Stories and how we tell them – A deep dive into the storytelling of The Last of Us Part II, and one game that did it better.

One game is a gritty, interactive zombie movie, while the other is an over-the-top action-adventure with anime characters dramatically grunting and screaming while fighting giant robots in knock-off Gundam suits. Yet at their core, these games have an uncanny similarity. So uncanny, in fact, that I’d be willing to bet Druckman was inspired by NieR while working on TLOUII. So, if we strip the games of the elements that quite clearly set them apart, and focus on what they have in common, we are left with a pretty clear image of what of The Last of Us Part II works, and what doesn’t. And so much of that lays in one specific element of storytelling: execution.

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Beating a Dead Lion – The advancement of technology and the death of ideas

Hamlet with lions. An emotional, deeply metaphorical tale about life, death, duty, honour and our place in the world, with singing meerkats and dancing giraffes. Now brought to you with photo-realistic CGI animals that can barely emote, sing, or dance, with a more straightforward plot that turns the vaguer aspects of the story in reasonable plot points. Also, the photo-realistic animals have no genitals, because PG-13.

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Annihilation – Beauty in Desolation

We need to learn how to cope with our inability to explain everything we see and experience. We need to accept that stories are not just stories. They are windows into other worlds, concepts and themes. Annihilation asks many questions and lets us find the answers. Will humanity ever learn how to overcome its own self-destructive tendencies? Are we destined to repeat the cycle? To keep hurting each other and ourselves? To slowly kill the world around us, like a tumour does with its host?

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