Finished it this week, started playing again 2 days later.
I have to say this is probably the most suicidally ambitious, insanely, delusionally risky game I've ever seen. As much as I wanted to tout that the people pissed off about it were just anti-SJW neckbeards who wouldn't recognize nuanced storytelling if it smacked them with a golf club, I can't say I don't see their points of view. The enjoyment you get from the game hinges entirely, and I have to stress completely and entirely on one incredibly risky narrative conceit, and if that doesn't work for you, the whole game falls apart like a house of cards in a hurricane. And I'm saying this as someone for whom it worked! By the end I was fully on board with Abby, and had come to see Ellie as little more than a blood-crazed detestable psycho. As it seemed to be wrapping up I was ready to declare it a masterpiece.
And then the ending happened. Or rather, the endings happened, because this fucking thing ends like 17 times.
This is the first time I've ever decided to settle on a headcanon for an ending. Usually I'm all about respecting the creator's vision and blah blah blah, but here I think it's screamingly obvious that the game would have been vastly improved by cutting out the final Santa Barbara segment with Ellie. At that point we've had the climax of the story, seen both sides, thoroughly explored the very simple themes of the game, and had epilogues for both the main characters. It's over, we've seen it! But no, fucking no, we drag this incessant misery out for another 2 goddamn torturous hours fighting bullshit enemies we have no connection to, to achieve precisely dick-all. My heart bleeds for those poor programmers and designers who had to hammer out all these environments and character designs for a section you could cut out wholesale and lose nothing. It's even more of a shame because the change of environment is very refreshing from dreary, rainy Seattle, and zombie stories in sunny settings tend to be pretty rare. I wasn't even in disagreement with how the story ended, I just loathed how it had to keep dragging its characters, and by proxy us, through the muck to hamfistedly hammer home the message we'd already gotten tired of 6 hours ago.
As such, my personal headcanon ending is thus: When Abby and Lev are ambushed at Santa Barbara, it's not the dipshits led by Guy Fieri, but rather Ellie and Tommy having put out a false lead to draw them out. Then something happens, maybe Ellie and Abby have a final punchup and Ellie comes to the same conclusion as in the final ending. Tommy puts out Lev's eye or something so we can still hammer home the "eye for an eye and so on" message. Abby and Lev leave for the Fireflies, Ellie is still left traumatized, but at least neither the characters nor the player are forced to sit through another 2 hours of misery. In the end it's left ambiguous if Lev and Abby ever find peace with the Fireflies, and whether Ellie can ever get over her trauma. 20 minutes tops, and we're done. The final Santa Barbara segment is just a nightmare/revenge fantasy Ellie keeps having at night, where she can neither get her revenge, nor live with the thought of actually being able to get it.
I'm not usually one to infer things about an artist from their work, but if I was a teacher and one of my students handed this to me as a creative writing assignment, I'd have to wonder if they were okay. For some reason Neil Druckmann seems to be absolutely enthralled with inflicting the maximum amount of misery, pain, trauma and horror on every character, including the players themselves. I started thinking about comparisons to the first game, and came to the conclusion that were Sam and Henry's death scene from the first game portrayed in part 2, they would have fully shown Henry's brains splattering on the wall, and focused on Joel and Ellie wailing over their dead bodies for like 2 minutes instead of the cut to black that made the deaths in the first game so effective.
The focus on all things miserable goes so far beyond extreme it just becomes repellant and repugnant. Did we really need to have Ellie get stabbed by a tree branch when she was hanging from the trap in Santa Barbara? What did that achieve? And fuck me, I really didn't want to imagine what was being done to Abby for literally months before Ellie showed up. For all his progressive tendencies, Druckmann really dove into some really revolting, ugly shit there. Do the math: The Reavers (or whoever they were) call Abby "quite a catch". We see that people will rather kill themselves than go back to their imprisonment. People are being kept in cages, with those trying to escape being left to die of starvation and exposure. Abby has tried to escape. I don't really need to tell you what the obvious implication is here, do I?
See how I've not mentioned the gameplay, design, graphics, or really anything beyond the ending at all? That's how much depends on the game's story working for the player. You can't really even try to enjoy it in a vacuum out of context, because every element in even the moment to moment gameplay is designed to disturb and discomfort the player: dogs whimper, every enemy is named, Ellie looks like a fucking sicko in stealth kills and so on. The Abby half of the game is so goddamn fucking padded out it just turned into white noise for most of it. Despite there being excellent encounters and setpieces (the descent down the ruined hotel comes to mind), they're mostly just about getting from point A to point B in the story. Granted, in the first game that was also true, but there we were also discovering different facets of the world and meeting different characters like Bill. Here we're already familiar with the world, so there's not much narrative the game can offer there. I did get quite a kick out of the wargamer's apartment easter egg though: I play DnD and Warhammer as well so it was really funny to me They even made many unique assets for that single apartment alone.
Final grade: 7/10.
Pros:
+ the sheer amount of effort and detail on display in everything
+ voice acting
+ the graphics, my fucking god!
+ gameplay is really refined and satisfying
Cons:
- the story simply collapses under its own ambition, and isn't as clever or deep as it thinks it is
- the game hinges so much on the story that if the story doesn't work for you, the entire game won't
- absurdly padded and drawn out, 5-7 hours could have been easily cut
- the wallowing in misery and suffering without much to balance it out.