Some time before The Last Of Us was released in 2013 I received a small, squeezable brick in the post from Sony Computer Entertainment. It was about the size of a deck of cards and textured like a stress toy, and it had "The Last Of Us" printed on one side, with a smiley face on the other. A happy brick. The brick remains one of the oddest pieces of promotional material I've ever been sent, although with hindsight there are worse emblems for Naughty Dog's serious, desaturated tale of survival in post-civilisation America. John Lanchester, writing about games, noted that "Respectability is a terrible thing for any art form", and with its Oscar-winning composer, its shelf of BAFTAs, and its zombies that are too sophisticated to be called zombies, The Last Of Us comes perilously close. You wouldn't know from its face, but this brick is caught in the middle of a tug-of-war over this respectability, at once a sign of how resistant the game and its grim setting are to celebration and trivialisation, but also, actually, the perfect symbol of The Last Of Us' lean simplicity. The game is cold and hard, compact and brutal.
The Last Of Us was a summing up of sorts. It arrived in June 2013, less than six months before the launch of PS4, a late-generation victory lap for Naughty Dog after the studio had delivered three breathless, brickless Uncharteds. Here, though, was something else, not so much a break from matinee adventuring as a dark inversion - The Last Of Us takes the invincible third-person combat of Nathan Drake's extended power fantasy and turns it into a 15-hour prison-yard murder, the same levering reticule and cover mechanics transmuted into a gasping, sweaty ordeal. It is a game about powerlessness and fear, one that declines to spare us the mundane details of scavenging and survival. It's a game about opening drawers and cupboards, about making bandages with bourbon and rags. It's a game about the irreducible usefulness of bricks.
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