The past week was marked by the revelation of some information about the initial plans of Naughty Dog for the narrative of The Last of Us The title was incredibly well received by critics and has even managed to get the highest score in the analysis of VideoGamer Portugal and the distinction of "future classic", but what elevated him to that status was undoubtedly his narrative arc and the way the players were related, unified and identified with their characters. However, the details and images revealed recently enabled us to realize that the story that came to our PlayStation 3 in the month of June is very different from what was originally outlined by Neil Druckmann, Creative Director, and Bruce Straley, FIFA CoinsGame Director , that I even said to be one of the best stories ever told in video games in my extensive analysis to its narrative arc. According to the information put forward by Druckmann to Game Informer, the initial vision for the narrative had Tess, companion in arms of Joel, as the main villain of the title. For reasons yet to be revealed, the protagonist eventually betray some point your partner so they embark on a quest for revenge, chasing the duo of protagonists across America. Apparently, the original version of Tess had a past far more black that would eventually make note in the final stage of the narrative. Although this option of having Tess as the main enemy may even seem interesting, such as its Creative Director said, take this turn in the story was not true to the characters: Why would betray Joel Tess? What would be the justification for Tess go through the whole post-apocalyptic America in search of revenge? And more importantly, what would be the motivation to carry Ellie Joel? Incidentally, one of the reasons for the change in the role of Tess in the narrative was even make it a vehicle capable of appealing to the emotional heart of Joel, offering you the motivation to take Ellie to the Fireflies. Tess is undoubtedly one of the strongest female characters of video games and make it the main villain not seem to be giving the same impact on this part of the title. So for me this change was very welcome. The last wish before his death is a moment that is as intense as the real, passing in a nutshell all the affinity and shared experiences between Tess and Joel. Ellie also had a different behavior than came to check on the final version of the title. Initially, the protagonist refused to kill anyone who was not infected. This would mean that two of the greatest moments of impact on the game and contribute to the construction of the relationship between her and Joel could never happen in the initial narrative arc. I speak of course the first time Ellie saves the protagonist in the hotel and when this kill David. These moments would then be replaced by a late showing us Ellie killing Tess after this torturing Joel, taking the young girl to kill the first time a non-infected. Fortunately, this idea also eventually abandoned, causing Ellie assume a more important role during Runescape 2007 Gold times of combat that this would not happen if he refused to kill uninfected and that would cause the protagonist was completely forgotten during these times. Druckmann also revealed that the originally planned end conveyed a greater sense of hope and carrying Ellie and Joel to San Francisco - it is recalled that one of the first images of art of the title was the U.S. city that never came to be part of the product final - where a group of people trying to rebuild society. The idea would be to counterbalance the moment black with Tess with a kind of end "happily ever after", not something that just does not seem to be a realistic option in the devastated world of The Last of Us and let all actions Joel pass course. Although in the end it was delivered it was considered dubious and anticlimactic, because the lie Ellie and the fact that this apparently accepting the same, my opinion is that this is based on end like a glove in all the experience that is the title Naughty Dog. The end has several different interpretations depending on how the player lived narrative and at any time we get the feeling that our protagonists are finally free from any kind of danger or complications, something that will never happen in this post-apocalyptic world. In general, I am very pleased that all changes made to the narrative arc of The Last of Us, because maybe if they had not happened we would not have seen the title be as acclaimed as eventually happened. Not this I mean that the story did not continue to be quite good, but certainly not reach the level of quality that we had the RS Gold opportunity to enjoy. Still, Bruce Straley and Neil Druckmann already confirmed they will have their own panel at PAX on August 30, which will explain everything about the plot originally planned for the game and how they explained the concept of the project to Sony. We can only hope there for us to get a more accurate idea of ??what could have been The Last of Us is the initial narrative had been followed.
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