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A Bibliophagist (113 KP) rated Warcross in Books
Jan 27, 2020
Decent characters (2 more)
Plot
Pacing
YA formula (2 more)
Predictable
Not enough of the game
YA VR fun
I really enjoyed this book, as VR stories are some of my favorite types and rarely done well. This one was done well enough but suffered the large YA pitfall of there would be no story had people actually communicated with each other.
The story follows Emika, a scrappy teen living in the slums of (I think New York). As YA books tend to do, she is a normal, poor, orphan girl, who happens to be able to afford to dye her hair rainbow, and oh, I forgot to mention, very good at hacking. The world is fully submerged into the Nuerolink, which are AR/VR glasses almost everyone has, that handle the internet, gaming worlds, infrastructure etc etc. The most popular aspect is a game on the Nuerolink called Warcross, a rather simple Team vs Team capture the flag with power-ups and battling. Football move over, Warcross is where it's at. Because the nuerolink is so ingrained into society, a seedy underbelly of gambling and dark web has cropped up, and Emika makes her pennies as a bounty hunter for people who gamble in Warcross games. On the eve of the Opening of the biggest Warcross Tournament of the year (which takes up like... 6 months of the year...) Emika is being threatened with eviction, failed to get a bounty that would have fixed her situation. So as far as YA tropes go we can check off "ordinary, but special girl of poor circumstances".
Emika and her roommate, even though they are facing a looming eviction, log into the neurolink to experience the opening day ceremony. This is where Lu really introduces the ability of the nuerolink and where we can underline the "special" aspect of our tropey lead, as she somehow hacks herself into the opening game ceremony, revealing herself to the world. This is probably a good place to point out that hacking in this book is pretty much just Emika saying "I hacked into this thing" and little more than that. She runs a program here and there, that always does what she wants. Honestly as the story progresses I forget that she hacks, but the book doesn't let you forget that she's "super good at it".
Now fearing more than just eviction, but fearing for her freedom as she just did something very illegal, Emika is surprised when her world is turned upside down and she's spirited away by the Nuerolink creator to Tokyo. The creator being hot boy Hideo, whom she has been just ever so obsessed with since she was a kid, and much to her fantasies, he thinks she is special and needs her hacker expertise to track down someone that's been messing with the code in the game. BUT she needs to do it from within the game. So now she's going to be in the big game of the year as a player, a spy, and a hacker. Somehow juggling the investigation and playing a game professionally that she's the only kind of dabbled in (as far as we know, YA spoiler alert, she's super good at it).
I know I sound snarky, and like I didn't like the book, but I did. once you just accept the YA formula and that this book will be full of it, you can just lean back an enjoy the ride. Emika finds herself in a deep plot that involves other players, the dark web, and the ghosts of Hideo's past. Of course because YA Hideo is just smitten with Emika from the get go. She's great at the game, everyone acknowledges how special she is, but the big YA factor I struggled with over looking was the utter lack of communication. This whole book could've ended in a few chapters had the characters just communicated with each other. But there was always some kind of personal justification for why they couldn't just talk to each other.
I found the game world to be well thought out and interesting, just unfortunately it didn't get nearly as much page time as I'd like. I get that the story is about the scheme around the game, and not the game, but Lu introduced her as a player so I wanted more. I wanted more intereaction with her teammates, more development. She never felt like she was part of the group to me, which made it harder to believe in the second book when they all go out of their way to help her. The romance with Hideo was heavy-handed but cute, so I didn't mind it. But I kept finding myself wanting more gameplay. It's called Warcross for goodness sake.
One thing I have to commend Lu on is that it has a decent number of legitimate twists. Twists that made me actually gasp once or twice. That kept me intrigued and made me read it in a day. But unfortunately, while a fun little romp, the story's reliance on bad communication and YA tropes to advance the plot made the book lack a soul that really could take the story to the next level. I didn't care too much about anyone. I just wanted answers more than anything. But instead, we get a mysterious bad guy being cryptic, even though if he wasn't cryptic we could have avoided a lot and Emika always winning cause she's special. Though most of the information she gets is freely given to her and had nothing to do with her skills as a hacker.
When my boyfriend asked me if I liked it, I shrugged and said "yea it was fun, can we go get the second book". But I didn't have the overwhelming desire to tell him the plot or anything else as I do with books that truly resonate with me. To be fair when I did attempt to describe it the soap opera YA aspect seemed glaring and he just rolled his eyes.
Absolutely worth a read, especially if you enjoy this genre. But just don't go in expecting it to be special, it follows the YA formula to a T.
The story follows Emika, a scrappy teen living in the slums of (I think New York). As YA books tend to do, she is a normal, poor, orphan girl, who happens to be able to afford to dye her hair rainbow, and oh, I forgot to mention, very good at hacking. The world is fully submerged into the Nuerolink, which are AR/VR glasses almost everyone has, that handle the internet, gaming worlds, infrastructure etc etc. The most popular aspect is a game on the Nuerolink called Warcross, a rather simple Team vs Team capture the flag with power-ups and battling. Football move over, Warcross is where it's at. Because the nuerolink is so ingrained into society, a seedy underbelly of gambling and dark web has cropped up, and Emika makes her pennies as a bounty hunter for people who gamble in Warcross games. On the eve of the Opening of the biggest Warcross Tournament of the year (which takes up like... 6 months of the year...) Emika is being threatened with eviction, failed to get a bounty that would have fixed her situation. So as far as YA tropes go we can check off "ordinary, but special girl of poor circumstances".
Emika and her roommate, even though they are facing a looming eviction, log into the neurolink to experience the opening day ceremony. This is where Lu really introduces the ability of the nuerolink and where we can underline the "special" aspect of our tropey lead, as she somehow hacks herself into the opening game ceremony, revealing herself to the world. This is probably a good place to point out that hacking in this book is pretty much just Emika saying "I hacked into this thing" and little more than that. She runs a program here and there, that always does what she wants. Honestly as the story progresses I forget that she hacks, but the book doesn't let you forget that she's "super good at it".
Now fearing more than just eviction, but fearing for her freedom as she just did something very illegal, Emika is surprised when her world is turned upside down and she's spirited away by the Nuerolink creator to Tokyo. The creator being hot boy Hideo, whom she has been just ever so obsessed with since she was a kid, and much to her fantasies, he thinks she is special and needs her hacker expertise to track down someone that's been messing with the code in the game. BUT she needs to do it from within the game. So now she's going to be in the big game of the year as a player, a spy, and a hacker. Somehow juggling the investigation and playing a game professionally that she's the only kind of dabbled in (as far as we know, YA spoiler alert, she's super good at it).
I know I sound snarky, and like I didn't like the book, but I did. once you just accept the YA formula and that this book will be full of it, you can just lean back an enjoy the ride. Emika finds herself in a deep plot that involves other players, the dark web, and the ghosts of Hideo's past. Of course because YA Hideo is just smitten with Emika from the get go. She's great at the game, everyone acknowledges how special she is, but the big YA factor I struggled with over looking was the utter lack of communication. This whole book could've ended in a few chapters had the characters just communicated with each other. But there was always some kind of personal justification for why they couldn't just talk to each other.
I found the game world to be well thought out and interesting, just unfortunately it didn't get nearly as much page time as I'd like. I get that the story is about the scheme around the game, and not the game, but Lu introduced her as a player so I wanted more. I wanted more intereaction with her teammates, more development. She never felt like she was part of the group to me, which made it harder to believe in the second book when they all go out of their way to help her. The romance with Hideo was heavy-handed but cute, so I didn't mind it. But I kept finding myself wanting more gameplay. It's called Warcross for goodness sake.
One thing I have to commend Lu on is that it has a decent number of legitimate twists. Twists that made me actually gasp once or twice. That kept me intrigued and made me read it in a day. But unfortunately, while a fun little romp, the story's reliance on bad communication and YA tropes to advance the plot made the book lack a soul that really could take the story to the next level. I didn't care too much about anyone. I just wanted answers more than anything. But instead, we get a mysterious bad guy being cryptic, even though if he wasn't cryptic we could have avoided a lot and Emika always winning cause she's special. Though most of the information she gets is freely given to her and had nothing to do with her skills as a hacker.
When my boyfriend asked me if I liked it, I shrugged and said "yea it was fun, can we go get the second book". But I didn't have the overwhelming desire to tell him the plot or anything else as I do with books that truly resonate with me. To be fair when I did attempt to describe it the soap opera YA aspect seemed glaring and he just rolled his eyes.
Absolutely worth a read, especially if you enjoy this genre. But just don't go in expecting it to be special, it follows the YA formula to a T.

Purple Phoenix Games (2266 KP) rated Survive: Escape from Atlantis! in Tabletop Games
Sep 4, 2019 (Updated Jul 2, 2020)
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).
Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T
To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.
Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.
Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.
Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.
However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T
To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.
Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.
Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.
Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.
However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!

Daniel Boyd (1066 KP) rated Metal Gear Solid V: The Phantom Pain in Video Games
Nov 2, 2017 (Updated Nov 2, 2017)
Gameplay (1 more)
Graphics
Characters (1 more)
Twist ending
A Review By A Disappointed Long Time Fan
Before this game was released, I was certain that it was going to be my Game Of The Year for 2015, and in a lot of ways it is a worthy contender. As an open world stealth game, it is groundbreaking. The gameplay is some of the best I’ve ever seen, the controls feel tight, the underlying systems and features, (such as reflex mode and the buddy system,) are solid and the AI is responsive and fair. This is KojiPro’s first attempt at an open world game, and as far as first attempts go, this is ‘pretty good.’ The world is breathtaking as well, the graphics that the Fox engine can produce are stunning in every way, the world feels alive, with both enemies and wildlife, the textures, the particle systems, the gun models, every visual in this game has been created with an insane amount of attention to detail and all of it really pays off. I experienced little to no glitches while making my way through the single player campaign and the presentation overall is great. Motherbase is also awesome, you genuinely feel as if you are assembling an army and even though the Fulton is daft, it is a nice touch. And the amount of variety this game provides is vast, you can take 4 different buddies with you, each with unique skills, you can infiltrate in the morning or at night, you can choose your guns and customise them to suit, you can also customise your buddy’s gear, your helicopter and to a small extent Motherbase too, although that could have went deeper. Now, if that is all that you are looking for, then seriously, stop reading this review right now and go buy the game, you will love it and there is so much to do, I sank a good 75+ hours into this game and my overall completion rate is still only at 75%. If however, like me, you are looking for something more than just great gameplay, you will be left feeling as empty as I do. Like I keep reiterating, the gameplay is phenomenal, but that’s the problem, I have never played MGS for the gameplay. It wasn’t the gameplay that made me fall in love with the series growing up and if anything you would always suffer through the stiff gameplay in order to experience the deep and complex story and that was okay, because it would always be so worth it. This game throws all of that out of the window.
The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?
The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.
The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.
David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.
The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?
The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.
The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.
David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.

KalJ95 (25 KP) rated The Last of Us Part II in Video Games
Jun 23, 2020
You Won't Find A Better Game In Terms Of Presentation. (4 more)
Level Design Is Astounding.
Like The First Game, This Will Create A Conversation For Years To Come
Sound Design Is Incredible.
Takes Risks, And Some Do Pay Off.
A Flawed Sequel. (4 more)
Awful Pacing.
Structure Of Narrative Is Bad.
Some Terrible Dialogue.
Shoehorned Agenda.
The last of The Last of Us.
The video game industry doesn't get enough credit as a source of entertainment, in my humble opinion. Time and time again, the industry has proven that it can produce something magical, memorable, mesmerising to play, and even more so, something engaging to watch as someone not even holding the controller. Naughty Dog’s 2013 masterpiece, The Last of Us, became an overnight classic game because it was cinematic in presentation, and a rollercoaster of emotions in narrative. I sat and played the remastered version on my PlayStation 4 in 2017, and fell in love with the chemistry, love and heartbreak Joel and Ellie took with them, as they crossed a post-apocalyptic America. I was satisfied with the conclusion, and felt the story of these two characters was finished. I didn't need, or ever want a sequel. Then a few months pass, The Last of Us Part II is announced. Obviously, I was ecstatic, but also concerned. Trailers came and went, delays happened over and over, and leaks began to drip onto the internet. I was even more concerned with the leaks, and how this game was taking shape, but I remained open minded, and began playing the game.
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)