It is a truism in psychology that sheer, mere contact with your enemy dissolves the hostility between the two of you: you begin to see each other as individuals, rather than as representatives of all the bad things about your respective groups, and you begin to distinguish between those things. This sounds like a panacea for the world’s problems. Stare into space for a moment and remember the outside world: if it’s a panacea, we’re having some trouble in the application, or in making it stick.
In academic journals, we might call this effect something sterile and blunt-force obvious, like The Contact Hypothesis. Contact begets empathy; empathy breaks down the dividing wall of intergroup hostility. And it works in the lab, where we can get away with locking two people in a room and making them talk to each other for an hour, and then bringing them back the next week to talk to each other for an hour, ad infinitum. It’s hard to make it happen in the real world though, since, left to our own devices, we won’t ever choose to engage meaningfully enough with our enemies.
For those who don’t know, in The Last of Us Part II you are Ellie, and at the beginning of the game [and here is your chance to click away from this page] you must watch helplessly while some person called Abby slowly murders your father-figure, Joel. Naturally, you are devastated by this turn of events, and are perhaps still more devastated than might reasonably be expected because this Joel is the very same Joel in whose shoes you’ve already spent upwards of twenty hours (per playthrough of the first game), doing your morally questionable best to survive and protect Ellie from other morally questionable survivors and from multiple hordes of particularly freaky zombies. So for an especially distressing and existentially disorienting moment, you must watch as your complicated relationship with your surrogate-dad is cut unceremoniously short by a golf-club-wielding psycho, which is also simultaneously the murdering of your own erstwhile self with golf club by psycho. It makes for a complicated grief, just like Ellie’s. And it makes for an uncomplicated, rage-driven premise: you are Ellie, and you are out to hunt Abby down by hunting down her friends, who were involved to varying degrees in Joel’s murder. And this is what the game is going to be, you think: a straightforward revenge tale. You are wrong. Because after three in-game days of doing a whole lot of very bad things to other people who may or may not deserve what came to them, Abby herself turns up to repay the favour, pretty cross that you systematically hunted down and murdered her friends, and expresses her displeasure by fatally wounding another small handful of your loved ones, and is about to do the same to you, Ellie, when…
When the game leaves you on an unbearably precipitous cliffhanger, and transports you instead into the body of Abby, in whose father-murdering shoes you must re-play the last three days.
Here I ought to stress that the genre of The Last of Us is survival: the mechanics are all about making use of whatever random junk has been left behind amid the collapse of society and using it to kill people/zombies so they don’t kill you first. So treading around in Abby’s father-murdering shoes cannot be a passive thing: it means doing as much as you (the player) can to keep yourself alive—and (here’s the rub) you now means Abby. You’re going to have to make her stronger, find her better stuff—strength and stuff which will assist in getting her to the point at which she will be better able to fatally wound ‘you’ (though here the pronoun is being stretched beyond its elastic potential, you feel you are still really Ellie, deep down) and your friends at the end of these three days.
At this point you know exactly what the designers are up to, and you hate it. ‘They’re forcing me to have contact with my enemy,’ you exclaim. ‘I hate this!’ You want nothing more than to throw down your controller in disgust, eject the disc, take it back to the shop at which you got the game second-hand at a fraction of its original retail price because you, as a cost-saving measure, waited this long past the release date.
And here we must give props where props are due to the game’s designers, who figured out how to execute the highly ambitious strategy of making the player no longer want to play their game, while still managing to not actually push the player over the edge into throwing down their controller in disgust and etc. I don’t know how they managed to make the gameplay sufficiently compelling to force me to keep going. I suspect it has something to do with easing you into playing as Abby with a lengthy non-combat section, in which you get used to the idea that this is happening and the precisely dual nature of your choices (eject; continue), while not actually requiring you to take any active decisions on Abby’s behalf.
I have rarely felt less in control while engaging with any piece of media. I have watched films and TV in which characters do things I don’t want them to do: but I know it’s part of the televisual deal that I don’t get to decide what they do. I have rarely been put in the position of having to actually do the things I actively don’t want a character to do. You are Abby: every movement you make with the controller is a movement you make as her. The equivalent in television, I suppose, would be filming not just an episode but an entire series from the perspective of the show’s most hated character: unthinkable, in other words; an idea impossible for the writers to take from whiteboard to execution. It’s interesting to experiment for an episode before getting back to programming as usual, but to push so determinedly against what your viewer/player wants is like stroking a cat the wrong way: dangerous. I did not want to develop empathy for Abby. I was irritated at the game for even trying to make me develop empathy for Abby. Perhaps I was not quite determined not to develop empathy for Abby, but I was certainly guarding against the possibility.
But it transpires that the adage about the mile and the shoes holds up to virtual testing. The Last of Us Part II accomplishes something extraordinary—something possibly unique, given that it’s something only a video game could accomplish. It doesn’t just tell you both sides of the story, it lets you enact, walk around in, live in both sides of the story. It lets you be two people who hate each other (with a murderous kind of hate) and through the simple act of being, of being two—this simple fact of perspective drains the active ingredient out of the hate. It forces you to acquire an empathy you didn’t want to acquire. By the end of the game I had been both Ellie and Abby. I didn’t have to think Abby was nice or good, I just had to be her, to know her. I saw her become to Lev what Joel had been to Ellie. And I spent enough time with both Ellie and Abby to want them both to escape the violence of this story.
One of the primary ways I experienced this empathy was, once again, in a resistance to the story. The Last of Us is a game series known for its extreme violence. That’s not usually a plus in my book unless it’s for a very good reason. In the first game, it served the legitimate purpose of making the player feel the cost of survival. In Part II, I think the point is to make the player feel how the soul empties, how the heart gets sick, how weariness heavies the limbs, when violence keeps begetting violence. The game makes you fight your selves on two different occasions: first as Abby fighting Ellie, second as Ellie fighting Abby. Both times I said verbally to my television, ‘I don’t want to do this.’ I didn’t want to inflict the kind of bone-crunching, blood-spraying human carnage—carnage I was happy to inflict upon the faceless NPCs of the world—upon this person, upon this other who is myself. Both times, the game will give you no choice. As Ellie, it makes you sacrifice the good things in your life so you can keep killing and wounding until you find Abby again, and when you do, you must keep pressing the buttons, must keep hurting and wounding her, long past the point at which you had given up any desire at all to do so. The game had to kill me multiple times to convince me that I had no other option but to play properly, that I had to keep pressing the buttons I didn’t want to press. It will give you no choice: you must kill and you must wound until you are sick to the stomach of violence. And you must trust the game to make your characters realise that before it is too late.
And that—the fact that you find yourself doing everything you can to resist the game as it tells you this story of inexorable revenge and violence, that you no longer feel the hatred that motivates the actions you are causing your character to perform—that is when you realise that this game might have actually dragged you, kicking and screaming to something approximating love for your enemy. You no longer wish harm on her, by virtue of having been her not all that long ago. And whether that’s love or not, the game has made you want to cease treating her as your enemy.
A note on controversy
Before I played this game, I was aware that controversy existed in relation to this game, though I was careful not to find out about the substance of that controversy before I played. Having finished writing, I’ve just had a look, and while my understanding of these positions comes through a range of mean-spirited memes, I get that The Last of Us Part II wasn’t the story fans of the original game expected or wanted. Much of the criticism is directed towards what feels like the subordination of beloved characters to an unwelcome/unjustified moral lesson, and a resistance to the substance of the moral lesson. Having loved Joel and Ellie, I didn’t think they were ill-used by the story (any more than people are ill-used by life). I thought they lived in service to a story worth telling.
The point of my writing this was to marvel at how the makers managed to pull off an extremely difficult moral manoeuvre upon me, largely against my will. In order to do that, the game had to be deliberately provocative, had to challenge its players to the limits of tolerance. For a video game so to do is wildly ambitious, just like forgiveness. There is a unity of form and theme and story here, which is a hallmark of art. I have seen many bitter cries against the whole idea of forgiveness itself, as being either naïve or immoral. We seem to prefer cold justice for Abby. Forgiveness is more difficult, it is much more dreadful, but it is better. It is not unrealistic: much more radical forgivenesses have been accomplished in the real world, though with no less difficulty. For a game that is against hatred, the (deeply ironic) hatred with which it was met doesn’t show that holding to forgiveness against hatred is wrong, only that it is difficult.