Introduction
The last of us Part II tests the limits of video-game violence is an article written by David Sims about the game series. The story of the games is in the post-apocalyptic world of zombies, through which the main character leads a girl. At first, the girl may be the key to developing a cure for the infection. However, in part one of the game, an ethical choice arises, since the cure can only be obtained at the cost of the girl’s life. After that, a series of murders begins, which demonstrate the cyclical nature of revenge.
Main body
The specificity of the game is in creating a relationship between the player Joel and the character of the girl. It is this relationship that the author emphasizes, who himself felt it. As a result, the thought of the girl’s death becomes unacceptable for the main character of the game, and it is easier to kill everyone else in your path. At the beginning of the second part, Joel dies, and the girl’s goal is already revenge on his killer. As a coincidence, Joel’s killer is the character whose father Joel killed (Sims, 2020). At this point, revenge loops and the author of the article notices how the lives of the characters are predetermined.
Conclusion
In conclusion, the article The last of us Part II tests the limits of video-game violence compares the two parts of the game, while highlighting the significant difference in their construction. At the same time, the author does not express an unambiguous point of view that the second part is worse. The main idea of both parts of The Last of Us remains that violence breeds further violence.
Reference
Sims, D. (2020). The last of us Part II tests the limits of video-game violence. The Atlantic. Web.