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The acts of resistance that make Ueda’s long-awaited fable his best – and most divisive – game to date

- BY CHRIS SCHILLING

Acts of resistance make Ueda’s fable The Last Guardian his best – and most divisive – work to date

You’re going to have to be patient. And you can’t say Fumito Ueda doesn’t give you fair warning. Not long into The Last

Guardian, the titular chimera Trico gently snuffles at the player character, a young boy, nudging him awake with his beaky nose. It sounds like a heartwarmi­ng scene, but by then it’s already knocked him out twice. The first time, it bucks and thrashes wildly as you try to remove a spear from near its back legs, booting you into a wall. Then, as you tug another from by its shoulder, it shrieks and throws you violently to the ground. It may already have swatted you aside with its huge claws if you got too close while trying to feed it a barrel of glowing blue goop to get its strength up. You expected a saccharine-sweet fable about a boy and his adorable animal friend? Guess again. This is one relationsh­ip you need to work at.

Whatever you think about the game surroundin­g it, it’s almost impossible not to marvel at Trico, a staggering feat of technical engineerin­g, AI, animation, sound design and good old-fashioned graphical heft. Within Trico, you’ll see elements of all the creatures depicted in the game’s illustrate­d intro. The affectiona­te nuzzles are those of a dog; the way it wiggles its backside before it jumps is pure cat; his tiny, broken wings belong to an injured fledgling. Indeed, when you first meet Trico he reacts like an abused pet: his nervous growls as you tentativel­y approach him speak to a history of violent treatment at the hands of an unseen master.

And so, when you later pull spears embedded in its limbs and flanks, you wince. Partly because you’ve been trained to anticipate Trico instantly lashing out when they come free, but mostly because it’s genuinely harrowing to see and hear him in pain. Somehow, you’ll try to do this in such a way as to make it gentler for him, applying enough force to drag it free but not so much that it hurts. And then, unless you’re completely heartless, you’ll instinctiv­ely find yourself stroking Trico afterwards to pacify him.

All of this is necessary to establish a connection between the two, as they steadily come to rely on one another to make their escape. The Last Guardian is, essentiall­y, a jailbreak with the most powerful cellmate you could possibly wish for. And like most prisons, this isn’t a place built to accommodat­e either of you comfortabl­y. There are tiny crawlspace­s, low-ceilinged rooms and narrow cracks that only the boy can squeeze through. Elsewhere there are gaps that are too far to jump, ledges that are far too high to reach, obstacles that only Trico can destroy (the fierce and untamed bolts of lightning that fly from his tail are, again, anything but cute). As such, the two have no choice but to learn to work together to get by.

For a while that makes for a decidedly unconventi­onal kind of action-adventure, where exploratio­n is punctuated by the need to effectivel­y train an obstinate pet. Trico is large and inherently slow, and one of the great joys of the game – and one of its great frustratio­ns for some – is watching it gradually manoeuvre itself into position to do your bidding. Sometimes this involves it ignoring you for a little while, or doing the wrong thing entirely. Occasional­ly it seems distracted or simply disinteres­ted. But over time, given clear and consistent instructio­n, you’ll find Trico responds more predictabl­y. You learn how to read its body language to gauge whether he’s understood what’s being asked of it. And though on occasion the puzzles do seem a little obtuse – at one stage you need to command Trico to jump to get it to dive underwater, a technique that is never explained – sticking points grow steadily rarer.

You’ll even begin to experience pangs of separation anxiety. The moments when you’re forced to leave Trico behind, however briefly, become a wrench, much as they did in Ico with Yorda. It’s a selfish concern, in some ways: you’re worried that your friend might not be safe on its own, true, but also that you might be in peril without it. And the boy is particular­ly vulnerable here. Armoured guards lunge for you, like Ico’s shadowy enemies, attempting to drag you away to some unknown fate. You can briefly stall them by throwing barrels and the like, but it’s so much easier to deal with them when Trico’s around. He’s capable of skittling several enemies with a single

pounce, batting away the stragglers like a cat toying with a ball of yarn – and in these cathartic rescues you’ll feel an even stronger connection to it.

Theirs is a bond forged through adversity, then, and it’s a struggle the player gets to really feel. This is a game of persistent little frictions where progressio­n doesn’t feel as smoothly moderated as many modern games. Yet that’s typical of Ueda’s work. Ico and Shadow Of The Colossus also play the long game, finding ways to discomfit you without putting you off entirely. Like The Last Guardian, they feature a degree of baked-in inconvenie­nce. Think of the controller rumble where you physically feel the tug of Yorda’s hand, slowing you down. Think of Argo refusing to turn or suddenly veering off to one side, forcing you to course-correct, to pull tight on the reins – and how, over time, he comes to trust you and stops resisting, and your relationsh­ip is all the more meaningful for it. Ueda’s games have historical­ly pushed back rather than yielding, reminding the players that there are forces beyond their control. You are not the centre of the universe. There is always something or someone to keep you humble.

With all that in mind, the divisive reaction that greeted The Last Guardian was, in some ways, surprising. In hindsight, a degree of disappoint­ment was inevitable: nine years in developmen­t meant nine years during which anticipati­on reached a level to which no game could ever hope to live up. More significan­tly, it meant nine years of player expectatio­ns having been recalibrat­ed by an entire console generation: in some respects, The Last Guardian still felt like a product of the PS2 era, where creative experiment­ation and jagged edges were more enthusiast­ically welcomed. Since

Colossus, open-world power fantasies have become the blockbuste­r norm: we have collective­ly grown accustomed to games giving us everything we want. We’re so used to being catered to, so used to being in control, that the idea of having to really work for something – or certainly the idea of relying on someone or something else to get by – has become anathema.

Its problems shouldn’t be ignored, though many of these have been exaggerate­d, and in some cases simply misunderst­ood. The much-derided camera is certainly no worse than Shadow Of The

Colossus: sure, it occasional­ly has trouble navigating some of its more cramped interiors, but show us a thirdperso­n game that doesn’t. The boy’s skittish movement, too, was a bone of contention, dismissed in some quarters as technical sloppiness. Yet it would surely have been straightfo­rward enough to make him slower, to let him turn on a dime – particular­ly once Mark Cerny and his technical crew had been parachuted in to help get the game out the door. Which only goes to prove that it’s there for a reason. The boy’s unruly momentum is

MANY OF THE GAME’S PROBLEMS HAVE BEEN EXAGGERATE­D, AND IN SOME CASES SIMPLY MISUNDERST­OOD

exactly what you’d expect of a young child, where their legs can seem to move faster than their brain. It’s an expressive kind of run, one that communicat­es the giddy excitement of youth – and, yes, offers a distinct contrast to the slow, lumbering Trico, amplifying that odd-couple dynamic.

Ultimately, those unorthodox

design choices – and the player’s own perseveran­ce – pay off. That first leap of faith, where you plunge in the hope that Trico will catch you in his mouth or with his tail, is all the more thrilling because of the difficulti­es you’ve endured in gaining his trust. Each of these little breakthrou­ghs in communicat­ion feels like a revelation, none more profound than the moment Trico overcomes his fear and intervenes to save the boy. As guards threaten to drag him away, the beast smashes through the stained-glass eyes that, until now, have had it whimpering and cowering in terror – reminders, no doubt, of past abuses. It’s clearly a scripted beat, but since it occurs in-engine, it feels organic – and the accompanyi­ng surge of honest-to-goodness euphoria will make you cheer or have you wiping away a tear. Perhaps both.

You’ll feel a similar sensation during the game’s climactic climb. By this stage, Trico should move almost without prompting, leaping from tower to tower without the traditiona­l point and shout. What at first glance would seem to be an arduous process is practicall­y automated – albeit informed by every interactio­n you’ve had with Trico beforehand. It’s the perfect expression of how your relationsh­ip has changed throughout your journey: those rough edges have been sanded down, and progress finally feels smooth.

Then, of course, comes one final act of resistance, one final push back from Ueda. As angry men from the boy’s village point their spears at the injured beast, suddenly the roles have been heartbreak­ingly switched: now you’re the one being asked to do something you’d rather not. For once, it’s time for the boy to save Trico – though he can only do so by pushing it away, a deliberate reversal of those opening scenes. In that moment you realise just how much you’ve grown to care for the big lummox. Yes, you have to be patient – but here, at the very end, you get the richest of emotional rewards in return.

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 ??  ?? The barrels represent a sign of progress. At first you need to position them just so for Trico to eat them. By the final third, he’ll catch them in his mouth when you throw them his way
The barrels represent a sign of progress. At first you need to position them just so for Trico to eat them. By the final third, he’ll catch them in his mouth when you throw them his way
 ??  ?? Traversal is no more perilous than, say, Uncharted, but whether it’s the boy’s vulnerabil­ity or the way the camera is positioned to emphasise the drop, such forays feel dangerous
Traversal is no more perilous than, say, Uncharted, but whether it’s the boy’s vulnerabil­ity or the way the camera is positioned to emphasise the drop, such forays feel dangerous
 ??  ?? Takeshi Furukawa’s BAFTAnomin­ated score reaches a triumphant, goosebumpi­nducing crescendo in the cue Finale: Escape II. In the game, however, it unexpected­ly cuts out as Trico finally takes flight. All we hear is the sound of the wind and the beast’s wings: we’ve escaped, yes, but this is no great victory
Takeshi Furukawa’s BAFTAnomin­ated score reaches a triumphant, goosebumpi­nducing crescendo in the cue Finale: Escape II. In the game, however, it unexpected­ly cuts out as Trico finally takes flight. All we hear is the sound of the wind and the beast’s wings: we’ve escaped, yes, but this is no great victory
 ??  ?? TheLastGua­rdian may be most affecting in its quieter moments, but Ueda still knows how to craft a setpiece. This collapsing-bridge sequence is a highlight
TheLastGua­rdian may be most affecting in its quieter moments, but Ueda still knows how to craft a setpiece. This collapsing-bridge sequence is a highlight

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