Hate is bad

Also, humans are bad. Those are the lessons we are supposed to learn from the latest SJW debacle in the making otherwise known as the sequel to The Last of Us. But first, a spoiler of the upcoming game and its ending, simply because I despise SJWs in game development and the idiot designer is upset that everyone now knows how the game ends.

To sum it all up, Everybody dies in TLOU II.  Dina, Ellie, Joel, Jesse. Don’t know how Neil Druckmann thought this ending is something everybody would like. I’m disappointed becuase I waited years to just find out everyone dies

There are two main issues that come from the story as it is now outlined on the ResetEra message board. The first is that it takes a lot of beats from The Walking Dead’s plot points, especially with the “humans are the real monsters” and “cycle of revenge” ideas. Even so, those messages aren’t new to the zombie genre, which The Last of Us as a franchise falls into. “There is nothing new under the sun” of course, but from what we’re seeing of the plot, there’s nothing interesting here, either. It also doesn’t help that the exceptionally talented writer Amy Hennig (who wrote much of The Legacy of Kain and Uncharted games) was let go from the company during development. It is speculated that Hennig may have had disagreements with the direction Naughty Dog wanted to go.

What doesn’t really help Naughty Dog’s case is how they’ve focused on identity politics over actual quality storytelling. There have been warning signs for a long time. Creative director Neil Druckmann cited Anita Sarkeesian as an influence in his creative direction. Anita Sarkeesian is the head of Feminist Frequency (a non-profit that criticizes creative works for not being feminist enough), and has zero experience in creating fiction. It is rumored that the female designs in the game were made less feminine so as not to offend trans women. The main enemies of the game are apparently going to be one of the safest kind you could pick: a fundamentalist Christian cult. Generally speaking, the safest bad guys in fiction are demons, Nazis, and fundamentalists. Nobody likes fundies except for other fundies. What’s even worse is that people apparently don’t like the new character Abbie much either.

All of this comes across as a major train wreck. When your creative lead’s main concern is being properly feminist or being a “proper ally,” the product suffers. Especially when you say your game will be “about hate.” The lesson of half of fiction is “hate is bad.” Star Wars created an entire philosophy in its universe where hate turns you monstrous. It’s not exciting. Everything about this project seems generic. The main enemies are the dullest thing imaginable without having them summon Satan and walk around in SS uniforms. The new protagonist is “trans safe” and exists to kill off the old ones, who people actually liked. This is turning into The Last Jedi of video games.

Naughty Dog’s assurances seem pretty hollow. You can’t really do anything to make a narrative-driven game tantalizing to gamers when the narrative looks so poor. The best way to summarize the plot is to compare it to a treehouse with the LGBTQ+ flag draped over it. Naughty Dog is trying its best to assure people that what’s under that flag is great, but when you finally get past them and pull the flag down, the treehouse is likely rotten and termite-infested. The fact of the matter is that Neil Druckman was too busy worrying about not offending Woke Twitter and the trigger-happy games press, and not worrying enough about telling a good story that will make people want to buy his game.

SJWs delenda est. It’s interesting that the author points to Star Wars, specifically, The Empire Strikes Back, as the source for so much of the SJW’s nonsensical narrative. All because, being wicked and despicable, they are desperate to avoid being the subject of the well-deserved righteous hatred of normal, functional people.

The ride never ends.