The Last of Us
The Last of Us is a video game well known
for its dynamic environment scenes, the experience of individual character
development, leading to one of the most successful game piece in its genre. The Last of Us is a game in an
unsettling environment with two protagonists on a journey, finding the answer
to cure the disease which is the cause of post-apocalyptic situation in this
universe. The purpose of this case study is to use this game and manage to make
it into parts of scenes and communicate it though to audiences, by using the
extended version of criteria to break down the elements, which have contributed
to it becoming one of the pioneering video game made in 21st
century.
The origin of this video game
(action-adventure survival-horror) started from post-apocalyptic setting
(Fig.1). The core concept idea began from an infection known as Cordyceps
fungi, which mainly infect insects, takes charge of motor functions, dominating
them entirely. This small but subtle idea was the crucial moment, which made
director of the game, Bruce Straley and Neil Druckmann, to think “We wanted
that contrast between the elegance and the delicacy versus the pure anguish,
pain, and disgust of being controlled by a parasite.” (Takahashi,
D. 2013).
Visual Story-telling
Immersion of story-telling in The Last of Us is one of the main features
to be mentioned. The fact that the setting of a game is rather similar to 21st
century’s time period, allows audiences to engage into the game-play more
straightforward. The game falls under the genres of action-adventure survival
horror, and as for protagonists and antagonists will be reflected by these
environmental setting. In order to convey the story of the game, combination of
character and environment needs to harmonise well with each other to give
maximum deliverance to audiences. The
Last of Us is designed to assimilate the zombie apocalypse and it has
delivered well by using realistic graphics on both environment and characters. The
intensity within critical scenes such as when protagonists encounter
antagonists delivers those extreme moments to audiences by the situation it has
been set on.
Takahashi, D. (2013). What inspired The Last
of Us (interview). [online] VentureBeat. Available at:
http://venturebeat.com/2016/04/04/gaming-company-machine-zone-launches-rtplatform-enabling-millions-of-real-time-interactions/
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