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About Varied / Professional Core Member Jessica JefferyFemale/Canada Recent Activity
Deviant for 10 Years
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Mountain Fortress by Trikucian
Mountain Fortress
An early digital painting I did of a castle in the mountains.  Intended as a visualization of one of the premiere locations in my novel, "Flyaway Boys".  I used Adobe Photoshop to paint this.
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Emir by Trikucian
Emir
Emir is a mercenary archer from my novel "Flyaway Boys".  Here he is pictured against atop an old ruin in the desert.  The drawing of Emir was done a few years ago, and I recently added the background to add depth.  I have a bad habit of not giving character drawings backgrounds.  
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Captain Sam by Trikucian
Captain Sam
A new version of an illustration I did a few years ago of Captain Sam, the captain of a salvage ship in my novel "Absent Horizons".  In this new version I've reworked her ears to make them rounded and added a metal background.  
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9.5/10


I'm going to start this off by saying I have a love/hate relationship with this game.  And it has nothing to do with the game, it's my own personal ticks that get in the way of my being completely in love with it.  I own Jak & Daxter 1 through 3, and Uncharted 1 through 3, so I'm pretty familiar with the Naughty Dog style, and how it's evolved.  Hell, Uncharted 2 even has a permanent place in my top 10 favorite video games list, and I own the $50 art book from that game.  It's safe to say I love the detail that Naughty Dog has put in the games they've released on the PS3, and The Last of Us is no different.  So, with that said, here's what I thought about the game itself. 


As you can tell from the rating system  I adopted from IGN, I've given this game a 9.5/10.  The Last of Us is both amazingly depressing and terribly uplifting.  It shows us that while there is a lot of evil and rationalizing evil acts in the world, made extreme by the circumstances of the game's narrative, people can still commit good deeds.  This game tells us that not everyone is evil, neither are they good, but people are defined, and can be redeemed, by their actions. 


The game play is very subtle and interactive.  I personally, all the way to the end, had problems remembering which button did what, but that's because the last games I played before this were Mass Effect 2 and 3, another game series where people question the ending and how it makes them feel about the rest of the game.  For the record, I actually like the end to ME3, but it still hit me hard at the time.  The Last of Us is pretty similar to that.  Anyways, one thing I loved about the game play was that, in a lot of cases, you really needed to use the stealth maneuvers because you just couldn't go in, guns blazing.  Uncharted is like that, but in that game you didn't have mushroom zombies that could instantly kill you.  The best part about the stealth game play is the listen function.  I love this, and I really hope to see something similar in other games.  Using this listen function, you can tell where enemies and friendlies are, but only if they make sound, like talking.  The other bit of game play that is new since the Uncharted series is the crafting option.  Using materials found in the world you can create bombs, shivs, and medical supplies.  Compared to other games this is very simple, but it works because it's pretty clear that The Last of Us is intended to be a very cinematic experience.


The graphics are absolutely beautiful.  Naughty Dog has proven again and again that they are one of the best, if not best, studios in terms of animation, character design, and environmental design.  But what makes The Last of Us so much more engaging than Uncharted 3 in terms of design is its realism.  Because you go to  Boston, Pittsburgh, Salt Lake city, and several places in between, you get a sense of how this is the real world, and you care about what has happened there.  Each city and town has its own personality that comes out in the design of the buildings, cars, and even trash sitting on the streets.  However, because these places feel so real, a sense of wonder is lost.  There is still wonder at how all these places can be abandoned, like when we first say London in 28 Days Later, but after a while we as an audience can get overwhelmed by the destruction.   But, from how I see it, that's the point.  The whole world is gone, replaced with a wild, almost alien landscape to what we're used to.  In Uncharted we saw ancient temples that were pure fiction, in The Last of Us we see the real world, after people have abandoned it.  If you like the look I would recommend checking out History's Life After People series, which explores just that.


After this point the only way I can talk about this game is by giving away minor spoilers, but I'll do my best not to spoil too much.


Honestly, I've given this game a 9.5/10, but, there are some minor things that bug me.  I understand what the literary reasons are for the decisions the lead character, Joel, makes in the game, but I don't have to agree with them.  But because this is a game, not a film, it makes it harder for us as the audience to accept everything Joel does , and I've realized that's the point.  The Last of Us is beautiful and amazingly artistic, but the point of the game is to make us take a harder look at ourselves and our society by fictionalizing the most extreme of circumstances.  I disagree with the ending, and because of that disagreement I feel different about the whole experience.  I'm glad that Joel loved Ellie enough to save her, but the decision he made was quite suspect.  But, that's what makes him human, isn't it?  And, in a way, the game is showing that Joel, despite all the bad he's done, he's not only done it for survival, but also for love.  There are several points in the game where Joel makes a decision based on his love of the individual involved, even though he wouldn't have done so in the first place.  He takes Ellie as a final request to his partner (and likely lover) Tess, he continues to travel with Ellie when he could have given her to his brother, and saves Ellie in the end of the game.  There are other examples too, but I'd really recommend playing the game if you want to know more.  The point is not that Joel is right, but that he believes he's doing the right thing, and that all of his efforts are to keep Ellie alive and safe.  He doesn't start off loving her, but after a year of travel, both Joel and Ellie come to realize they need each other, for reasons more than survival.  It's an extremely strong narrative of a love between a parent and child, even though that's not how these two start. 


Okay, this is the biggest spoiler of the end game.  You are warned.


The only problem I have with the narrative is Joel's choice at the end, to save Ellie.  He learns that to make the antidote, the doctors must reverse engineer it from Ellie's brain, basically killing her to save humanity.  To save her, he has to fight his way through the hospital, killing several soldiers, and one surgeon, to save her.  I can see, from a literary standpoint, why they chose this ending.  Throughout the game's narrative it's been shown that in this world government organizations cannot be trusted.  Actually, the only groupings of people the game shows can be trusted are Tommy's people at the power plant, and even they have to fight off bandits.  Speaking of which, Tommy makes a point that it's just part of life to deal with the infected now.  I like this, because the game is telling us that there is no point to treat people inhumanely.  Everyone has to survive, to live, and the only way we can do that is if we trust each other and work together.  Joel doesn't choose to save Ellie because he distrusts the Fireflies, he does it because he loves her.  Granted, if this group did invent an antidote, they would become the new world power, and all kinds of new problems could arise, but that's all moot because they, in fact, did not create an antidote.  



In the end, I would have liked to see more background story from each character, but even so, the story is still amazingly well written and presented.  Like the Uncharted series, The Last of Us is a must-play for anyone who is a video game fan.  And for those of you who don't like games, you can watch the majority of the game's cinematics and talking scenes and get a lot of the same experience.  Honestly, that's the only downfall of Naughty Dog's PS3 titles, is there almost isn't enough gaming to these games.  They are an interactive experience, meant to tell a story and engage the audience, and that's the strength of video games as a genre, over films or television.  You may not play The Last of Us for days on end like other games, but it will definitely stick with you for a long time to come.  

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Trikucian's Profile Picture
Trikucian
Jessica Jeffery
Artist | Professional | Varied
Canada
My name is Jessica Noel Jeffery and I like to think of myself as a “Jack of All Trades” when it comes to the world of art. I love to dabble in several different kinds of art styles and mediums, but there are always two that I keep coming back to: costumes and digital painting. While these two mediums may seem very different, one being very tactile and in the real world, the other being purely digital in the virtual world, I find they both bear resonance with me because of their potential for interactivity, both for the artist and the audience. I believe that the best way to enjoy art is to touch it, to discover it with all of your senses, not just your eyes or ears. A great deal of my personal art is geared towards my own need to interact with the comics, video games, and movies that I love. To create a costume based on one of my favorite characters I first draw the character out, and then I decompile the different pieces of the costume. This also lets me work on my digital painting skills, which I would later use for my own character designs and graphic novels. The next step with the costume is to draw out the pattern, adherent to the measurements of the model, and make adjustments accordingly. After that I make the mock-up piece to make sure the garment falls right, and the last step is of course to make the costume itself. In this last step, being the most tactile, I have many opportunities to tweak the piece to my own liking. My technique to creating a digital character is very much the same, the only difference being I draw the final costume for them, as opposed to making one with real fabric. I believe knowing how something works in the real world makes it look and work infinitely better in the virtual world, and as such is why I find the costume and digital painting mediums connect so succinctly for me.
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:iconkarumichi:
Karumichi Featured By Owner Nov 12, 2012  Hobbyist Artisan Crafter
Thanks for the watch~
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:iconkirmizidon:
kirmizidon Featured By Owner Sep 17, 2012
Thanks for the fave
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:iconsharuruka:
sharuruka Featured By Owner Sep 10, 2012  Hobbyist Artist
thank you for watch!
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:iconxlollx:
xlollx Featured By Owner Apr 4, 2012  Hobbyist Digital Artist
Thanks very much for joining #Royal-Siblings :love:
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:iconwordofchen:
WordOfChen Featured By Owner Mar 29, 2012  Professional Writer
Arrr thank ye so much fer givin' me a watch ;3 :iconhandsomeonionplz:

I truly appreciate it and hope ta see you around when I make me releases (thursday-sunday). :iconbadassplz:

We're the fiercest poet pirates in the seven seas and we love ta have company :icondragonglomp:

We also have a facebook page if you are interested in following us there: [link]

-Captain Chenbeard the Pirate :iconcaptainjackplz:
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:iconmoodhaircosplays:
MoodHairCosplays Featured By Owner Mar 28, 2012  Professional Artist
Thanks so much for the faves and watch!!!
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:iconloffy0:
Loffy0 Featured By Owner Jan 15, 2012
OMG Thank you so much for the watch! :huggle:
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:iconkurokatsu:
KuroKatsu Featured By Owner Jan 9, 2012  Hobbyist General Artist
Thanks a lot for the watch! :hug:
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:icondd4rri3nd:
dd4rri3nd Featured By Owner Jan 3, 2012  Student General Artist
:icontftdwplz:

also feel free to check out my webcomic KA-EL: BLUE at this [link]
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:iconkandissdoll:
Kandissdoll Featured By Owner Jan 3, 2012
Hello!

Thank you for the watch!

Have a nice day!
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