The Last of Us - dperry analysis

Written: December 2, 2025 at 12:25 AM
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INTRO

  • What impressed you?
    • Slow and contemplative start, not overtly in face: "I do appreciate that this game is not overtly in my face already that it's slow and contemplative um I do like that kind of game when it challenges me on an emotional level with maturity rather than one that just slaps me in the face and says think this way" (5:17-5:37).
    • Emotional maturity in media style: "personally I enjoy that in all kinds of media film books TV shows Etc um and there's just not a ton of those in games so I'm excited to see how this delivers on that" (5:42-5:56).
    • Script writing uncharacteristically good: "okay I finder script writing to be going to get out of this pretty good promise uncharacteristically good for video game believable" (16:49-16:54).
    • Playing as Sarah who dies feels personal: "so I think it was interesting um the having you play as Sarah and then she's the one that dies is an interesting take cuz felt more personal well done" (21:46-22:08).
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

GETTING GOING

  • What impressed you?
    • Options like perma death: "I love these options especially Perma death that's great" (4:35-4:40).
    • Tutorial through narrative: "so this is a pretty interesting way to do a tutorial further all civilians must clear the surrounding are immediately just give you a whole lot of narrative through it" (26:23-26:34).
    • Slowly removing prompts: "I think it's interesting that they're slowly removing the uh the prompts how you holding up bit by bit" (1:10:20-1:10:32).
    • Interaction button clear: "all right so it seems to be like this is your interaction button you do the thing everything's very much narrative focused though not a ton of like" (30:54-31:00).
  • What would you change?
    • Steep learning curve implied in stumbling: "tutorial here stumbling around something is very legit" (9:26-9:32).
    • Not intuitive at times: "it's amazing how much of an idiot you feel like immed you don't know what to do like it should be obvious" (1:21:59-1:22:06).
  • How could it be better?
    • (missing information here)

FUN

  • What impressed you?
    • Tense scrambling: "golly that was pretty tense I like the way that felt I mean yeah meaning they did a good job in that I felt like I was scrambling the whole time" (59:01-59:23).
    • Story hooks interest: "so I'm definitely interested in this story I want to know" (25:45); "yeah this is this is a game that I think I will come back to and I will play the rest of the way through cuz the story is interesting" (1:40:51-1:40:58).
    • Excited noises/reactions: Multiple expletives/exclamations like "holy [] what the [] just happened" (14:24); "holy crap that was cinematic holy [__]" (1:09:39).
  • What would you change?
    • Less led through story: "Joel there's a whole lot of being led through a story I'm not so sure that that's what I really want to be doing right now" (1:05:06-1:05:13).
    • Not loving play for story: "I'm not tremendously loving having to play it for the story I don't know the jux position between the story and the mechanics even as well integrated as they are right now think it's a bit strange" (1:26:39-1:26:51).
  • How could it be better?
    • (missing information here)

VISUALS

  • What impressed you?
    • Flashlight focal points: "oh dude that flashlight having different focal points is great it's not just static image looking you doom three" (40:19-40:25).
    • Fantastic death visual: "that a fantastic way to die just enough to see it just enough to see it and then cut to Black going unconscious that's solid" (56:02-56:16).
    • Shaky cam: "shaky cam was pretty solid" (1:16:14).
    • Dirty grimy camera: "that dirty grimy camera is cool" (1:51:18).
    • Foggy listen mechanic: "this foggy listen mechanic is is pretty good I like it I it's a good mechanical way of doing what it should be" (36:54-37:01).
  • What would you change?
    • Hair janky from shaders: "I'm assuming everybody's hair looks a little janky cuz I didn't let the shaders build no not a big deal" (22:14-22:22); "the hair shaders are funny this way" (1:46:02).
  • How could it be better?
    • (missing information here)

INTELLIGENCE

  • What impressed you?
    • (missing information here)
  • What would you change?
    • Enemies not smart: "they're not very smart in comparison to other games I've played like running ups" (51:43-51:49).
  • How could it be better?
    • (missing information here)

IMMERSION

  • What impressed you?
    • Time flying implied by intent to return: "definitely going to come back and play this game more later um yeah so anyway um good game good game" (1:58:35-1:58:52).
    • Personal relation: "I'm a dad can't be any worse so so I can relate to Joel" (1:26:04-1:26:10).
    • High production: "obviously the the production of this game game is super super high quality damn it" (1:50:50-1:50:57).
    • Sarah intro smart: "I think that planing is Sarah at the beginning and uh you know Joel saving the cat and all that jazz there was really really smart that worked really well um in making the interactive part more" (1:27:09-1:27:25).
  • What would you change?
    • Breaks immersion with narrative focus: "I don't really have any suggestions of how it could be done better in a game oh that is quite the be light oh God this place reeks I need to watch what they throw away down here" (28:27-28:40); narrative as mechanism less good than movie (28:09-28:16).
  • How could it be better?
    • (missing information here)

CAMERAS

  • What impressed you?
    • (missing information here)
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

CONTROLS

  • What impressed you?
    • Force feedback: "that'sa there's like force feedback on this controller that was crazy never felt that before tried to push the R2 button and it was like harder to push that's the thing" (48:11-48:24); "yeah this force feedback on the controller Bonkers" (50:37-50:46).
    • Switching shoot/punch solid: "going back and forth between shooting and punching and stuff was was all solid" (1:00:01-1:00:08).
  • What would you change?
    • Clunky: "I'll be honest I find the controls a little CR clunky" (44:06-44:13).
    • Reload/shoot same button confusing: "reload and shoot are the same button but I need to be holding this to then shoot that R be good for it" (53:44-53:50).
    • Not good at combat: "I'm not very good at this combat that's for sure" (48:35).
  • How could it be better?
    • Distinction triangle/X actions unclear: "not really sure the distinction between triangle actions and the X actions" (36:18-36:24).

IDEAS

  • What impressed you?
    • Sarah death hook: "the having you play as Sarah and then she's the one that dies is an interesting take" (21:52).
    • Smuggling infected girl twist: "well that is in fact interesting" (1:32:03).
    • Clickers blind bat-like: "so what are they blind sort of they see you like bats like that you hear One clicking you got to hide that's how they spot you" (1:51:02-1:51:18).
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)

MEMORY

  • What impressed you?
    • Want to play more: "definitely going to come back and play this game more later" (1:58:35-1:58:40); "yeah this is a game that I think I will come back to and I will play the rest of the way through" (1:40:51-1:40:58).
  • What would you change?
    • (missing information here)
  • How could it be better?
    • (missing information here)