Probably my last Play Journal. Hope you guys enjoyed this as much as I did!

The Last of Us is an experience unlike most other games that I’ve played. In most games, there is a disconnect between the story and the gameplay itself. But here — even after several playthroughs throughout the years — the story, the gameplay, and the emotions that arise from both all still felt like they arise naturally from the game and mesh together into one cohesive and powerful whole. I feel as stressed out in a gunfight as when something bad happens to Ellie or Joel in a cutscene. I question the morality of Joel’s character when he tortures someone in a cutscene or when I play as him taking out the doctors at the end of the game. The emotional interplay between the player and The Last of Us is what has set it apart from any other game for me. And it is this emotional understanding that the game has with the player that has cemented it as one of the most influential games of the past decade.
“Reception theory is a branch of literary theory that explores the experiences of readers as they interact with the texts”
Egenfeldt-Nielsen et al 184
Egenfeldt-Nielsen et al use reception theory in their Understanding Video Games book to explain how players interact with games based on the knowledge they bring to the table. They call this a “literary repertoire,” and it is essential that a player brings the right repertoire with them in order to “appropriately enjoy” the game (Egenfeldt-Nielsen et al 184-5). Yet 13-year-old me was able to fully enjoy The Last of Us without much of the “right” repertoire. I understood the idea of a zombie apocalypse, an action-adventure game, and a survival game, but I’d never played any of these types of games before The Last of Us. What I’m getting at is there was no need for a literary repertoire for The Last of Us. What was needed instead was that inherent in all of us: an emotional repertoire. This along with the presentation of the game is its greatest strength.
Shaw understood that “identification” required a “distanced connection” (Shaw 141). This means that what is inherent to video games, its interactivity, can actually make its characters less identifiable. The Last of Us dodges this problem of identification by simply doing as film — making its characters relatable and disallowing the player to influence their decisions. The cutscenes in The Last of Us do not lessen the experience, they enhance it. We are experiencing Joel’s and Ellie’s story: it is not our story. With this distance and with the game’s understanding of our emotional repertoire, we can being to understand how The Last of Us achieves its goals as a game.
Works Cited:
Naughty Dog. The Last of Us. Sony Computer Entertainment America, 2013. PlayStation 3.
Shaw, Adrienne. “Chapter 3: He Could Be a Bunny Rabbit For All I Care!” Gaming At The Edge: Sexuality and Gender at the Margins of Gamer Culture. University of Minnesota Press, 2015.
Zirkky. “The Last Of Us – Full Walkthrough All Gameplay & Cutscenes (Movie Marathon Edition).” Youtube, 24 June, 2013, https://youtu.be/xaV5FbpEiKM.
Egenfeldt-Nielsen, Simon, et al. “Chapter 8: Narrative.” Understanding Video Games: The Essential Introduction. Routledge, 2008.
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