I see! I love both games in big part for the characters, but yea the setting is damn cool and it's sort of a shame (though understandable) that much of the world building is present only on the levels and notes. Post-apocalyptic settings, in general, tend to be very appealing to me, and the Last of Us infection is particularly cool for how plausible it is compared to most "Zombie" settings. The only thing that's kinda "meh" to me about it is how dark/bleak it is when it comes to humans and society, especially considering there still seems to be a considerable amount of people alive. Though part of that I think is to service the plot and gameplay more than anything.
I think I understand, thanks for clarifying your opinion! Ultimately whether you feel this way because you "allowed" that death to poison the story, or because the story simply didn't good enough of a good job at changing your mind, is kind of irrelevant to you. A game is generally intended to be experienced, not "analyzed", and ultimately your experience is your experience.
Going back to my previous comparison to Death Stranding, I think this game works for me in a very similar level. It's not a game I'd like every other game to be like, not even most or many other games. But it was still one hell of an experience that I don't regret having spent my money and time with, not one bit.
I think perhaps the most crucial mistake was not that they were not able to get everyone to sympathize with Abby, but that they were not able to make Ellie's character progression leading up to her decision at the end as clear as it should be. I think the over-reliance on flashbacks and non-linear storytelling kinda messed that up, and it was perhaps a bit too ambitious to attempt both that
and the whole meta-narrative goal of having you as the player also experiencing a similar emotional progression.
Because ultimately, the purpose of Abby's arc is to get the player to know her and eventually sympathize with her (though personally I thought it was a cool story in itself, and I kinda wish the whole deal between the WLF and the Scars was more fleshed out), and to establish comparisons between her and Ellie, and their arcs. But it serves little purpose to Ellie. Ultimately Ellie doesn't really know much of what we as players know about Abby - and
she is still able to move on without killing her, despite not being informed of all the things we as players are. I think for the story to truly be solid, we as players should also be able to much easier understand this
despite not empathizing with Abby, and without having to piece back things together as much. I mean, one of the more crucial information to understanding Ellie's feelings throughout the game and her arc
(her full conversation with Joel at the porch) is only given at the very end.
So yea, I can understand where some people are coming from. I think what the first game did better was that while it still also had nuance and complexity (though nowhere near as close imo, but still), it was still an enjoyable story even if you just looked at it like a "simple and standard action game story". Sure, you kinda end up not doing what your initial objective from the start of the game, just like in Part 2, but by the end of it Joel and Elli still went through a journey and overall got to a different, better place (moving from an authoritarian QZ to a safe and mostly peaceful small town, and building a relationship with each other). There's a much more visible and clear progression. With this one, if you don't give it much thought I can see how it looks bad, especially because of how disjointed it is that you have to piece things together.
But I don't think it makes it worse, just different. And I don't think we should admonish games, especially AAA games which typically stick to the safest more boring paths, for daring to try and tread new territory.
Apologies for all the walls of text