I'm not a huge fan of non-linear storytelling. It got old fast in Lost (all the flashbacks) and I felt was done particularly poorly in The Witcher TV show. But I was expecting it in The Last of Us Part II because they started dabbling with this in Uncharted 3, and doubled-down on this in Uncharted 4.
Yeah, it wore quite thin in Lost. I think because it swiftly became apparent to the audience that the flashbacks weren't pieces of a puzzle, they were just filler. I don't know about the Witcher, as my interest waned after a handful of episodes - even though I keep threatening to go back.
I wasn't fond of the flashbacks in Uncharted 3 or 4. The first two games didn't have them, so it's stylistically at odds and kind of bifurcates the series. There's also a running theme: each game with flashbacks is self indulgent and flabby.
Uncharted 1: short adventure, linear, mostly on 1 island. No flashbacks. Character histories are developed by dialogue indicating their past adventures.
Uncharted 2: longer adventure, linear, mostly in 1 country. No flashbacks. Character histories are developed through dialogue.
Uncharted 3: long adventure, non-linear, spread across a few locations. Flashbacks used to insert the antagonist into the life of the protagonist and his father figure.
Uncharted 4: excessively long adventure, non-linear, the most globe trotting adventure of them all. Flashbacks used to give Drake a brother that had never been mentioned in the 40 hours we've already spent with him, some of which were flashbacks to his childhood.
The Last of Us: longer adventure, linear, takes place in 1 country, going from A to B. No flashbacks. Character histories are developed through dialogue.
The Last of Us Part 2: excessively long adventure, non-linear, takes place in 1 country, but going from A to B to D to A to C to G. Flashbacks aplenty, which are used, seemingly, to try and make us retroactively care about characters we've just horribly maimed.
I barely ever like flashbacks, but ironically, my favourite film is Memento. But the flashbacks there serve a purpose: they put you in the shoes of a man with anterograde amnesia, leaving you as disorientated as him.
In each Naughty Dog game that uses flashbacks, they seem to use them almost exclusively to retroactively fill in bits of backstory. Uncharted 1 & 2, as well as TLoU1, both indicated histories between characters by way of dialogue, peppered throughout the game. These were seconds-long exchanges.
Uncharted 3 & 4, as well as TLoU2, replace these seconds-long bits of dialogue with hour long segments of gameplay. And many of those segments have their gameplay hampered by subservience to the story.
So they've taken seconds worth of character content, then stretched it out to an hour or so, and then made you play through that hour, but that hour is just holding forward and occasionally pressing jump, because it's an expository scene. An expository scene in place of:
"Hey Sully, remember the Vegas heist?"
"Haha sure do Nate, I remember it every time I stub my toe!"
I don't think it was particularly egregious here and it would have been difficult tell both Ellie and Abby's stories, for those specific three days, simultaneously. Plus they clearly wanted the player to hate Abby only to have you put into her shoes and that had to build over Ellie's fifteen hour campaign,
True. I don't think the stories could run perfectly parallel. After the boring love triangle plot had taken up too much of my time and made me zone out (really ND, did a post apocalyptic zombie survival horror game need a highschool romance subplot?) the sudden switch to Abby made me start paying attention again.
But I do think it was a mistake to go for shock value with Joel's death, and to rely on that shock value to motivate you as a player. It makes everything more angsty, and has none of the subdued, wistful melancholy of the first game. Arguably it gets there towards the end, but the path there has been so muddied that it's completely unclear.
I felt the flashback sequences for both protagonists/antagonists were generally dropped in at the right time to a) introduce a change in pace, and b) offer some insight into a particular relationship.
Well then sir, you and I differ quite greatly in this regard. I respect your opinion, but I feel quite strongly the opposite way. I disliked the unnatural change of pace, and I thought the insights into relationships came at the wrong time. Sure, I can go back through the game and piece together characters and events so that I can logically determine how I aught to feel, but that's a world apart from actually feeling something.
Case in point: the lass playing Hotline Miami on her Vita. When I was playing as Abby I met the woman I'd stabbed in the windpipe as Ellie. I could piece together the notion that I should feel bad, but I didn't know her at all when I killed her - as far as I knew, she was a torturer/rapist/TikTok user.
Reverse the order so that I meet this woman when I'm playing as Abby. Let me interact with Vita-girl. Humanise her and make me feel empathy towards her. Then, when I'm playing as Ellie, lusting for revenge, I could be shocked and feel conflicted when one of the casualties is someone with whom I've bonded.
There was an instance where I involuntarily and audibly shouted "oh fuck off" due to yet another flashback popping up at a point where Ellie's journey had really picked up some solid momentum. I'm pretty sure there was a flashback within a flashback at one point as well. It was around that time that the story became a chore.
I think the writers of this game let the praise of the first one get the their heads, and it's caused them to be overly concerned with depth and cleverness. Neither of which were really aspects of the first game's story. It was a simple story, well told, and it treated its audience like adults. But gamers are so used to Saturday morning cartoon dross, that legions began treating it like Tolstoy.
Then, rather than the writers taking a step back and realising that gamers were hungry for simple, well told stories, they seem to have decided that gamers wanted complex, confusingly delivered stories. And they've done that by taking a simple story (revenge from two perspectives) and splicing bits of it here and there to create the illusion of complexity and depth.
I think it's also a victim of the current media landscape: everything's a bloody TV show. Personally, I find TV shows to generally be too bloated and meandering. Just like TLoU2.