The Last of Us PC Release Fails to Impress
Finally, a chance to play The Last of Us on PC. I've been waiting 10 years for this game to come to PC, and it's finally here. The hype's real, but I'm still not convinced. The PC release happened on March 28th of this year on Steam and Epic Games Store (unavailable in Russia) for a price that's comparable to AAA projects.
Considering the game's current state, the price should be at least one-third lower. I mean, it's become a trend to release games that are this raw. And now the price has even gone up (less than $100 as of today), which just doesn't make sense - the game's been out for a while, and you'd think they'd offer some discounts on the platforms.
First thing you notice when playing is the shader compilation process. It's ridiculously long! Some players even said it took them over two hours. Great business plan, Steam! According to Steam's rules, you can return a game if you've played less than two hours. Lucky for The Last of Us, Steam made an exception and extended the return window.
So, I updated my graphics drivers, but when I launched the game, it still threw me into shader compilation - ugh! And, to top it off, the game takes an eternity to load.
What sets The Last of Us Part I apart from the original:
Part I differs from the original and the 2014 remaster in its improved graphics and facial animation, rendering, and in-game lighting, as well as updated character models that mirror those in the second part of the game.STORY
Let's get straight to the point - the story's about what you'd expect (even for someone like me who tried to avoid it, but it was hard to ignore). The game takes place in a world ravaged by a deadly pandemic. Think classic zombie apocalypse. The writers came up with a pretty logical explanation for what's happening: it's all thanks to a real-life parasitic fungus called cordyceps. For some reason, it starts mutating and jumping from insects to humans, turning them into mindless, zombie-like creatures.
Of course, the local authorities aren't just sitting back and twiddling their thumbs either. They're doing their best to create safe quarantine zones, providing food for the survivors, protecting the perimeter, and enforcing a strict regime. And people have been living like this for twenty long years.
Not everyone's a fan of this order in the country, though.
It's the story of two guys who, through circumstance, end up working together, and their dynamic evolves from being at odds to almost like family over the course of the story. On the one hand, you've got Joel - a middle-aged guy who's been running contraband for twenty years. His daughter died at the start of the outbreak, and to be honest, he doesn't really have much going on in his life.
On the other hand, 14-year-old Ellie, who was born during the global pandemic, had never really known her parents. She was homeschooled with a military twist. Ellie has one secret that makes her a valuable survivor, and that's exactly what the people Joel and his partner Tess are trying to get to her - in exchange for decent gun supplies. The journey's going to be long and treacherous, with the post-apocalyptic world inhabited not only by all sorts of zombies, but also people who live by the rule of 'man is wolf to man'.
So, that's the story. I'll be honest - it didn't grab me. It seemed too dull, with a minimum of unexpected twists, and those that did happen were ruined by obvious dialogue leading up to them (and also because they just duplicated each other). The only scene that made me feel a genuine sense of empathy and made me tear up was almost at the very beginning, when Joel's daughter dies. I'm consistently left feeling a weight on my chest, listening to the main character's pleas not to leave him alone. But after that - there's just no emotional resonance, apart from occasionally chuckling at Ellie's jokes.
Let's be real, it's a well-worn formula: take a gritty main character, add a teenager under their care, and the rest writes itself. You'll get a slow-burning romance, some high-stakes action, conflicts and makeups, and plenty of introspection. I mean, it's not like you can't see it in A Plague Tale, The Walking Dead, or BioShock Infinite.
The drama just isn't there for me. I mean, I've seen more intense storytelling in The Walking Dead. If I hadn't already played Telltale's games, I think The Last of Us would have left a bigger impression on me. But, alas, it just didn't deliver the emotional punch I was expecting.
The story moves at a breakneck pace - about ten hours if you don't get sidetracked by exploring the environment or taking your time to complete locations.
The final scene left me with a ton of questions, and I'm guessing the answers will be in the sequel – hopefully, it'll be ported to PC soon. Opinions on the second part are all over the place: some folks think it's better, while others say it's worse. I'd rather see it for myself and experience it firsthand.
I wanted to give a shoutout to the narrative objects – they're definitely a plus. On each location, you can find notes, reports, and personal diaries that give you a bit more insight into what's going on in the world and share some short stories. The best part is that they're concise – no need to spend ten minutes reading through them. Some notes even have enough content to spin them into separate storylines. I particularly loved the messages from the lovable troublemaker Isha – too bad there's no separate DLC for her, I devoured her notes with glee. It's that kind of moment where you fall in love with a character from the very first note they leave behind – she's just delightful.
It's hard not to wonder what happened to Ish after all he's been through.
CONTROLS
In this game, you'll be controlling from a third-person perspective (you'll play as Joel, but there's one chapter where you'll have to switch to controlling Ellie). The standard movement keys are in place, with Shift held down for a speed boost, Spacebar for jumping over obstacles or climbing ladders, C for crouching and moving slowly, and Ctrl for sneaking around undetected.
You can take down enemies with melee or firearms, with melee defaulting to the F key and firearms using the standard shoot and aim controls. Some enemies can be taken down with a stealthy backstab, using the E key to grab them from behind and the F key to finish them off quickly if you have a sharp object in your inventory.
I found myself constantly reminding myself to switch the keyboard layout to English on my first playthrough, as the game would display keyboard prompts in Russian if I left it on the default setting - it was a real headache. Thankfully, once I memorized the layout, I could navigate the game with ease.
Before starting a new game, you'll need to choose your difficulty level: low, normal, high, maximum, or realism. You can change it at any time during the game, except for realism mode, which the game advises against using on your first playthrough. I opted for high difficulty - it was a good starting point, allowing me to get a feel for the game's structure, complexity, and variety of enemies, as well as their behavior and combat tactics.
The Last of Us is a pretty corridor-based adventure; no open worlds here, and the locations themselves are relatively small. You've got a straightforward goal in mind, and it's just a matter of getting there. Of course, you've also got to deal with enemies along the way. So, how do you take them down? Well, the game gives you a few options: engage in an all-out fight, take them out quietly one by one, or try to avoid the fight altogether (although, there are times when you're forced to fight in the open).
When maxing out realism and stealth mode, you're pretty much left with no choice, since you're not exactly swimming in resources for taking down a horde of enemies.
For a quiet playthrough, you'll be relying on plenty of cover options. Hugging these close, you can carefully observe enemy behavior, their numbers, routes, and gear. With hearing mode on the lower difficulty settings, it's a lot easier to do this. The most popular way to take out enemies silently is to grab them and hold on for dear life until they're gone (if you've got a dagger in your inventory, you can speed things up, but I wouldn't waste them on cannon fodder – you'll need those for the tougher enemies).
One of the biggest downsides to this method is that if your colleagues see the body, they'll immediately start searching the area for the killer. Clearly, it would've been nice to have the option to hide bodies, but here we are.
Sound design is crucial in this game - when you hear those ominous notes, it means someone's onto you. Unfortunately, on realism mode, enemies spot Joel the second he appears on screen, no matter the distance, without any warning sounds.
You can distract enemies - both humans and infected - by throwing something like a brick or a broken bottle. They're usually scattered around the environment, but it's weird that you can only carry one item at a time - either a brick or a bottle. Realism, yeah.
I've found that the silent weapons in the game are pretty stealthy, but the bow and arrows that show up around the middle of the story are a real game-changer. When taking out enemies, it's best to aim for the head - that's usually a guaranteed hit, and anything else will just make them shout. The bow's mechanics take some getting used to, though. You've got to take into account the distance to your target and adjust your aim accordingly. The farther away they are, the higher you'll need to hold your aim. And don't even think about moving while you're trying to take a shot - that's just asking for a miss. Although, to be fair, that's true for all the guns in the game.
For a more noisy experience, you can just use whatever's in your inventory - that's right, pistol, revolver, shotgun, hunting rifle, flamethrower - the works. And as you progress through the game, you'll unlock even more options. Closer to the end, you'll get access to some explosive goodies and more firearms. But at the start, it's just the pistol. When fighting against human enemies like militiamen and marauders, it's still best to aim for the head.
When the bullets start to run out, the game hands you some unconventional tools for close quarters combat - baseball bats, pipe wrenches, wooden planks, and axes. With these, you can take down an enemy in just 4-5 hits, but the problem is that your makeshift weapons don't last long. Enemies are pretty agile and can dodge your attacks, so you'll need to be quick. If all else fails, you can always resort to a good old-fashioned punch to the face.
I've got to say, the weapon selection system in this game is a bit of a pain to use... I've never seen anything like it before.
When it comes to explosives, you'll have Molotov cocktails, nail grenades, and smoke bombs at your disposal. It's usually best to use them when enemies are clustered together, or you can try to herd them into a tight spot by throwing a brick or a bottle - it's especially effective against infected enemies. Smoke bombs can be used to disorient or distract your enemies, giving you a temporary advantage.
I've found that even scattered bricks and bottles can be used as makeshift weapons - albeit only once. You can throw a brick or a bottle at an enemy and stun them for a few seconds, or deal a couple of strong hits. And if you grab an enemy from behind in a chokehold, you can use them as a temporary human shield - but it won't last long, as they can break free.
As for the enemies, you'll be facing both human opponents and the infected. The former are pretty straightforward: they can either shoot, swing a club, or throw grenades. They often rely on quantity over quality, making battles with them tough and sometimes unavoidable - you can't just breeze past them and set up a new checkpoint; you'll need to clear the area.
The second type of enemy is the infected - think of them as zombies, but with a few stages of infection. The infected come in three forms: normal (slow and least threatening), runners (a bit faster and louder), and clickers
I've had some close calls with these guys - they're blind due to the hard growths on their face, but they've got super keen hearing. When you're sneaking past them, you need to move slow and quiet, basically crawling on your belly and staying as still as possible. You'd think they're completely disoriented without their eyes, but they're actually pretty good at navigating. They make these loud clicking noises with their tongue every second or so - it's like they've got echolocation. Standing still in front of one is super risky, since a couple of clicks is all it takes for them to pinpoint your location.
I've found that the best way to deal with clickers is to move slowly on your hands and knees, stay hidden behind obstacles, and never engage in close combat. Trying to take them down with a melee attack or even a punch is a bad idea - the odds are against you. Clickers can be killed with firearms, but it's better to avoid them altogether or use stealth to take them out quietly. Grappling them is pointless, but carrying a sharp blade is a must - it's the best way to take them down quickly and quietly. A well-placed arrow to the head also works wonders.
Stalkers look a lot like clickers, but they're a whole different story. If you have a stalker in your view, it's a different ball game. They're much more aggressive and won't let you sneak up on them. These guys don't give themselves away! They love to hide, often behind walls or in cover, watching and waiting for the perfect moment to strike. And on lower difficulty levels, they're almost invisible to sound. Luckily, you'll only encounter them a few times throughout the game.
Topplers - the final stage of infection, mini-bosses in this game. They're fast and stealthy, so you've got to think carefully before taking them down with all your resources. Luckily, you'll only encounter them in two major battles, and in the other instances (one toppler in Pittsburgh, one in the science institute, and two in the half-submerged metro), you can avoid them by either fleeing or luring them away.
Topplers might seem slow and clumsy at first, but they're actually pretty relentless. What's worse, they love tossing explosive grenades at you. And if you're unlucky enough to run into them head-on, forget about it - they'll crush you with their massive claws. Taking down a toppler takes some time, but Molotov cocktails and explosive traps with nails are your best bet. They'll temporarily stun the toppler, giving you a chance to unleash some serious firepower.
Resources in the game drop from defeated enemies or are found in chests or locked containers on locations. The amount directly depends on the chosen difficulty level - on realistic mode, there's almost no resources, and even from enemies, they're scarce. The game features a crafter - you can craft something useful from scavenged junk (rags, booze, duct tape, scrap metal). Bandages, explosives, whetstones, close-range weapons that take out enemies with one hit (but also have lower durability). It's worth exploring locations for improved blueprints - studying a blueprint just once lets you craft more effective bandages or whetstones that won't break after a single use, but rather after three uses.
Health is displayed as a bar in the bottom-right corner of the screen (on realistic mode, it's absent - on realistic mode, the screen is blank, with no health, ammo counter, or melee weapon stock). It's mostly restored by using bandages - the process takes time, so during active combat, it's essential to find a good moment to heal, or you might not make it. Health slightly increases when finding individual food items on locations.
One thing that's a breeze to level up is the gunsmithing and upgrade details – I've never had any issues with the number of options available. I'm always excited to level up my gun's magazine capacity and the extra holster, mainly because the other gun options are a real pain to choose from.
Individual leveling is also available, and you can boost your stats by finding special vitamins that give you points towards leveling up (sometimes these same points are rewarded by certain plants on the street maps). However, the game can't boast a huge variety of skills: maximum health, sound range (which isn't really necessary on the highest or realistic difficulty), gun recoil (now that's worth leveling up), crafting speed (another skill that's not really needed, as you can focus on it during the peaceful times when there are no enemies and you need to reload all your guns), self-healing speed, and sharpening speed. That's it. It's actually a bit dull.
I was stoked to see that the game actually analyzes your behavior and gives you tips. During my first playthrough, I found myself constantly turning off my flashlight in dark, enemy-infested areas, fearing they'd spot me. But then, out of nowhere, a message popped up saying infected creatures don't react to light (and, weirdly, neither do people).
It's not just combat – you can explore the environment too. I found caches of supplies, picked locks to access locked doors (often with a ton of useful resources inside), cracked safecodes, read notes, found Ellie's comics, and even collected cicada tokens (or, I guess, firefly tokens – I'm still not sure which is correct...).
The checkpoint system is super frequent - even on hard mode (the only annoying part was the trading district after Pittsburgh, where I had to fight two waves of tough enemies) I didn't have to replay massive chunks. If I wanted to replay a section in a different way, I could just go to the menu and start the chapter over.
To be honest, the gameplay is pretty monotonous and boring, even with the option to take down enemies in different ways. The whole experience feels like a slog, with the same thing happening over and over again in different environments. The only breaks from the action come in the form of super easy spatial puzzles that don't even require any thought - you just kind of stumble upon the solution.
I've got to deduct points for the cannibal arc - it's way too drawn out. Especially frustrating when some potentially interesting arcs get cut short after just 20 minutes. But the cannibals get dragged out for an hour or more: first you play as Ellie, then Joel, then Ellie again, then Joel again, and then Ellie once more. I think this is the longest arc in the game. And the Pitt is a close second in the most boring arc category.
The game also threw me a nasty surprise when it forced me to watch a cutscene on the hydroelectric dam without letting me scavenge the bodies or replenish my resources after the fight. As soon as the last enemy in the wave died, the dialogue started playing, and then I was just dropped into a different location without the option to go back. What a bummer!
I have to admit, my interest in the game slowly faded away due to this repetitive gameplay. I found myself playing just for the sake of finishing it - the final scenes weren't that exciting, and I lost interest in reliving the same scenarios over and over. The promised thrill and in-depth gameplay experience on realistic settings just didn't live up to my expectations. I'm not saying the gameplay is bad - it's just not engaging when it gets this boring and there's nothing else to play.
Another area where I was left underwhelmed - the characters and their interactions just didn't click with me. Even the background character Ish, who communicates through notes, seemed way more interesting, charismatic, and well-developed than the main couple. The game does feature other characters, but they're not given much screen time, and most of it is dedicated to the two main protagonists.
Joel - he's a tough guy who's made some questionable decisions during the global pandemic, mostly for the worse. That's actually helped him in his travels with Ellie, as it's made him more aware of potential dangers and scams. His thought process throughout the story is more like that of an egotistical person who doesn't care about others, rather than someone who's capable of thinking and analyzing. He's always complaining and yelling.
Ellie - she's a 14-year-old girl who's not as helpless as Joel initially thinks. She's not afraid to stand up for herself and refuses to give Joel a gun. She can't swim, but she can drive a car (I'm not sure which one is more important for survival, though). At first, she seems like a pesky, whiny kid, but as you get to know her, you start to feel a connection. She's got a great sense of humor, too.
I'm totally stoked about the graphics in this game - it's seriously top-notch. I mean, the way the levels are designed and the different locations look is just perfect. Open-world areas are especially beautiful, and it brought back memories of that game I played last year.
The facial animations are incredible: cutscenes are so well-done, it's hard to tell it's not a real movie. I compared this version to the console original, and it's like night and day. Everything looks super realistic and beautiful - definitely a plus.
I've got to say, one thing that caught me off guard in a good way is how the game handles the inventory system with Joel's backpack. It's actually pretty clever. And I've got to give props to the devs for putting in the extra effort to make the animations for crafting on the workbench feel so satisfying. Like, if you open up the crafting menu, Joel will sit down on the ground, take off his backpack, and just start rummaging through it. And in combat scenes, if you miss a shot, Joel will stumble around and clutch at his wound, unable to return fire. They didn't even bother with animations for self-healing - no matter how badly Joel's hurt, he'll always manage to bandage his left arm.
The game's got some really nice musical themes, but the problem is they're just so scarce, and soon the music starts to get on your nerves. The main menu theme is stuck on repeat throughout the entire game, even in the final credits. And to be honest, I don't even remember the music during combat scenes. Again, in this regard, The Walking Dead has it beat. (It's hard not to compare the two games, even though they're worlds apart in terms of graphics and gameplay, but they do share a similar storyline.)
The game has a full Russian localization. And I've got to give it to the voice actors - they did a fantastic job. It's clear they're professionals. And let's be real, Vsеволод Кузнецов as the voice of Joeal is just awesome. But the translation quality is a different story altogether. It's just not the same as the original voice acting. You can really feel the emotions of the characters when they're speaking in English. And let's be honest, it's a lot more fun to play with the original voice acting. Plus, the English version has a lot more... colorful language.
I'm having a hard time saying that my long wait was worth it, because the game didn't quite live up to the hype. It's a solid project with great graphics and animations, and some really interesting enemies to fight. But it's not something I'd want to come back to again and again. I mean, the story's okay, but it's not something that's going to stick with you. And as for the gameplay, it's just not that engaging. I'll play it a few times, but that's about it.
Honestly, I'd give it three stars. It's no masterpiece, but it's a solid middle-of-the-pack game that's perfect for a couple of nights; I'd definitely recommend it for a playthrough. And if they mess up the PC version of the sequel, I'll be right there waiting – maybe my opinion will change for the better after seeing some streams.
Weak storyline;The characters and their relationships are pretty meh;Monotonous gameplay;The cannibal arc is way too drawn out, and the whole Pittsburgh setting is just a drag;The skill tree is pretty useless, with most of the abilities feeling like a waste of time;The game's optimization is pretty bad, especially at launch;The price is way too high for a game that's just mediocre.Pros:
Stunning graphics and top-notch animation – I was blown away by the visual polish;The game gives you super helpful tips by analyzing your gameplay, which is a total game-changer;Even on the highest difficulty, you can save your progress frequently – a lifesaver when you're stuck;The narrative objects are super interesting, and some of the side notes actually made the story more engaging than the main game;Level design is on point.