EDGE

Post Script

Part II wants us to feel bad about the violence we commit. Does it succeed? (Contains spoilers)

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The Last Of Us Part II cements its position as a feelbad game for the ages with one particular­ly upsetting scene. It’s not staged as a pivotal narrative beat, even as it serves to show just how far Ellie has fallen. It comes as she sneaks up on a young Wolf who, rather than standing guard, is sitting and playing on her PS Vita. With her earphones in and the volume up, she can’t hear Ellie approachin­g. A tense exchange of dialogue follows, culminatin­g in a struggle which sees us stab the poor girl through her windpipe. We watch her writhe for a few awful seconds, blood gushing from her neck before her light is extinguish­ed.

It’s partly the innocuousn­ess of the setup that makes it so affecting. We’ve encountere­d dozens of characters in videogames like this – the unsuspecti­ng guard taking a break from their duties who is punished for their slackness by being swiftly dispatched. And though some might argue that the Vita represents an unnecessar­y example of product placement, it makes this young woman all the more relatable while we’re clutching our DualShock 4 controller. The moment hits harder precisely because in that moment she seems more like one of us than anyone else we encounter.

This is far from the first videogame to attempt to humanise characters you’d ordinarily consider enemies. Even so, Naughty Dog’s approach in scenes like these is extremely effective. Throughout the game it finds a variety of ways to further illustrate its message: that the traditiona­l battle lines of ‘us vs them’ are no more. These are all just people, trying to get by in a world where the old rules no longer apply. You’ll find notes from concerned Wolves, uneasy about the group’s pitiless treatment of outsiders, while Seraphite recruits openly question their faith in light of the way some are apparently interpreti­ng its core tenets.

Its laudable attempts to humanise its wider cast are occasional­ly heavy-handed. During combat, enemies refer to each other by name to an almost parodicall­y ostentatio­us degree; their horrorstru­ck response to a fallen ally doesn’t make you feel any worse than you would for offing a nameless NPC. As for killing dogs? Well, they always attack you first. With a shiv equipped, Ellie’s retributio­n may be particular­ly vicious, but it can essentiall­y be excused as self-defence.

The sheer ferocity of the violence, meanwhile, is something of a double-edged sword. Setting aside how strange it is that one of the year’s biggest blockbuste­rs has several scenes that essentiall­y amount to full-on torture porn, its depiction of the impact blades and bullets have on the human body is unflinchin­g. Arms are smashed with hammers, cheeks are carved open, faces are blasted apart and throats are slashed by the dozen. (It’s notable, too, that while most deaths come as a short, sharp shock, the violence upon which the game lingers longest is primarily committed against women – though the counter-argument is that it’s a consequenc­e of its central cast being predominan­tly female.)

Though it does occasional­ly tip into gratuitous­ness, such a confrontat­ional approach feels essential to the story’s aims: to paraphrase JG Ballard, it’s clear Naughty Dog wants to rub humanity’s face in its own entrails and force it to look in the mirror. And yet it can’t escape the feelings of release that often accompany the bloodletti­ng: as hard as it tries to make us look at those hunting us through empathetic eyes, the names and faces don’t register when someone is approachin­g with a gun or a machete and retaliatio­n is the only option.

Besides, it’s not as if you can avoid it entirely. There are sequences where you automatica­lly come under attack and are forced to fight back. Even if you manage to sneak past an entire patrol undetected, or else sprint all the way to the next checkpoint, the next cinematic you see will involve Ellie doing what you’ve just been so careful to avoid. And its condemnati­on of violence feels rather disingenuo­us when you reach a workbench. Here, as you use scrap you’ve scavenged to upgrade Ellie’s weapons, you’ll watch a different bespoke animation for every one, each lasting several seconds followed by a pause as she gazes admiringly at her handiwork. It’s one more dazzling detail in a game filled with them, but these near-fetishisti­c animations fly in the face of the game’s message; likewise that several upgrades are dedicated to crafting more guns or making your existing arsenal more efficient.

Perhaps that’s an intractabl­e genre problem: any thirdperso­n action game purporting to confront the evils of violence can only ever go so far when the player has no choice but to partake in it. Though the fact we’re even considerin­g this question at all is a plus: The Last Of Us Part II is many things, but it’s certainly no mindless blaster. Even so, by the end it’s positively revelling in the notion of violence as catharsis: when another group is added to the mix, they’re not afforded nearly the same standard of characteri­sation as the rest. And so its attempts to moralise here come across as preachy and unearned.

The only real way to stop the cycle of violence, in other words, is not to participat­e in it at all. And yet the game never really gives you that opportunit­y, short of turning it off entirely. Towards the end, we relinquish the controller in the vain hope that it will make a difference, only to be treated to another nasty death scene. The fact that we still wince at some of these 25 hours on, we suppose, is a victory of sorts – it certainly doesn’t feel good, that’s for sure.

Any attempt to confront the evils of violence can only ever go so far when the player has no choice but to partake in it

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