Scavenging was my biggest gripe of The Last of Us 2.
Thematically, it makes total sense. I shouldn't expect to be up to my eyeballs in bullets in a post-apocalyptic game, and the "every bullet counts" style of gameplay is very stressful - which is a perfect fit for The Last of Us.
However, it also means that after every engagement, instead of moving onto the next area, I spend about 5 minutes looking for precious resources, sticking my fingers into the pockets of every corpse, and rummaging through every nearby drawer and cupboard, which completely killed the pacing.
In the first game, it wasn't so bad, because the game was a mostly linear affair, but because Part 2 opened up each area a lot more, it meant that there were exponentially more dark corners that I needed to check. It was just an exceptionally dull part of the game, that immediately puts me off replaying it.
I honestly think the scavenging is done pretty well, but then I like just going through all those empty houses, it creates its own little mood. And I also enjoy that dopamine hit when you find enough salvage to get that one gun upgrade, or finding enough pills so you can make better silencers or bombs. Overall it gives me a similar feeling to how
Resident Evil 4 structured its upgrade progression.
Seriously, I've never seen anyone in any media go to this length, through so much danger, for revenge. Pretty unbelievable.
In a more fantastical setting it's relatively easy to pull off, like
God of War or
Berserk. Heck,
Ghost of Tsushima has a side character out for revenge and it feels very fitting for the character and setting. The problem with
The Last of Us is that it so desperately tries to present itself - and particularly its characters - as grounded and realistic. And as a result it makes the characters appear totally irrational, especially when it's two characters (Ellie and Tommy) for whom it feels very out of character.
Instead of thinking how the characters would develop based on their history and where they reside, the writers just decided the story should be about revenge and then proceeded in forcing Ellie into the role of edgelord killer. It's funny how Ellie got the Prince of Persia treament, when the Prince went from likeable and optimistic in
Sands of Time to scowling, edgey douchenozzle in
Warrior Within.
Pretty much everything on from the chase sequence before reaching the theater is good from a gameplay standpoint; in many cases surpassing the original. It’s just that it really takes the long way home for a story-driven game, and it’s peppered heavily with nihilistic depressing shit which makes the journey feel much more arduous. I think the trick is having to pretty much disengage from the story to fully enjoy actually playing it.
The walk n talk sections are also a bane no matter how this pie is sliced though.
It also really helps that Ellie is alone in those sequences, meaning much less embarressing Dirty Harry dialoge. Nearly everything that comes out of Ellie's mouth in this game makes me wanna smack the shit out of something.