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The Last Guardian is the third game to be
directed by this clever chap. He's called
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Fumito Ueda and he's the Japanese designer
responsible for three pretty important games.
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There's Ico, which is about forging a friendship
with a girl. Next came Shadow of the Colossus,
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which is about toppling giant mythological
beasts. And now there's The Last Guardian,
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which cleverly rounds off this triptych by
being a game about forging a friendship with
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a giant mythological beast. Called Trico.
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Now, the reaction to this game has been, shall
we say... mixed, with plenty of disagreement
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about the clumsy controls, annoying input
lag, clunky physics, patronising hints, omnipresent
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button prompts, tedious puzzles, and so on.
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But one thing most gamers can agree on is
that this game does a pretty stellar job of
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depicting a bond between the boy, and Trico.
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And in this video, I want to show how Ueda,
and his team at genDesign, achieved this relationship
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not through lengthy cutscenes or dialogue
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of video games.
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I'm going to start by looking at combat because while it's not a significant part of the game it
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offers a convenient way of comparing The Last Guardian to other games that feature a companion character
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Now, back in the day, a companion often meant
a dreaded "escort mission", which is where
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the player has to protect another character.
Like how Monkey needs to keep Trip alive in
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Enslaved, because...
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TRIP: If I die, you die
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MONKEY: Argh!
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This means the player has to do everything.
Monkey has to look after himself, and kill
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all the robots, and look after Trip, who can't
attack enemies and can be killed if you don't
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look after her.
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It makes for an interesting dynamic, but a
lot of players found this style of gameplay
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stressful and frustrating. Trip is, I should
say, one of the better ones because she hides well
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and can survive one robot attack.
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But anyway, in an attempt to fix this frustration,
a more recent trend has seen the rise of invincible
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companions, like Elizabeth in Bioshock Infinite
who cannot be killed in combat, so you only
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need to look out for yourself and the enemies.
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It's a very simple fix, really. And it certainly
avoids any frustration. But it does create
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a nagging disconnect between what's happening
in the story, and what's happening in the gameplay.
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BOOKER: You think people like that are just gonna
let you walk away? You are an investment,
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and you will not be safe till you are far
away from here.
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I think she'll be fine, dude. I mean,
going by the combat, Elizabeth is not only
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invincible but is actually protecting Booker,
as she finds him ammo, offers up her ability
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to pull in machine guns from an alternate dimension,
and even brings him back from the dead.
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Of course, we can just write this all off
as goofy video game logic but what Fumito
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Ueda has always understood is that video games
speak most loudly through their design. And
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he uses this to explore themes and tell stories,
almost entirely through gameplay.
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The game Ico doesn't need to tell us that
it's a game about a boy protecting a girl.
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We get to experience it ourselves, as Yorda
is frail and vulnerable during combat, and
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the invincible Ico has to save her at every
turn.
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The Last Guardian is the mirror image of Ico,
effectively putting you in the role of Yorda.
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The boy can't defeat the magic soldiers, and
will die if he's taken into a spooky door.
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Trico, on the other hand, is invincible and
massively effective in combat.
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And so, we feel vulnerable when we're alone,
and thankful for Trico's company when he saves
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us from danger.
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In all of Ueda's games, combat is not just
something to do to pass time between the story
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bits. The roles that the characters take in
combat tell us so much of what we need to
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know about their relationship to one another.
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Outside of combat, The Last Guardian shows
us that this is, actually, an interdependent
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relationship, where Trico needs the boy, just
as much as the boy needs Trico.
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And I think a stronger bond is forged when
both parties help each other. That's why Enslaved
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narrowly escapes the escort mission trap,
as Monkey ultimately relies heavily on Trip,
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to create distractions and hack stuff.
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There are lots of examples of this in The
Last Guardian, such as the boy petting Trico's
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back after a fight to calm it down, or him
finding it barrels of food. But let's focus
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on these stained glass eyes.
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Whenever Trico spots one, the creature becomes
paralysed with fear, and it won't move forward
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until the boy has found a way to smash or
remove the eye.
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This gives the boy a chance to protect Trico. And it shows how the two characters
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are strong in different ways. Trico is powerful
in combat, while the boy excels in platforming
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and puzzle solving.
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But this also establishes some pretty clear-cut
rules: the boy can't defeat enemies without
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Trico, and Trico can't advance until the boy
destroys these stained glass eyes.
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Rules like this help you understand how the
game works. So when you reach a room like
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this, you know exactly what it all means. There's
a stained glass eye, which the boy needs to
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remove, but he's going to need to go through
these enemies, without Trico, to approach it.
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It's tense and nerve-wrecking, but it feels
good when the glass has been smashed and Trico
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can join the fight.
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And then I got to this bit. Two soldiers are
blocking this window by holding up shields,
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made from stained glass. I knew what it meant,
and I knew what to do. I needed leave Trico,
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sneak around, shove the baddies off the ledge,
and let the beast through.
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Except, I rushed in, dropped down, and got
ambushed by soldiers. I struggled free, and
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ran up the slope, and shoved one soldier
down before being grabbed again.
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I knew, at that moment, that I was screwed.
The boy can't fight these soldiers and Trico
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can't help because of the shields. Rules are
rules. It's over. And then this happened.
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Oh. Yeah.
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The game wanted to show me that the relationship
had advanced to the point that the boy's safety
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was more important to Trico, than its own
fear of the stained glass eyes.
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And to do that, it broke a clearly established,
mechanical rule. Which are supposed to be
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these unbreakable, static... well, rules.
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And to me, this made it more impactful than,
say, the bit in The Last of Us where, after
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establishing that Ellie, another invincible
companion, shouldn't use a gun
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JOEL: Uh uh.
ELLIE: What? I need a gun
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JOEL: No you don't.
ELLIE: Joel. I can handle myself.
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JOEL: No
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She then shoots a guy to save Joel.
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That's a really good cutscene and strong storytelling.
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ELLIE: I shot the hell out of that guy, huh?
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But I think the moment in The Last Guardian is actually stronger.
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Because, and this is gonna get a bit arty
farty but stick with me. It's clear that each
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artistic medium has its own unique language.
Painting uses the language of shape and colour.
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Music is an exploration of sound. Literature
uses the language of, well, language. And
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film is about moving images.
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And video games can, of course, use all of
this stuff. But what makes the medium unique
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is interaction. Things like mechanics, rules, and systems you can poke at are the language of video games
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- and so where Naughty Dog is largely borrowing
from film to tell the story of Joel and Ellie,
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by using mechanics and rules to tell their story,
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The Last Guardian is an artistic work,
in the medium of video games.
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The Last of Us does gets some bonus points
for making Ellie become a more formidable
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character in the combat sequences, following
that important cinematic.
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ELLIE: You're welcome.
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Anyway. This moment is all part of Ueda's
plan to sell Trico as a real creature, rather
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than a predictable and flawlessly programmed
video game tool. We can see this in the incredibly
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lifelike animations and in familiar moments
where, say, Trico hesitates to jump into the water.
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But this is also where the game's most controversial
decision crops up, as Trico does not immediately
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and reliably listen to the player's commands.
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Ueda says "When the boy calls Trico, we could have
made Trico come immediately, like clockwork.
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But if we did that, Trico would not seem like
an independent creature. It wouldn't seem
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like it was alive and making its own decisions."
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Instead, you have to be patient, and learn
to understand Trico's sounds and body language.
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Plus, according to players on Reddit, the
way you interact with Trico can impact its
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loyalty and responsiveness. All of those wonderful interactions with Trico, like removing
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spears, tending to its wounds, finding food,
and petting it can all make the creature a
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better companion.
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In a way, this all sounds like another great
decision to use gameplay mechanics to show
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the relationship between the boy and Trico.
We see that this is an animal, and that the
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boy can't rely on Trico like he could a human.
And by building a system where certain interactions
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change Trico's behaviour, we can explore,
as players, what it's like to love or mistreat
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an animal.
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And that is cool. But isn't always fun.
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And this is a unique challenge of being a
games designer who is interested in making
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a game that says something interesting. Similar
to our discussion on Dark Souls, where Miyazaki
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has to sacrifice certain players because those
games wouldn't be as meaningful without their
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intense level of difficulty.
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In this instance, making systems and mechanics
that are both enjoyable and charged with meaning
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is a brutally difficult balancing act, and
one that Fumito Ueda boldly attempts with
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every game he makes.
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Whether he succeeds or fails is ultimately,
up to each individual player. Sorry, that's
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a cop out. But for my money, I'm glad there are developers like Ueda out there,
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at least willing to take these risks to do
something a bit... different.
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The Last Guardian is about a relationship
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scraps of dialogue between fights. Everything,
from the roles in combat, to the way you solve
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puzzles, to vignettes that are set up by the
game's rules - it's all there to say something
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interesting, and we get to explore that as
players - because it's said through the unique
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language of video games.
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Hi everyone. Thanks for checking out this
video. I'd love to hear your thoughts on The
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Last Guardian in general in the comments below.
This has been a very divisive game and I'm
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curious to know how it's landed with all you
guys out there. Game Maker's Toolkit is now
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entirely powered by Patreon, which is fantastic.
The people on screen are those who have pledged
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five bucks or more.
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While these names are scrolling past, I wanted
to take a moment to talk about a few more
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games that do an excellent job of speaking
through their mechanics.
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Indie games are especially brilliant at this. Undertale is a game that tells us a lot about the game's
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wacky cast of characters through the way they
fight. Papers, Please lets us poke and prod
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at a system to reveal a message about bureaucracy
and corruption. And Brothers tells an amazing
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story of two siblings pretty much entirely
through gameplay that I wish I could say more
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about but all the good stuff is in spoiler
territory so just go buy it.
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Also, while you're here, check out my earlier
video on Fumito Ueda's philosophy of Design
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by Subtraction, where he removes everything
that doesn't contribute to the game's core
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idea. You can definitely apply that to The Last
Guardian. so maybe give that a rewatch now
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you've played his third game.