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Daniel Boyd (1066 KP) rated The Last of Us Part II in Video Games

Jun 30, 2020 (Updated Jul 1, 2020)  
The Last of Us Part II
The Last of Us Part II
2020 | Action/Adventure
Gameplay (2 more)
Graphics
Sound
Story (0 more)
I'm Not Mad, I'm Just Disappointed
Contains spoilers, click to show
It's been a while since I've written anything, but I couldn't let this one go by without saying anything about it.

The Last Of Us Part 2 is the biggest disappointment of 2020.

I finished the game a few days ago and have been letting it process in my mind in the hopes that it will somehow make more sense to me. So far that hasn't been the case.

Let me provide you with some context, I wanted to like this game more than anyone. The first Last Of Us is one of my favourite games of all time and because of the spectacular writing and performances in that first game, I was really excited to see what would happen to these characters. This was definitely one of my most anticipated releases in recent years and I'm genuinely in awe at how much of a let down it was, especially after the 10/10 reviews I had been reading leading up to the game's release.

Spoilers will follow from this point on as it's pretty difficult to discuss my reasoning for being let down by the game without getting in depth, so please tread carefully if you have yet to play through the game.

First off, I don't normally like to bring up my personal politics when discussing fictional media, but I do feel that it's necessary to mention that I am pro LGBTQ+ and none of my issues with this game stem from any sort of political bias that I may have.

The game opens slowly, juxtaposing the intense opening of the first game. However these slow opening few hours really allow you to drink in the breathtaking visuals and fantastic sound design. These elements really help to sell the cinematic nature of the game, along with consistently stellar performances.

Then we are shown the main conflict that will propel the story for the sequel. Joel is unceremoniosly murdered by Abby, a new character that we know nothing about at this point.

Now I don't have a problem with main characters being killed off in a story, in fact as a Tarantino fan, I relish it when it's done properly. The problem with Joel's death is the way that it was executed. First off, Joel and Tommy would never in a million years have blindly trusted this random faction that they've just bumped into enough to give them their names so quickly. They've both survived 25 years in the apocalypse and yet the writers still expect you to believe that they would be this naïve and stupid. Then, there's the fact that this is how they choose to introduce this new group that you are later expected to sympathize with and this character that they will later force you to play as for half the game. Why would anyone who is a fan of this world and these characters want to play and learn about this random ruthless killer?

Now, what you might be asking is "aren't Joel and Ellie ruthless killers at this point?" And you would be right, they are. However the point is that we were already invested in these characters before we seen them ruthlessly murdering infected and humans alike and therefore are able to put it down to them having to do what they had to in order to survive. With Abby you are introduced to her killing a beloved character from the first game for the sake of pure shock value.

The first game came out during an oversaturation period of zombie stories across media and yet because of it's stellar writing, it managed to stand out from the crowd and actually become one of the most unique games of the last generation in terms of the story it told. The story in this game feels so generic by comparison. I remember watching interviews with Neil Druckman in the lead up to the game's release where he would talk about how the main hurdle of writing this game was justifying it's existence after the first one ended so well. Really? You had seven years and another generic revenge plot was the best thing that you could come up with?

Another highlight from the first game was the fleshed out side characters that all felt deep and like they really existed in the world. Characters like Tess, Bill and Marlene all naturally fitted into the plot and felt necessary to the overall story being told. The same cannot be said for the side characters in this game. I have already mentioned how it is made impossible to sympathize with Abby and her crew after seeing what they did to Joel. There are two other new characters introduced called Yara and Lev. They are siblings, which put me in mind of Henry and Sam from the first game, but where Henry and Sam felt layered and genuine, Yara and Lev feel shallow and shoehorned in to give Abby's plotline some narrative weight.

Then there is the strange pacing of the story. I feel like I must reiterate, they introduce a character that murders the beloved protagonist from the first game and later expect you to sympathize with her. Then there is the fact that you play as Ellie for the next 8 hours or so before they present you with a shocking cliffhanger, only to then force you to play as Abby for the next 10 hours. Not only are they making you play as the character that murdered Joel and Jessie in cold blood, but every extra hour that they unsuccessfully attempt to make you feel sorry for Abby is another hour before you can get back to see how the cliffhanger, (that was introduced 10 hours ago,) is resolved. And then, they bafflingly make you fight Ellie while playing as Abby. Why would the game expect me to want to hurt this character that I care about as this brand new random stranger?

You are then eventually given control back as Ellie and the game lulls you into a false sense of thinking that you are finally done playing as Abby. Then Ellie makes the totally nonsensical decision to abandon a nice, cushty, quiet farm life that she's carved out for herself, to go after Abby yet again.

After that, you guessed it! You are forced to play as Abby yet again. Thankfully it's only briefly as we then at long last get to properly play as Ellie again. Not sure if you remember her at this point, she's the one that's in all of the trailers and posters and on the cover of the damn game?

Then we get what is probably the most anticlimactic ending in the history of gaming. Ellie lets Abby go. After Abby killed Joel and Jessie and crippled Tommy and after Ellie murdered all of Abby's friends and after Ellie abandoned her girlfriend and step-son and had her fingers bitten off, she's just like, "nah fam, I'm good."

I'm sorry, what?

You are going to break your promise to Tommy and let the person that murdered your father figure get away? Why?

If getting your revenge wasn't worth it, you should have really realized that back on the farm when you were surrounded by people you love and a chance at a family life. If you chose to leave that behind you must be committed enough to see it through, otherwise it is all for nothing. There is subverting audience expectations and then there is having your characters make nonsensical decisions and I feel like TLOU2 was full of the latter.

On a positive note, the gameplay is extremely fun and satisfying. Every blow lands with more force and every bullet seems to strike even harder than in the first game. It does get a bit repetitive after a while and the actual function of taking out a group of enemies hasn't evolved a great deal since the first game, but I still really enjoyed it. The upgrading and crafting systems have also been fleshed out. This, along with the immaculate graphical presentation, tight, fluid animations, brilliant audio and expectedly phenomenal performances make for something with so much potential, with only the writing and direction letting it down. Unfortunately, writing and directing are both pretty essential in a story driven game.

Before I summarise, I'd like to highlight that I am not against stories that explore the moral grey area and don't have clear heroes and villains. For example, Metal Gear Solid is my favourite franchise in gaming and the whole point of that series is to show that there is no black and white, but we all do things for our own reasons. A good story should be able to make you see the things from the "villain's" point of view without being like, "look see what you did to them? That is why they are the way they are! Look see, she is a good person because she plays fetch with dogs!" In TLOU2 it all just feels so forced and unnatural. A good storyteller should show a character's motivations and then show their actions and leave it up to audience to decide if it's justified, instead of strictly saying, "this character is 100% justified in the heinous act that you just seen her commit, now you must be on her side!"

I think that's all that I've got to say and I guess at the very least, this game has got people talking. You cannot accuse it of playing it safe, but there are a ton of different ways that the plot could have went that probably would have been a lot more satisfying for fans of the series like myself. 6/10
  
Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
    Flick Kick Football Kickoff

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Mijnlieff
Mijnlieff
2010 | Abstract Strategy
This has happened to me a few times recently and I am starting to rethink my entire approach to board games. You see, I set a game in front of me, look at it, open it, read the rules, and then set it up to play. But on these few occasions recently I read the rules and think to myself, “This will be ok I guess.” But then I play it. I play it and then fall head over heels in love with it. Such has happened again, folks. This time with a game I didn’t know existed, didn’t know I would be receiving, and still don’t know how to pronounce. This is Mijnlieff (mine-leaf maybe?).

Typically I explain the theme here and what players’ end goals are. Mijnlieff is a two player abstract strategy game that has no real theme, though the art style uses lots of leaf iconography and the color scheme is very Autumnal. The winner of Mijnlieff is they who score the most points at the end of the game by constructing the most (or longest) sets of 3 tiles in a row.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup each player will choose a color of tiles (or I guess just one player chooses and the other is stuck with the unchosen), and the back of the game bag is placed on the center of the table to act as the game board. Decide the starting player and the game may begin!
On a player’s turn they must place one of their tiles on one of the leaf symbols printed on the bag (the leaf symbols mean nothing other than to show where to place tiles). Easy. The first player will place their very first tile on one of the outermost leaf symbols to begin the game. The second player will then place their tile on the board depending on which tile was just placed by their opponent. You see, in Mijnlieff players cannot just place tiles willy-nilly, no! The tile immediately placed dictates where the next tile may be placed.

For example, if an opponent had just placed the N/S/E/W cross tile (Straight), then the next tile may only be placed on one of those leaves pointed at by the cross. Similarly with the diagonal cross (Diagonal) for diagonal leaves. The leaf tile with a solid circle around it (Puller) instructs the next player to place their tile on any leaf space that touches the original tile, even diagonally. Conversely, the leaf tile with a broken circle (Pusher) means the opposite: the next tile may be placed in any space that is NOT able to touch the original tile.


Players have access to two tiles of each flavor and they are attempting to rid their hand of tiles and create the most lines of three or four tiles for one or two points respectively. Once one player rids themselves of all their tiles the next player may lay just one last tile in an attempt to score more points. Whichever player earns the most points is the winner and, undoubtedly, will wish to play again immediately afterward.
Components. The version I was sent is the most recent XVgames Bagstracts edition in the fancy brown bag. The bag is great, and not only carries the components but doubles as the game board. I mean, I have not really seen that anywhere else. What a great and versatile component. The tiles are all very nicely painted wooden tiles with very clear iconography, which is much appreciated. The rulebook is fantastic and explains the game splendidly. Also included is a set of modular 2×2 mats that can be assembled in ANY fashion to create personalized game boards. I think this is a wonderfully-produced game with excellent components. The art is minimal but effective, and it has orange as a main color, so I applaud that choice as well.

The gameplay is what I would like to rave about here. My wife and I enjoy abstract strategy games together, but I have never seen her be absolutely magnetized to a game as much as she is to Mijnlieff. Right away, the first day I asked her to play it with me we ended up playing it eight or nine times that day. And you know what? We both really were jonesing to play some more. The game is relatively quick, with games lasting around 10 minutes each, but the neural exercises happening whilst playing is such so fantastic.

None of the tiles’ actions are difficult to understand, but each time a tile is placed my mind is racing with possibilities for my next turn. I do not suffer from Analysis Paralysis (AP), and my wife usually takes her times, but I do sit and think a bit more playing Mijnlieff. Sometimes you just need to play a tile to block the other player. You see, if you lay a tile and your opponent is unable to lay a tile legally according to your tile’s actions, then you get to place another tile ANYWHERE on the board. This could lead to a cascade of several tiles being laid on a turn, and THAT is what makes this simply an amazing design.

I now have four titles by designer Andy Hopwood that I will be reviewing, and if any of them are as thoughtful, beautiful, and well-designed I may have found another designer to add to my list of favorites. Purple Phoenix Games (plus my wife) give this one an incredibly respectful 11 / 12. I think what could make this game better is blinged out components. Everything in this bag is great, but Mijnlieff screams for high quality components and just sparkle everywhere. If you need a thinky abstract for two players from a smaller publisher and designer, I plead with you to grab a copy of Mijnlieff. I find it to be a superior design, quick-playing, and just hits all the right spots for my wife and me. And once you receive your copy we can record ourselves pronouncing the title and sending our recordings to the designer for him to choose the closest butchering.
  
    Farm On!

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