I don't think that Capcom and Naughty Dog realized just how topical their 2020 releases of Resident Evil 3 and The Last Of Us Part 2 would turn out to be. Both games were released in the spring and summer, as a strange novel coronavirus (believed to have jumped from Chinese bats to people) began to spread within the United States and the rest of the world. Both games are about zombie apocalypses, and were released at a time in which large portions of the global economy had been shut down, and residents were expected to essentially shelter in place in their homes for weeks or months to prevent the spread of the pandemic. The 2020 pandemic (which is still ongoing 18 months later, despite the widespread availability of multiple vaccines), provided me with some unexpected context on these two games.

Check out the video essay version of this post on YouTube.

Both games are zombie apocalypse games, and zombie fiction is often based around fears and anxieties of societal collapse in one form or another. The original Night Of The Living Dead channeled the anxieties of nuclear Armageddon, and filtered them through the lenses of both McCarthy era Communist witch-hunts and a degree of racial tension. George Romero's Dawn Of The Dead channeled fears that consumerist culture would lead to toxic behavior that is not only self-destructive to the individual, but also to society at large. Zombies in other fiction might represent anxieties about racism, sexism, socialism, technology gone amok, and so forth.

Zombie fiction is usually inspired by contemporary fears surrounding societal collapse.

Video game zombies are no different, and they can represent any of those anxieties from a simple narrative standpoint. Because games are an interactive experience, zombie games can even explore anxieties about a loss of individual autonomy in ways that non-interactive media would struggle to approach. But I'm not here right now to talk about zombie games in general. I want to talk specifically about the pare of blockbuster zombie games that released last year, during the height of a real-life pandemic.

Both Last of Us games express concerns about the increasingly myopic "us and them" mentality in American culture and politics and the apparent inability of many people to empathize with others and see their point of view -- or even their humanity. And Resident Evil, as a series, channels anxieties about the self-destructive nature of the corporate desire to make profit at all costs, and then use their vast wealth and lobbying power to cover up their unethical activities.

Regardless of the messages intended by the developers, playing both of these games in 2020 made it really hard for me to not look at them both through the lenses of my own anxieties about the contemporary pandemic situation that we saw (and continue to see) ourselves in. It was a situation that neither game's developers could have foreseen (even though scientists, public health experts, and futurists have been sounding the alarm bells for the inevitability of pandemics in our increasingly globalized world). Anyway, since neither Capcom nor Naughty Dog could foresee that the games would launch in the middle of a real-world pandemic, they didn't really design their games around the ideas and anxieties of a real-life pandemic, and I think that shows through clearly in both games.

Neither REmake3 nor The Last of Us 2 are really about the pandemics of their settings.

After all, it would be so much easier to deal with a pandemic if we could clearly see the spread of the disease in the way that characters can in Resident Evil and The Last of Us. It would be so easy to isolate and quarantine individuals if infection caused their skin to almost immediately start rotting, or if we could see with our naked eyes the little coronaviruses coming out of people's mouths and noses when they cough, sneeze, or breath. And it would be so much easier if the disease itself were only transmitted between people through invasive physical contact such as a bite. But none of that is true in this real-life COVID pandemic. In light of a real-world pandemic, it seems almost silly that the fictional pandemics of Resident Evil and The Last Of Us could possibly lead to such widespread societal collapse, and the pandemic itself is of little concern to the player.

To be clear, what follows represents my personal contextualization from playing Resident Evil 3 and The Last of Us Part II during the COVID pandemic. These impressions do not represent my opinions on the actual quality of the games on their own merits. You can check out my reviews of both games, or check out my video on the "Lessons Capcom Learned for Resident Evil 3". I understand that neither game is about the pandemic. All I'm saying is that having played them during a pandemic highlighted just how not about the pandemic they actually are.

The lessons Capcom learned for Resident Evil 3.

Needless to say, there will be some minor spoilers for Resident Evil 3 (remake) and both Last of Us games. There will also be some spoilers for Metal Gear Solid V and Death Stranding. Reader discretion is advised.

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The Last of Us 2 - title

Perspective shifts were used effectively in The Last of Us.

I'm a fairly outspoken critic of the first Last of Us. I felt that the gameplay was fairly shallow (though very well-produced), and focused too strongly on the zombie apocalypse plot at the expense of the surrogate father-daughter story that was being told. The best and most memorable moments were the opening scene in which you play as the scared 10-year-old girl as the zombie apocalypse breaks out, and the part where Joel and Ellie pet the giraffe. And maybe the very end where Joel confronts the doctors in the operating room, for those 40% of us who actually completed the game. And the only enemy encounter that was actually good and meaningful was the one-on-one cat-and-mouse boss fight with the cannibal David in the burning restaurant. Those sequences make up the emotional linchpins of the game and are genuinely moving moments of humanity [or inhumanity], and the perspective shifts that reinforce or contextualize those moments are -- dare I say -- artistic! But then 90% of the actual game that you play is rote cover-based shooting separated by stealth-lite and the occasional "puzzle" that never gets much more complicated than propping a ladder up against a wall.

For being a game about a grieving father eventually finding meaning in a surrogate daughter, it never really let the player act out the interactions between the characters. She was invisible to enemies in stealth and mostly took care of herself in combat. She lacked an upgrade tree and didn't really improve her combat or stealth abilities much over the course of the game, so there was also no ludic development of her character, and the player never feels like you are teaching her how to survive, or doing any of the surrogate father stuff that the game is supposed to be about.

So yeah ... overrated... Still good! But like a 7 instead of a 10 out of 10. "Sacrilege!" I know.

The companion isn't the sole focus of the narrative this time around.

This time, however, the relation between the player character and your NPC companion(s) is not the core of the story. This game is not about the character interactions that the player has no control over; this game is about the violence that the player absolutely has total control over! Ellie and Dina's relationship is the B plot behind the revenge plot, and gets further relegated to a C or D plot in the second half of the game. They're already friends/lovers before the game even begins, so there isn't much in the way of building a relationship. In fact, Ellie's story this time around seems to be more about how being a moody, self-absorbed teenager just pushes Ellie away from the people who care about her. It's more a game about being anti-social, which fits much better with both games' core gameplay.

Cycle of Violence

Now, I cannot talk about the artistic merit of the game without talking about the back half of the campaign. Naughty Dog may have embargoed publications from reviewing the second half of the game, but I'm not going to let that stop me from talking about it. Naughty Dog has no place telling critics or reviewers what they can and cannot tell consumers about the game. I'm personally not offended by the second half of the game like some other people are (I think it's the better half of the game, and Naughty Dog is lucky that I'm going to talk about it, because otherwise the game is a D-). I am, however, offended by Naughty Dog thinking they can impose a muzzle order on reviewers, even if it genuinely was in the interest of "not spoiling the game" (as opposed to just trying to hide a controversial element of design that might turn off some consumers). So yeah, I'm going to try to avoid specific spoilers of major plot developments, but this review will contain minor or moderate spoilers about the overall structure of the game.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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