"We're shitty people, Joel. It's been that way for a long time."
There's not much to say about this thing that hasn't been said already. I'm only saying those things that everybody's been saying because you don't finish playing a game like this and have nothing to say about it.
That being said, the ending of this game left me pretty speechless.
Rightfully so. The folks that brought us the Uncharted series, with each installment pushing the "games as art" debate into more mixed, ambiguous and dangerously arguable territory with its state-of-the-art cinematic ability at the time.
No question here, that if Uncharted 1 through 3 were a testing grounds of how to push gaming technology towards untapped potential, The Last of Us is a product of that endeavor.
Game mechanics, level design, art, UI, AI, multiplayer, DLC, content distribution, back-end, front-end, and all that other crap - yes, that's the bones of any video game anybody's ever made, from Candy Crush Saga to Heavy Rain.
They're the innate bread and butter. Without one or the other, it's not a game. At least Metacritic won't say it's a good one. So what do players look for in a good game? What's missing from the bread and butter? It's not rocket science.
It's called storytelling.