Live Magazine September 2014 Volume 9/2014 | Page 32

THE LAST OF US Video games are a young medium. Like films at their outset and, more recently, comics before them, video games have struggled to find acceptance as an art form worthy of serious critical consideration. The Last of US is video games’ answer to the question of “is there a Citizen Kane of gaming?” The thing about video games that critics often forget is that it is the only interactive medium. The Last of Us maximises the impact of the player being immersed in the game. Playing as Joel we are given power over life or death in the beautiful post-apocalyptic world that developers Naughty Dog have cre- ated. As the 50 year Joel escorts 13 year old Ellie across the former United States post deadly plant plague, it is the player that stands in Joel’s shoes – like him, we know the old world and we watch and learn how Ellie, raised in this new world, acts and reacts seeing what is different from our own childhoods, and what remains poignantly the same. We – and Joel – are responsible for Ellie’s safety, and we act out the story. Very rarely do video games truly use their medium’s unique ability to truly interact with the story, but The Last of Us shows what really can be accomplished. The game also possesses stellar graphics, and fantastic game- SPECIAL REPORT: aaa games play – both essential to making the game as immersive and as enjoyable as it is. It really is a game you can only understand if you’ve played it – simply watching it, or even reading about it will never give you the same emotional depth of actually playing it. You won’t get, that is really get, the ending unless you’ve played and truly experienced The Last of Us, something few games can attest to. Most AAA games seem content to spend their enormous budgets on big moments and little plot, but The Last of Us shows that when done right the power of a AAA budget can create something truly special. Written by Alex Holmes www.stickytriggerentertainment.com