Games
‘The Last of Us Part II’: How to Grieve and Forgive
This piece contains spoilers for The Last of Us Part I and The Last of Us Part II.
If I ever were to lose you, I’d surely lose myself.
Is it possible to have a new, refreshing take on this video game? Probably not. But I’m going to try anyway, because no matter if you loved it, hated it, or ended up in between, The Last of Us: Part II made you feel something—pissed off, exhausted, bewildered—the list goes on and on.
A Story Born in the Pandemic: The Last of Us Part II Release
The Last of Us: Part II dropped on June 19, 2020, in the thick of the pandemic, or as I like to call it, the plot twist of the century. I remember dropping everything to shove the disc into my PS4, escape the outside world for a few hours, and be fully immersed in a brand-new story. Who knew that about an hour in, we’d lose one of our main characters in a brutal murder, witness PTSD-level trauma, and not even know what we were stepping into for the next twenty to thirty hours of gameplay (more like thirty-five to forty if you’re like me and die almost every chapter).
Abby, a new character we’re introduced to early on and even play as for a moment, kills Joel. Brutally, like I said, with a golf club right in front of Ellie. We don’t know why. We’re lost and confused, hurt and broken.
Was Joel’s Death Inevitable in The Last of Us Part II?
But when you think about it, was Joel dying really a huge surprise? I think most of us saw it coming, at least eventually. It would be naive to think Joel would make it through the entire game without a scratch after all the pain he caused four years prior to the events in The Last of Us: Part II. Whether you agree with his decisions or not, Joel’s actions were going to have consequences—we just had no idea when or how they would manifest. To me, that wasn’t what instilled the most shock and awe while watching how it all unraveled. Here’s the major curveball: playing the second half of this gruesome game as his killer.
We find out later that Joel killed Abby’s dad, the doctor operating on Ellie at the end of the first game, whom you are also forced to kill. This is after you switch roles and play as Abby for the second half while trying to understand why you must keep this character alive and move along her story after she did such an uncalled-for act.
Is Abby’s Revenge Justified? Exploring Moral Ambiguity
But was it uncalled for? Maybe you’re angry because you’re forced to see a different perspective that challenges everything you know. It’s unexpected, not something you were emotionally prepared for, and that’s all right. I felt the same way before realizing the true power of The Last of Us: Part II—teaching yourself how to gain empathy and forgiveness for those who have wronged you.
A cycle of revenge. A true Greek tragedy. We care about Joel, but he’s not a “good” person. We don’t know anything about Abby besides the fact that she killed someone close to us, the audience, and someone close to Ellie, our “hero.” We’ve seen this story since the beginning of recorded time: Agamemnon was cursed for killing Iphigenia. The cycle of violence continues until the person you least expect to break it eventually does: Abby Anderson, probably the most hated character in video game history.
Abby’s Redemption Arc: A Moment of Peace
I’m not referencing Abby getting revenge on Joel for killing her dad at the end of Part I. It’s when there’s a moment of peace. Abby finally has a dream instead of a nightmare and sees her dad one last time after saving Seraphites Lev and Yara, just like Joel does with Ellie. Does this make her actions redeemable? No, but it shows us as the player that we can change and evolve too.
She’s deeply flawed, she’s grieving, and she’s angry. She’s pushing away the people who care about her, and she’s a killer who won’t stop at anything to get what she believes is justice. Now, am I talking about Abby or Ellie? Who knows. And that exactly proves my point.
Breaking the Cycle: Ellie’s Choice and Its Cost
This is how we progress through life: cycles of forgiveness, acceptance, and grief; if anything, Abby was the only character who truly found clarity in the end. Ellie could have chosen forgiveness and lived the rest of her life with a caring partner and child. She had a choice. She finally broke the cycle of violence, sparing Abby in that final fight, but at what cost once she returns home and sees Dina and JJ are gone?
Loss is not always wrapped up in a digestible bow for us to come to terms with. Most of the time, it makes no sense. That’s why the sudden loss of Joel as a character makes you feel so empty, it replicates real life and throws a curveball at us. To see people you brutally murdered as one character, then take care of you as another—that’s a gift to be able to have that experience, not a curse. You get to have perspective, and you choose how to deal with it, just like with grief.
Why The Last of Us Part II Feels So Human
This is not a perfect game. There are bad decisions, painful twists and turns, epiphanies that come too late, and revelations that feel just out of reach. If anything, The Last of Us: Part II is deeply flawed, just like we are. That’s what makes it real.
We can’t bring Joel back, or anyone we’ve lost for that matter. But we can try to heal ourselves from trauma, loss, and grief. We can endure and survive. We can look for the light.
Games
Clive Barker’s Hellraiser “Revived” as Video Game
Sex, bloody torture, gore, cosmic terror, and whole lot of BDSM demons. The iconic Hellraiser franchise, known for its queer subtext and dark fantasy-terror, is fucking back…but maybe not the way you might expect. Saber Interactive, the company behind Warhammer 40,000: Space Marine 2 has unleashed the iconic franchise into the video game world with one terrifying trailer. This is Hellraiser: Revival.
The official blurb of the game introduces the story. Protagonist Aidan, who’s Girlfriend is taken into Hell after the Genesis Configuration (a puzzle box seemingly quite similar to the iconic Lament Configuration). He must use and unlock the secrets of the configuration to battle countless demons, Pinhead worshippers, and the Cenobites themselves to save her.
That’s not all for the story, though. Living legend Clive Barker, creator of The Hellbound Heart, and Director of the original film, reportedly helped on the story of the game, returning to the iconic franchise he created decades ago. He is quoted as saying, “Working on the first true Hellraiser game has been a venture deep into the recesses of my darkest imaginings.” With this in mind, one can it expect it to stay true to the roots of the series.
Graphic both in sex and violence, the trailer promises the look and feel of the classic film. It filled to the brim with cenobites, horrendous torture methods, and some deviously designed demons. The color palette is drenched in dark shadows and a menacing Hellscape.
Games
‘Lost Records: Bloom & Rage Tape 2’ Review: A Heart-Wrenching ‘90s Adventure with Unforgettable Choices
Lost Records: Bloom & Rage is a perfect jumping-off point if you’ve never played a Don’t Nod game. It shows you just how creative, original, and passionate the entire team is. Even the minor graphical glitches weren’t enough to take me out of the game one bit. That being said, I think Bloom & Rage is a game that will emotionally destroy many. Those of you who are in an emotionally vulnerable state, be warned because Tape 2 gets incredibly heavy, and if you’re not ready, you’ll be caught off guard. I said it best in my coverage of Tape 1 and want to end this review by reiterating that this game made me nostalgic for my childhood while also yearning for the one I never had.
Lost Records: Bloom & Rage Tape 1 was a homerun for Don’t Nod Montréal. In the most recent episode of the Horror Press Podcast, I ranted about Y2K and my discontent with ‘90s nostalgia bait and that I almost dislike it more than ‘80s nostalgia bait. What I appreciated about Tape 1 is how it creates its own version of the ‘90s while remaining a referential timepiece. The ending of Tape 1 left me wanting more, and now that I’ve played through Tape 2 twice, and somehow got the same ending both times, I’m ready to talk about it.
Picking Up the Pieces: Tape 2’s Story Continues
Tape 2 picks up where Tape 1 left off. Present-day Swann Holloway (Olivia Lepore), Autumn Lockheart (Andrea Carter), and Nora Malakian (Amelia Sargisson) are at the Blue Spruce Bar in Velvet Cove. They’re reeling in their shared revelation of the night of the concert they put on 27 years ago in this very parking lot. The mystery box still sits in the center of the table as a beacon of what once was and what will be. We jump back and forth between the present and a post-concert 1995 and the fallout on the revelation of Kat Mikaelsen’s (Natalie Liconti) leukemia. But how the game ends, my dear players, is in your hands.
Before we get into it, I want to make sure I discuss two things I didn’t talk about in my coverage of Tape 1. First, we have an incredibly direct reference to a film that fits perfectly and has been confirmed as an easter egg. Swann’s license plate reads, “STV GLW”. This has been confirmed as a direct reference to Jane Schoenbrun’s I Saw the TV Glow, which I thought was an incredibly sweet reference. We also get another great reference in a form that pays homage to another film that inspired this game (it seems), and that is Nora’s lighter, which is white and says, “Fire Walk With Me” on it—loved seeing that!
A Soundtrack That Haunts and Hypnotizes
I’m not sure why I didn’t cover it previously, but the other aspect of both tapes that makes the experience ethereal is the soundtrack. Much of the composed music for the game creates a hallucinogenic, dream-like atmosphere that sets the soundtrack miles apart from others. But the songs that resonate the hardest are those from duo Milk & Bone (Laurence Lafond-Beaulne and Camille Poliquin) and Ruth Radelet. Without the whimsical ambiance they created, this game would not be what it is. And then we have See You In Hell by Nora Kelly, which I’ve been humming to myself over and over since I finished the game.
Tape 2 ups the ante from Tape 1 in a way I wasn’t sure they could pull off. Even though the game is rated M, Tape 1 felt a little safe. Tape 2 takes the training wheels off and lets you know fairly early that we’re not here to mess around. Each second feels like an eternity; each decision is heavier than before. The writers (Desiree Cifre, Nina Freeman, and Jean-Luc Cano) crafted four wonderfully complex teenage characters, and seeing how what happened (in your playthrough) forms the clay of their present-day selves is a feat that many choose your own adventure games fail to pull off. I have never felt so deeply about a set of characters in a video game until now. (Even though my playthrough made me dislike Autumn quite a bit.)


