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‘The Last Of Us’ Review: Survival Or Surrender

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Written by Vikki Blake, @_vixx

Bodies rot in gardens and streets, hospitals and quarantine zones, others still hunched over steering wheels in vehicles they inevitably had hoped would lead to safety. Their cars litter roads and highways, clogging exit ramps, choking escape routes, exemplifying without words an unspoken tale of surrender.

The land of The Last of Us is irrevocably stamped with what once was and never will be again. Twenty years on from a devastating fungal disease that brought America to its knees, the world is now different. Sinews of trees and plants creep between rubber and steel. Offices, in some places little more than piles of glass and rubble, now ring with birdsong rather than telephones. The echoes of loss lie everywhere, from decaying prom banners to overturned computer screens to discarded coffee cups.

Everywhere is death. In the homes, the cars, the streets, the sewers, the “safe” zones. You’ll pick your way through a family’s once-treasured belongings, rooting through cupboards in rooms still housing colourful cribs and mobiles, in lounges still displaying family snapshots, in kitchens still cluttered with last meal dinner plates. I never acclimatised to it. Whilst it is indubitably a question of survival – of scavenging and stealing and sneaking around just to get through the next five minutes alive – it never feels wholly right. But with rations and supplies choked by militia and hunters, you’re left with little choice, right?

And that, my friends, is what lies at the heart of The Last of Us. The uneasy tension of good versus evil, of survival versus death, of love versus surrender. You will rarely feel safe, the game’s tense, cloying atmosphere unrelentless right up until the credits roll. Where you might hope for a time-out, you’ll be ruthlessly pursued; and when you can barely draw breath with fear, you’ll find yourself able to creep around temporarily unheeded. You’ll burst from chokingly claustrophobic subways into blinding sunlight with palpable relief, unaware of how unsettled you are until you break free of the dark.

A stark prologue offers brief context to the tale before we’re thrown into the main narrative, the story set in a fractured future lying in the post-apocalyptic shadow of society as we currently know it. The story focuses on Joel, a gruff, rough smuggler charged with escorting 14-year-old Ellie to the Fireflies – a vigilante-esque movement formed to fight martial law oppression – in exchange for the return of his (stolen) goods. The story takes you across a handful of states, several months and many friendly and not-so-friendly encounters, and it’s throughout this journey that you’ll bear witness to what the sufferers – and survivors – of the disease have become.

Those unfortunate to have been exposed to the fungal toxins – or bitten by the infected – have morphed into grotesque marionettes of humanity, their battered, bloated bodies now roaming in search of … well, you. Clickers – monikered as such for the unsettling sound they make as they navigate using bat-like echolocation – will take you down with one putrid bite, whilst the Runners will scream a (nightmarishly grim) alarm to their brethren, overwhelming you in seconds should you be unlucky enough to be discovered. You’ll learn quickly how best to manage your enemies, but you’ll never be smug; there’s just too many variables to ever be complacent, and just because you were able to distract a foe with a well-placed bottle throw last time doesn’t necessarily mean you’ll successfully manage the same technique again.

Worst still, the infected won’t be the most horrifying thing you’ll encounter on your journey.

The story itself is a little ways from unique, so if some aspects feel familiar – post-apocalyptic lawlessness, scavenging to survive, weapon crafting, tool benching, zombie killing – you’ll be forgiven, although you can take comfort in the fact that the game pulls inspiration from some of horror’s most acclaimed offerings. But whilst TLOU does draw on outside influence and mechanics, it’s presented with clean, crisp coherence and just an unsettling sprinkle of realism.

I’ve seen the word “grizzled” equated many times to TLOU’s anti-hero Joel, and it’s a fitting adjective. Wounded, wary and weary, he epitomises the perfectly imperfect protagonist to fall on just the right side of cliched. Devoid of humour, spirit and even humanity, he is a survivor with seemingly very little to survive for. You won’t relate to him, just as Joel won’t care to relate to the survivors he encounters during his journey; flawed and floundering, his decision-making is at best dubious, and at worst horrific. Thankfully, you won’t have to agonise about those tough calls yourself – The Last of Us is no RPG, and Joel makes all the hard decisions for you.

Even those you wished he hadn’t.

Ellie, on the other hand? Born in the aftermath of disease, she knows not of the world Joel remembers. Her innate optimism and pragmatism makes her a curiously well-rounded character, and instantly more likeable than her reluctant escort. Never burdensome, you’ll find her confidence and skills develop along with the storyline, moulding her into a competent and efficient companion, particularly so when she learns to handle firearms. And whilst her colourful language and feisty attitude speak of a backstory rich in loss and growing-up-quick-ness, Ellie’s throwaway quips and wonder-out-loud monologues frequently serve to remind you – and Joel – of her tender years and spirit. You’ll learn to savour her company, and miss it when she’s not around.

There’s plenty of variety. Each environment brings its own unique dimension to the gameplay, forcing you to constantly scan and adapt to your surroundings. Environments, seasons, combat strategies and enemies all change as the story progresses, ensuring that the gameplay remains fresh and focused, with only one or two spots of recycled repetition. Combat will feel familiar and only rarely cumbersome, with crafting/upgrading that should also feel organic thanks to an intuitive control scheme that you’ve no doubt played before.

Level design might intimate combat hotspots before they happen – oh, look, what a convenient waist-high shelf to duck behind! – but on the whole it’s slick, polished and successful, and even the most seasoned zombie hunter will be challenged, particularly when you’re forced to attack in a confined space. You’ll be able to choose your assault on the fly – jump in all guns blazin’, or creep around the outskirts, perhaps? – and it’s a credit to the level design that neither approach is particularly better than the other. That said, it’s easy to become overwhelmed. Ammo is sparse, and with real-time bomb and health crafting offering no respite from the on-screen action, you need to be quick if you’re going to make it through unscathed.

If this is the Playstation 3’s swansong, I can’t help but lament that it just might be singing too soon. Never have we seen such razor-sharp visuals offered on a console, enhanced further by exceptional light, shade, texture and atmosphere. Sound, too, is horrifyingly brilliant, with the script and voice-acting unmatched in realism, emotion and potency. It’s the sum of these parts – and Naughty Dog’s aching attention to detail – that really does conspire to bring us one of the most hauntingly memorable games ever made.

The Final Word: Those outside of gaming may look at our past-time and think of fun and frivolity. The Last of Us? It isn’t fun, and it isn’t frivolous. It’s dark, deep and wholly disquieting experience, and one you’ll scrape through with barely more than a handful of PS3 achievements to show for it. This is immersive interactive storytelling at it’s incredible, terrifying best.

Do we give The Last of Us 5/5 because it’s perfect? No. We give 5/5 because we really think you ought to play this.

The Last of Us was reviewed using promotional PlayStation 3 code provided by Sony.

Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Interviews

“Chucky” – Devon Sawa & Don Mancini Discuss That Ultra-Bloody Homage to ‘The Shining’

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Chucky

Only one episode remains in Season 3 of “Chucky,” and what a bloody road it’s been so far, especially for actor Devon Sawa. The actor has now officially died twice on screen this season, pulling double duty as President James Collins and body double Randall Jenkins.

If you thought Chucky’s ruthless eye-gouging of the President was bloody, this week’s Episode 7 traps Randall Jenkins in an elevator that feels straight out of an iconic horror classic.

Bloody Disgusting spoke with series creator Don Mancini and actor Devon Sawa about that ultra-bloody death sequence and how the actor inspires Mancini’s writing on the series. 

Mancini explains, “Devon’s a bit of a muse. Idle Hands and Final Destination is where my Devon Sawa fandom started, like a lot of people; although yours may have started with CasperI was a bit too old for that. But it’s really just about how I love writing for actors that I respect and then know. So, it’s like having worked with Devon for three years now, I’m just always thinking, ‘Oh, what would be a fun thing to throw his way that would be unexpected and different that he hasn’t done?’ That’s really what motivates me.”

For Sawa, “Chucky is an actor’s dream in that the series gives him not one but multiple roles to sink his teeth into, often within the same season. But the actor is also a huge horror fan, and Season 3: Part 2 gives him the opportunity to pay homage to a classic: Kubrick’s The Shining.

Devon Sawa trapped in elevator in "Chucky"

CHUCKY — “There Will Be Blood” Episode 307 — Pictured in this screengrab: (l-r) Devon Sawa as President James Collins, K.C. Collins as Coop — (Photo by: SYFY)

“Collectively, it’s just amazing to put on the different outfits, to do the hair differently, to get different types of dialogue, Sawa says of working on the series. “The elevator scene, it’s like being a kid again. I was up to my eyeballs in blood, and it felt very Kubrick. Everybody there was having such a good time, and we were all doing this cool horror stuff, and it felt amazing. It really was a good day.”

Sawa elaborates on being submerged in so much blood, “It was uncomfortable, cold, and sticky, and it got in my ears and my nose. But it was well worth it. I didn’t complain once. I was like, ‘This is why I do what I do, to do scenes like this, the scenes that I grew up watching on VHS cassette, and now we’re doing it in HD, and it’s all so cool.

It’s always the characters and the actors behind them that matter most to Mancini, even when he delights in coming up with inventive kills and incorporating horror references. And he’s killed Devon Sawa’s characters often. Could future seasons top the record of on-screen Sawa deaths?

“Well, I guess we did it twice in season one and once in season two, Mancini counts. “So yeah, I guess I would have to up the ante next season. I’ll really be juggling a lot of falls. But I think it’s hopefully as much about quality as quantity. I want to give him a good role that he’s going to enjoy sinking his teeth into as an actor. It’s not just about the deaths.”

Sawa adds, “Don’s never really talked about how many times could we kill you. He’s always talking about, ‘How can I make this death better,’ and that’s what I think excites him is how he can top each death. The electricity, to me blowing up to, obviously in this season, the eyes and with the elevator, which was my favorite one to shoot. So if it goes on, we’ll see if he could top the deaths.”

Devon Sawa as dead President James Collins in Chucky season three

CHUCKY — “Death Becomes Her” Episode 305 — Pictured in this screengrab: Devon Sawa as James Collins — (Photo by: SYFY)

The actor has played a handful of distinctly different characters since the series launch, each one meeting a grisly end thanks to Chucky. And Season 3 gave Sawa his favorite characters yet.

“I would say the second one was a lot of fun to shoot, the actor says of Randall Jenkins. “The President was great. I liked playing the President. He was the most grounded, I hope, of all the characters. I did like playing him a lot.” Mancini adds, “He’s grounded, but he’s also really traumatized, and I thought you did that really well, too.”

The series creator also reveals a surprise correlation between President James Collins’ character arc and a ’90s horror favorite.

I saw Devon’s role as the president in Season 3; he’s very Kennedy-esque, Mancini explains. “But then given the supernatural plot turns that happen, to me, the analogy is Michelle Pfeiffer in What Lies Beneath, the character that is seeing these weird little things happening around the house that is starting to screw with his sanity and he starts to insist, ‘I’m seeing a ghost, and his spouse thinks he’s nuts. So I always like that. That’s Michelle Pfeiffer in What Lies Beneathwhich is a movie I love.”

The finale of  “Chucky” Season 3: Part 2 airs Wednesday, May 1 on USA & SYFY.

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