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The Last of Us Part II
1
Publisher:
Entwickler:
Erscheinungsjahr:
Kategorie:
Sprachen:
Untertitel:
Dänisch, Deutsch, Englisch, Finnisch, Französisch, Italienisch, Niederländisch, Norwegisch, Polnisch, Portugiesisch, Russisch, Schwedisch, Spanisch, Türkisch
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Altersfreigabe:
HD-Auflösung:
Anzahl-Spieler:
1
Netzwerkfähig:
Ja
Trophäen:
Ja
Veröffentlichung:
19.06.2020
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KOMMENTARE
Intro
It doesn’t take much to get negative attention on the Internet. The statement of some group, criticism on a medium, even voicing your opinion, in some social networks, has to be done carefully. So Naughty Dog, developer of franchises like Uncharted and The Last Of Us, had to be aware of the tides they had to face, when releasing their newest game. Still no one could have predicted the hate that came from consumers. I wanted to know why. My own interest in the game was a little damaged to begin with. I loved the first game and looked at it as perfectly executed. For me there was no need for changes or an ongoing story. Joel was the Bad Cowboy gone Nice and Passionate Cowboy, and Ellie, that naive girl grew up and toughened up.
I managed to avoid the trailers and later on the leaks and spoilers. After a few talks with friends I was certain that I would still get the game. So I did. On release day I held it in my hand and I started… Hoping not to get disappointed.
STORY
The story begins a view years after the first game. The Intro did what it should do: Grafics 1+, cutscenes 1+, acting 1+. Involvement guaranteed It was there when I first noticed something different. The conversations were a lot more direct and had fewer nuances. Tutorial-section, good transitions and interesting new characters. Something bad happens and the little seed named “Revenge” is planted and grows. Someone needs to be hunted down.
That motivation feels like a shopping list. A morbid shopping list. Granted, a very beautiful to look at shopping list, a shopping list printed on high quality paper, but a shopping list nevertheless. And you got to go it through. In the first four hours there are stretches and I caught myself exhaling: “When’s the next relevant thing?”
After fifteen hours or so, in the middle of the game, a switch occurs. A switch, seeing the whole picture, is meaningful and well thought provoking. But at the moment of the switch, it’s a mere puzzle piece, that won’t let the player take a look at the image it’s creating. And you feel confused. That’s the moment that brought Naughty Dog and it’s team revolting fans and hate-tweets.
The story, completed, is good. There are no new occurrences, and taken the switch in the middle, you’ve pretty much seen a lot of the stuff in other media. The second half puts the pedal to the metal and the time just flies by. I felt a lot more invested here, than in the first half and at the end I had to face an inner conflict, that was prepared well enough.
Thanks to the technical possibilities and motion-capture-talents, the characters appear unbelievably realistic and believable.
Unfortunately the way of telling the story seems a little rough around the edges. The “Bad Thing” that happens near the beginning leaves a bitter taste in the mouth. It’s not fully getting the props, it aimed for.
Near the middle we face two situations that scream: “WE IS VIDEOGAME! WE FUN! WE BOMBASTIC! LOOK AT BOSS!” Those moments seem out of place.
Especially the end feels forced and atypical of what the characters would normally do.
I personally was angry at the message at the end: “YES, I get it! Revenge bad, mkay? But couldn’t you have gotten that message across without letting the characters acting differently than they normally would?”
In the end we got a very well thought out Story, but thanks to some issues it got reduced to just “good”.
GRAFIK
Top notch! Nothing more to add here! Sony obviously pumped a good chunk of money into this project to keep First-Party-Games relevant. And it’s working. The world is breathtaking and beautiful to look at. The trees, the tall grass, the depiction of water and the rooms details are beyond the normal level of quality we’re used to. The same thing applies to the animation. The cutscene-facial details make the people as close to live as it can get. A smirk, a bite on the lip, little flinsh and the correct eyebrow movement and you are sold on the character, believing him or her everything. Patrolling guards keep searching effectively. No stiff pole walking in straight lines. They keep turning around peeking under obstacles and are not as predictable as you’d hope.
A great spectacle, with a dark offspring: Cutting someone leaves a blood splatter, that’ll remain in the world. Terrifying but also fascinating. That might also be a minor turn off for some: The brutality is tweaked to 11, without celebrating it, but to show it’s grimm and ugly face. Not for everyone.
All in all, the spectacle is spectacular.
SOUND
Headphones on and you’ll enjoy every second of it. The Mixing was done exceptionally well. For the best language you should switch to the original english one. There you are dealt the overall best quality. In my ears the music was not as poignant as it was in the prior game. There are those familiar guitar strings humming in your ear, but even in the second playthrough I missed the highlights in it. As my music teacher once said: “Good music in media stays in the background and in most cases you won’t even notice it.” And I think that hits the nail on its head.
SINGLEPLAYER
If described a little unfairly you could say: “Same old, same old” And that’s a good thing in my book. Once you got used to the specifics, your controls are in the sweet spot between total control and hectic button mashing to switch to the correct weapon. But as I said, it’s not fair to say it hasn’t changed. Now you can reach high with a jump, lay low with a prone and get away with an evasive move. The AI is much more agile and tough to get by. But that’s it for the most part. Don’t fix what ain’t broke, goes the saying. Enhancing the weapons feels different enough to matter. And it’s a spectacle as well. Leveling your character is a bit two sided. You have to find brochures to get a new branch of skills. I for myself had problems getting excited for more than four or six skills.
The gameplay-loop is fun. There’s a good balance between the sections: “BE SILENT NOW!”, “EXPLORE YOUR SURROUNDINGS!” and “GIVE THOSE FREAKS HELL!”
One interesting aspect is the difficulty sliders. How many resources you get, how visible you are for your enemies, etc. That alone adds great replayability.
Conclusion
I’m gonna play the game again. I’m certain of it! I’ll play it with changing variants and difficulties. It’s a blast to get through the game and I fell in love with the world and the characters. I’ll skip some cutscenes. That I’ll do. And, given the time, I’ll get into the photo-mode to get the full experience of the extraordinary beauty, a tribute to the talents behind Naughty Dog.