@FolhaS:
So haven't played this game, nor the first,
So why are you even trying to comment on something that you clearly haven't even played, know about or even understand?
Like shouldn't you be familiar with the source material to even start the discussion? But let's ignore that for a second.
it doesn't mean you are her or that you have to make decissions for her
Yes.
Because a story about petty revenge shouldn't at least attempt to show the character descending into madness through natural progression rather than forced "MUH REVENGE" where the character goes from 0% to 100% in the matter of minutes. You know how you would portray an complex topic like cycle of violence? Through the use of complexity. Through the means of making the gameplay be approachable from multiple means and give player choices thus ALLOWING PLAYERS to witness how bad violence can be and THEN giving them the option to try something else instead.
And yes, that would require the game developers to approach the story and game-design with much more open mind. And that is just one of the ways that you can actually begin to tackle the issue. Creating a very linear movie-like story with very clear shortcuts and cliched approach doesn't exactly work for the game.
The narrative and the gameplay here are intertwined. They are not separate entities but rather the driving force behind what the game wants to really convey.
This is what you get when people spend more time watching games on Youtube rather than playing it themselves and even understanding WHY the gameplay sections exist. Which, if you don't realize, is more insulting to the game developers because their aim here was to portray/explore the cycle of violence by making it the driving force behind every enemy encounter.
you are more than free to have your opinion in how well or how poorly that was handled
I have an opinion from playing both games.
You don't.
So….......
So from a narrative stand-point it makes sense you spend the sequel killing everyone
You did that in the first game regardless anyway.
Ellie already killed many people in the first game. Same with Joel. Yet NOW is when the game wants to bring those actions through a super lazy plot-device.
And THEN uses one major character as another plot-device for the sake of kick starting the entire cliched revenge plot AND THEN once again uses that as a plot-device to just resolve it.
If you're reading a book
This is not a book. This is not a tv-show. This is not a movie.
Trying to apply the rules of those particular medium is completely irrelevant here. Video games are interactive medium that are capable of conveying variety of complex topics through different means and approach because they aren't limited by anything aside from the creator's own imagination.
Try playing games that actually use the form properly and doesn't just exist as a filler.
Starting point: MGS series. A series that has been dealing with similar themes with much more creative approach, means and execution.
funnest away to acomplish them
Maybe you are under the impression that gameplay only exists to be fun.
But it's not. Every game, when the developer has really thought about it, will have different things to convey with the gameplay. And yes, there are games that fundamentally don't care and only make the gameplay side of things to be fun. Yakuza is a pretty big example of a series where the gameplay and the story are fundamentally separated and the devs don't care. And it works for them.
It doesn't work for TLOU2 because the entire gameplay is designed around portraying violence and brutality of it going as far as to have you kill dogs in order to make the point more and more obvious. While at the same time, the gameplay isn't really that hard, or conveys a true sense of violence. It makes the gameplay fun. Not real or brutal or exhausting but fun. The game WANTS me to care about each individual NPC and question my actions as a player and Ellie as a character. But then turns around and says "beating the shit outta people is fun, isn't it? Here kill everyone :)"
And then there is the fact that you are already doing the same exact thing you did back in the first game. Joel and Ellie already killed crap ton of people in the first game.
It's not like the first game had the player making different choices and THEN used the sequel to put these characters into different situations and showing how bad violence can be in contrast to the first game.
But here; in the first game, character's first logical choice is to kill everyone. And then in the second part; the character's first logical choice once again is to kill everyone again. There is no contrast. No highlighting one method or choice over the other and using that as a way to comment on the whole thing.
And that's why director's interviews and words are important because this is what they were hoping to accompolish with this game. They WANTED you to question Ellie. They WANTED you to question yourself and your actions. But you can't because it's literally the same shit you have been doing since the first game. You can't expect people to take it seriously and question shit when you mindlessly throw NPC's for the player to kill.
It doesn't need to give you an option to play the game without killing everyone
Spec Ops the line already did this much much better and more organically. Hell, it uses lots of the same techniques but with much greater understanding and execution.
You know why? Because the game's fundamental plot resolves around a Black Ops squad heading to Dubai on a investigation/rescue mission and then slowly by slowly start getting involved in the conflict with other people and then start committing atrocities as the toll of the causalities become huge for the main cast. It doesn't rely on cheap revenge tale. But rather showing how a squad of Black Ops group lose their minds as they descent deeper and deeper into the conflict in Dubai.
The entire game is setup to be a commentary on how other military shooters use real warfare type scenarios but never have a correct representation of the war experience, or express the psychological changes that some combatants experience after participating in a war. And the commentary of gamers that "enjoy" playing war games or first person shooters where you are made out to be the hero.
And here is the big big thing that separates the approach of Spec Ops and TLOU2; Spec Ops never makes the gameplay sections "fun" or use excessive amount of violence to get the message across. Instead, the gameplay is repetitive, raw, dull and doesn't glorify the act of killing someone. It becomes mindless as the game goes along and the focal point of the gameplay in latter sections isn't what you are doing but rather how the characters respond as their language, vocal performance and their character models become more and more aggressive on the verge of losing their shit.
Look at this gif here just to show the transformation of the main protag's model:
!
And that is what TLOU2 is fundamentally missing. It knows that it wants to be serious and wants to comment on violence but then also wants it to be "fun". Spec Ops The Line is committed to it's premise and its intentions and doesn't compromises that for the sake of being "fun". It's not fun. It sticks with that game-design philosophy. That, to me, is more gutsy then anything I have seen from TLOU2.
TLOU2 wants to be mature but also wants to pander to casual gamers that just want to shoot the shit. No amount of blood, or gore is going to make me take it seriously when the devs themselves don't. "Violence is bad but it's ok when it's fun" is what I got out of the game if I'm analyzing both narrative and gameplay together.