The Last of Us Part II‘s Unnecessary Length Is Bad for the Players, the Developers, and The Last of Us Part II

The Last of Us Part II, the latest high profile game that blurs the lines between gaming and cinema, can take anywhere from 20 to 30 hours to complete. That’s longer than any season of The Wire, and over twice as long as the longest season of Mad Men. It eats up considerably more time than a full season of a typical broadcast TV drama. In the time it takes you to finish The Last of Us Part II, you can watch all eight Fast and Furious films—and make it deep into a full rewatch.
I can go on, but I think my point is clear: in comparison to movies and TV—the mediums its story aspires to—The Last of Us Part II is absurdly long.
It’s difficult for any story to justify that kind of length, but The Last of Us Part II’s is an especially bad fit for it. The game’s main draw—and the main draw for any game made by the studio Naughty Dog—is its storytelling. As tense as the combat and action can be—as satisfying as it can feel to avoid confrontation or systematically pick off a pack of enemies one member at a time—the focus is on the characters and their interactions. Although it’s full of flashbacks, and hinges on the player’s awareness of several years of trauma impacting its main characters, most of the game takes place over a few days. The entirety of its story, from the past that clouds the main characters and drives their motivations, to the worldbuilding of this post-cataclysmic Seattle and its warring factions, could easily fit into a single season of a TV show, and would actually have more room for developing characters and locations in that case.
More significantly, though, is the fact that it’s exhausting to spend so much time in a story fully devoted to hatred and vengeance. There’s not much levity in this game, and no comic relief. It’s a relentlessly dour tale about the toll violence takes on people and the inhumanity it can drive them to, and although there are moments of quiet reflection and playable flashbacks to more peaceful times, The Last of Us Part II is unwavering in its grim task. Imagine binging two entire seasons of Breaking Bad without Saul Goodman, Jesse Pinkman’s friends, or any kind of comic relief at all—that’s what playing The Last of Us Part II is like. It’s a steady stream of misery, which is just so taxing. You might argue that attempts at comedy would undermine the game’s heaviness, or somehow cheapen its message, but a broader range of tones and emotions would actually heighten the power of those moments, while making the whole experience easier to handle.