a few other tweaks and changes.

The Public Teams system tested on the PTS is making the cut with Update 20, and it’ll make it easier to group up with players. Season 1 of 76 Seasons will also debut alongside the patch, although the specifics of what this entails will be revealed later. Seasons will be free, and will introduce a new progression system.

Players who log in this weekend can claim some high-tier gear. A Mystery Pick event is live now, and will run until Monday, June 15 at 12PM ET (9AM PT). Players who have held onto their Legendary Scrips (earned during the Fasnacht Day event) will be able to spend them on at Purveyor Murmrgh’s shop, which can be found in the Rusty Pick in the Ash Heap. Spending 60 Scrips will grant you a random 3-star legendary piece of armor or weapon.

Fallout 76 was recently the center of some controversy in Australia, as retailer EB Games was forced to offer buyers refunds due to the game’s broken launch state.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: Giving Fallout 76 Another Shot

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Halo 3 On PC Player Beta Testing Is Now Underway, So Check Your Inbox

Halo 3‘s PC public beta test has begun, although the word “public” is slightly misleading–the test is invite only, for players who registered their interest through Halo Waypoint. This beta (or “flight,” to use developer 343 Industries’ terminology) will allow players to test out Halo 3 on PC for the first time. If you’ve received an invite, it will be in your Waypoint inbox.

This is the fourth part of The Master Chief Collection released on PC, which began with Halo: Reach in late 2019. You can download the flight through the Windows Store or Steam, via the links in the tweet below.

Unfortunately, the “overview” and “known issue” pages are currently down. Hopefully this is…well, a known issue. It was promised that several known bugs would be dealt with ahead of this public test.

Halo 3: ODST and its Firefight will come to PC in the Summer, and Halo 4 will complete the Collection at some point–hopefully before Halo Infinite drops in late 2020.

Halo 3 is actually technically the game in the series PC players have had to wait the longest for–both Halo: Combat Evolved and Halo 2 received earlier boxed PC releases. Hopefully it’s a strong port, as Halo 3 is one of best games in the series.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

Now Playing: 26 Minutes Of Halo: Reach PC Gameplay

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Grant Gustin, Caity Lotz and More Stars Join The Plague Nerdalogues

Back in May, writer-producer Marc Bernardin (Castle Rock, Star Trek: Picard) launched The Plague Nerdalogues, a charitable initiative featuring stars from across the genre space self-taping some of the most iconic monologues from film and TV history, all to raise funds for No Kid Hungry.

The video series has raised over $16,000 to date, spotlighting performances from Star Trek legend Jonathan Frakes (channeling his best Captain Kirk), Battlestar Galactica’s Tricia Helfer (taking on the role of Bill from Quentin Tarantino’s Kill Bill), and Krypton star Cameron Cuffe (fittingly tackling Marlon Brando’s Jor-El monologue from Superman), and was initially designed as a way to raise money and bring people together during the COVID-19 pandemic. The series was always intended to expand with new actors contributing additional monologues in its second wave, but in the wake of the protests against racial injustice that have swept the globe following George Floyd’s death, Bernardin was compelled to direct funds for the next round of “Nerdalogues” to Black Lives Matter.

“It became clear to me, as both an African American and a human being, that if we could raise money for a cause that’s affected so many since they were born, then we should,” said Bernardin in a statement. “We’ve all wanted to do something. We’re all moved to action. And when I mentioned to the actors who’d already contributed their monologues, not a one raised an objection. We all stand together. Nerds and strong. And even though the ‘plague’ in the title initially referred to COVID-19, to apply it to systemic racism — America’s first plague — felt apt.”

Watch the trailer for a preview of some of the stars participating in The Plague Nerdalogues: The Second Wave:

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IGN can exclusively reveal the stars participating in The Plague Nerdalogues: The Second Wave, debuting June 12, including Bernardin’s Fatman Beyond co-host, director Kevin Smith, The Flash’s Grant Gustin, Will Forte (Last Man on Earth), Yvette Nicole Brown (Community), David Ramsey (Arrow), Malcolm Barrett (Timeless), Christina Ochoa (Animal Kingdom), David Harewood (Supergirl), Caity Lotz (DC’s Legends of Tomorrow), Gary Anthony Williams (Solar Opposites), Jordan Calloway (Black Lightning), Tracie Thoms (9-1-1), Eugene Byrd (Bones), Jay Pharoah (Saturday Night Live), Jesse Rath (Supergirl), Chris Lee (Legacies), Rahul Kohli (iZombie), Parisa Fitz-Henley (Luke Cage), Ahmed Best (Star Wars: Jedi Temple Challenge), Brittany Curran (The Magicians), Olivia Swann (DC’s Legends of Tomorrow), Alaina Huffman (The 100), Drew Powell (Gotham), Michael Trucco (Battlestar Galactica), Dani Fernandez (Ralph Breaks the Internet), Camrus Johnson (Batwoman), Affion Crockett (Pixels) Jessie Graff (American Ninja Warrior), Ashley A. Williams (Double Cross), Annika Noelle (The Bold and the Beautiful), and Casey McKinnon (The Tragedy of JFK).

To watch the monologues, you can visit theplaguenerdalogues.com and donate to Black Lives Matter to gain access to the full library of videos, which will expand over time as more monologues are submitted.

“When the moment and the movement yields some real concrete change, then this will have served its purpose and these videos will be made public,” added Bernardin. “Until then, I hope our collective love for both the geek world and the real world can do a little good.”

The Plague Monologues series is produced and curated by Bernardin, with web design and video editorial provided by Hannibal Tabu, and additional contributions from writer-producers Deric A. Hughes (Arrow) and Lamont Magee (Black Lightning).

The first wave of monologues also included performances from Phil Lamarr (Justice League), David Dastmalchian (Ant-Man), Azita Ghanizada (Elementary), Todd Stashwick (12 Monkeys), Rob Benedict (Supernatural), Yuri Lowenthal (Spider-Man), Ruth Connell (Supernatural), Rekha Sharma (Battlestar Galactica,), Tiffany Smith (Masters of the Universe: Revelations), Damion Poitier (The Flash), Aaron Douglas (Battlestar Galactica), Hal Lublin (The Thrilling Adventure Hour), David Blue (Stargate: Universe), and Clarke Wolfe (Satanic Panic).

Mortal Shell: New Gameplay Trailer Still Looks Like Dark Souls, But With More Bondage Gear

Mortal Shell, in the first trailer we saw and in follow-up analysis, looks a lot like a From Software game–specifically Dark Souls and Sekiro, depending on whether you’re focusing on the aesthetic or the nuances of combat. Now a new gameplay trailer has been released, and while it still looks very similar to the works of From Software, we can see some of the elements that might differentiate it.

In the trailer below, we see how Mortal Shell features multiple “shells” that change your fight style. We also get a good look at the enemy designs, which are a mix of humans, monsters, and things in-between.

We can also see that the game is skewing in a different direction with some of these designs–note the bondage gear worn by some enemies, and the rags worn by others.

Mortal Shell will come to PlayStation 4, Xbox One, and PC later this year. PS5 and Xbox Series X versions have not been announced, although it’ll be compatible with both systems, as the Series X is fully back-compatible and Sony requires all PS4 games going forward to work on PS5.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

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Read Our The Last of Us Part 2 Review Tonight!

No more delays! At long last, we’re playing The Last of Us Part 2, and we’ll post our review – written by our own Jonathon Dornbushtonight, on Friday, June 12, at 12:01AM Pacific Time. That’s almost a full week before it the whole world gets to play on Friday, June 19 (or Thursday, June 18, depending on where you are/how late you like to stay up) – you’ll have plenty of time to read, watch, and make your informed decision about if and when to jump in yourself.

As you can see from the slideshow below, there’s good reason to be excited whenever Naughty Dog releases a new game. Between the Uncharted series and the original The Last of Us (among others!) it’s earned a reputation as one of the crown jewels of Sony’s first-party development studios. We’re hoping that hot streak continues with The Last of Us Part 2, and that one of the last big games of the generation sends the PS4 out with a bang!

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PS5 Console & Games Revealed, Modern Warfare Season 4 Details | Save State

On today’s Save State, Persia talks about the PlayStation 5 reveal event. We got our first look at the console with its tall, two-toned design and got a chance to see dozens of titles that we’ll get our hands on when the PS5 is finally here.

Persia also talks about Call of Duty Season 4 details, which include new multiplayer maps, game modes, and more for both Modern Warfare and Warzone.

E3 might not be happening this year, but we’ve got you covered. This summer, GameSpot is hosting Play For All, a multi-week event that is going to be the best place for you to get all the latest gaming news, features, interviews, and livestreams.

Not only that, but we’re also partnering with Direct Relief to raise funds for healthcare workers risking their lives daily on COVID-19 relief efforts, as well as Black Lives Matter. We’ll have over 100 hours of awesome content featuring the GameSpot team, as well as friends from across the industry, including the Giant Bomb crew, Kinda Funny’s Greg Miller, NoClip’s Danny O’Dwyer, and many more we’ll be announcing over the coming weeks.

PS5 Reveal Gives Us A Strong Taste Of Next-Gen, But It’s A Familiar Flavor

It happened, folks. Sony finally lifted the curtain on the PlayStation 5 in an online presentation this week, revealing a curvy two-toned console that looks like it came from some parallel dimension where our inevitable cyberpunk reality is more bright and optimistic than it actually is. 2020 is the year video games move into the next generation. The way we play games is going to change irrevocably. I definitely heard the phrase ‘paradigm shift’ dropped like a cannonball in the ocean.

The future of gaming is here, again. We are witness to it, right now.

Anyway, the whole thing opened with Grand Theft Auto V, a game from 2013 that you’ll also be able to play on the new PlayStation. Cool.

But before they revealed the hardware, Sony showed a diverse selection of games we can look forward to playing on the console as soon as the end of this year, and as far out as 2022. There were nine games from PlayStation Studios, Sony’s new branding umbrella for first- and second-party developers. We also got a good look at close to 20 other games from third-party publishers, almost all of them for the first time. There was a lot to see, and it was exciting to keep seeing trailer after trailer, wondering what the next surprise would be.

But looking back on it, leading with GTA V framed everything in a way that says, “Those games you love are never going to go out of style.” And looking more closely at a lot of the games that were revealed, it’s very easy to imagine the feel of playing a lot of these experiences right now, technical prowess aside, of course.

The reveal of Insomniac’s Ratchet And Clank: Rift Apart is the best example of this push and pull of old and new. It was an impressive showing: Start with a wild, world-tripping cinematic and then show how all of that actually exists and works in the game itself. The impressive loading speeds touted by the company can be seen practised in the way Ratchet flies between completely different worlds in a blink. The debris flying everywhere as enemies and the environment are demolished is wonderfully chaotic, and the lighting design that ray tracing allows helps give this fake cartoon world a beautiful edge for sure. I have an idea of what the PlayStation 5 is capable of on a technical level, and that’s great.

But I can also pick up my DualShock 4 while watching the video and mimic exactly what is happening on screen. That’s how familiar it feels. It is a much more beautiful version of what I know I like to play. There are some hints of how these games might fundamentally change in a mechanical sense–hopefully, the portal hopping will exercise my brain in brand new ways later on in that game–but not enough for me to stand up and yell “paradigm shift!” to no one in particular.

There were a lot of other exciting reveals. Most of them were sequels. Sequels of things that I like, but sequels nonetheless. I can’t wait to see how Miles Morales’s story unfolds in the next Spider-Man game from Insomniac. Really looking forward to traversing an even bigger open world in Horizon Forbidden West and taking a bunch of screenshots. Excited to play another Hitman game, another Resident Evil game, another Oddworld game, and just straight-up play Demon’s Souls again. But I’m getting excited to buy a new console so I can play more of the same stuff.

There were brand-new properties in there that piqued my interest, sure. Housemarque’s Returnal intrigued me with its setup, and I love its dumb name. Kena: Bridge of the Spirits and Project Athia also raised an eyebrow. Ghostwire Tokyo and Deathloop are games that seem incredibly up my alley. But I still came away with a sense of knowing how all these games play.

Then, there were the ones that I didn’t quite get a true sense of, the ones that really got me to sit up. Goodbye Volcano High, Jett: The Far Shore, Little Devil Inside, Solar Ash, Stray and even the utterly strange Bugsnax were really the only projects that got my mind wandering a little bit, wondering, “How is that going to translate to an actual game?”

I guess that’s the feeling I’m always looking for whenever we move onto a new generational cycle. The look of the box? I think it’s interesting enough, it’s fine. But I’m chasing the feeling that reminds me of opening up a copy of EGM as a kid, looking at screenshots of Mario 64 for the very first time, thinking: “Wow, that looks amazing. I have no idea how it’s going to work.”

Perhaps unsurprisingly, those games, the ones that came closest to getting that reaction out of me during the PlayStation 5 presentation, were independent games from publishers like Annapurna, from developers like Superbrothers and Heart Machine. And you know what? I love the fact that all these games were exhibited proudly, standing shoulder-to-shoulder with Horizon and Resident Evil and Demon’s Souls rather than being corralled into a specific indie section of the show or worse, a montage. These are the games we’re going to get our truly new gaming experiences from.

Do I absolutely have to get a PlayStation 5 to get those experiences? Judging by all the multiplatform announcements that happened after the show, probably not. We always kinda suspected that the next console cycle would be more of a step than a leap. Maybe the next generation of gaming has been here all along. They just needed a place to be seen.