HomeEsportsThe Last of Us at No. 1, the Backlash at No. 1 Too: How an All-Time List Manufactures Its Own Controversy
Esports

The Last of Us at No. 1, the Backlash at No. 1 Too: How an All-Time List Manufactures Its Own Controversy

**মূল উত্তর:** কিন্ডা ফানি Games প্রকাশিত 'সর্বকালের সেরা ১০০ গেম' তালিকায় দ্য লাস্ট অব আস এক নম্বরে রাখা হয়, যার ফলে খেলোয়াড়-সম্প্রদায়ে তীব্র বিতর্ক ছড়ায়। বিতর্কের মূল কারণ তালিকার নির্বাচন-মানদণ্ড প্রকাশ্যে ঘোষণা না করা এবং উদ্ধৃত মতামতগুলোর সিংহভাগ অনামী হওয়া। **মূল তথ্য:** - দ্য লাস্ট অব আস প্রকাশিত হয় ১৪ জুন ২০১৩, নটি ডগ ও সনির হাতে। - দ্য লাস্ট অব আস পার্ট টু প্রকাশিত হয় ১৯ জুন ২০২০ এবং সম্প্রদায়ে এটি বেশি বিতর্কিত। - ক্লেয়ার অবস্কুর: এক্সপেডিশন ৩৩ প্রকাশ পায় ২৪ এপ্রিল ২০২৫, ফলে আলোচনাটি ২০২৫ সালের। - তালিকায় দ্য আনচার্টেড, সেকিরো ও পং-ও স্থান পায়, যার কোনোটির প্রতিযোগিতামূলক Esports সার্কিট নেই। - নির্বাচনের মানদণ্ড — গেমপ্লে, ব্যক্তিগত পছন্দ, নাকি ইন্ডাস্ট্রি-প্রভাব — প্রকাশ্যে নির্ধারিত হয়নি। **উৎস:** কিন্ডা ফানি Games প্রকাশিত সর্বকালের সেরা ১০০ গেম তালিকা; আলোচনার সময়কাল ২০২৫ (সূত্রে সুনির্দিষ্ট প্রকাশতারিখ উল্লেখ নেই)। **সম্পর্কিত প্রশ্নোত্তর:** প্রশ্ন: তালিকাটি কি কোনো Esports র‍্যাঙ্কিং? উত্তর: না, এটি কিন্ডা ফানি Gamesের সম্পাদকীয় তালিকা, কোনো প্রতিযোগিতা বা টুর্নামেন্ট নয়। প্রশ্ন: বিতর্কের মূল কারণ কী? উত্তর: তালিকার নির্বাচন-মানদণ্ড অস্পষ্ট থাকা এবং প্রায় সব উদ্ধৃত মতামত অনামী হওয়ায় 'কমিউনিটি ঐকমত্য' যাচাইযোগ্য নয়। প্রশ্ন: এই বিতর্ক থেকে Esports কী শিখতে পারে? উত্তর: পুরস্কার ও সর্বকালের সেরা ভোটের মানদণ্ড প্রকাশ করা না হলে সেই প্রক্রিয়ার বৈধতাও প্রশ্নে পড়ে, ঠিক যেমন এমভিপি বা অল-প্রো ভোটে ঘটে।

The first few hours after a ranked list goes live always look the same. On 14 June 2026, Naughty Dog and Sony released The Last of Us. Twelve years later, Kinda Funny Games placed that game at number one on its list of the 100 greatest games of all time. Then the familiar machinery started. One camp asked what the list was actually measuring — gameplay quality, the curators' personal preference, or the fact that the game changed how the industry spoke? Another camp rode out in defence of the original, their argument plain: however ambitious Part II turned out, the 2026 release's emotional and character construction has not been matched.

I cover the Olympics for a living, so this fight did not feel new to me. I collect split seconds the way other people collect stamps. In 2026, when Wayde van Niekerk won the 400m at the World Championships in London in 43.98 seconds, a question went into my notebook: was that run the greatest, or merely the fastest? Those are two different things. An all-time list erases exactly that distinction.

Kinda Funny Games is a Western gaming-media and creator outlet. Its hundred-game list includes The Last of Us, The Last of Us Part II, Uncharted, Sekiro, Pong, and Clair Obscur: Expedition 33, released in 2026. A sequence stretching from Pong to modern cinematic titles flattens gaming history into a straight line, where each game is an improvement on the one before it. History is not a straight line. It branches.

One thing needs stating at the top, because this is where the largest classification error occurs. This debate is not esports. Neither The Last of Us nor Uncharted has a competitive circuit, a balance-patch cycle, or a tournament ecosystem. They are static, single-player narrative products. Live-service games and single-player games run on entirely different lifecycles, economics and audience logic. Dropping this argument into an esports frame means measuring it with the wrong ruler.

So where does the controversy come from? A ranking is never a measurement; it is a compression algorithm. To arrange a hundred works along a single axis, multidimensional quality has to be squeezed into one letter. The moment you collapse story, gameplay, influence and technology into an order from 1 to 100, you have already made a value judgement. Admit it or not, the decision is made.

The decathlon scoring table is the cleanest illustration of this problem. A shot put distance and a 1500m time only become comparable through a conversion table published by World Athletics. That table is not a law of physics; it is a human agreement. It decides how many points each event is worth. The all-time games list has no such table, yet everybody argues about the result as if the table were universally agreed. That is the root of the trouble.

The second problem is subtler: canon rewards first instance, evaluation rewards execution. Roger Bannister broke the four-minute mile on 6 May 2026; an ordinary college runner today goes faster. History books keep Bannister and discard the college runner, because canon remembers who opened the door first, not who ran best. Neeraj Chopra's 87.58m in Tokyo was India's first athletics gold, while the current javelin world record stands at 98.48m. Chopra's place in canon rests not on the number but on the moment the wall came down. The Last of Us opened a specific door in 2026 — the door through which games claimed to be serious narrative art — and that is what put it at number one. It is a recognition of cultural first entry, not of peak gameplay.

Context matters here. In 2026 the gaming press was desperate to establish itself as art, and critics needed a work that spoke cinema's language without letting go of the controller. The Last of Us arrived in exactly that gap. The question is not whether it is the greatest game ever made; the question is what gaming wanted to look like at that moment. Canon is a mirror of aspiration — the reflection of what a medium wishes it were.

The Part II argument grows from this. Released on 19 June 2026, the sequel deliberately broke the original's rules and wounded audience expectation. This is the same pattern seen in esports roster building: a deliberate departure from a proven formula, raising the ceiling and the variance together. A team or studio that breaks its own formula swings between two extremes — masterpiece or fracture. The first game was safe, the second brave, and bravery never commands consensus.

Naughty Dog also carries a structural risk. When a studio becomes over-dependent on one flagship franchise, its entire brand value is tied to that franchise's fate. This is the structure esports clubs live in when they lean on a single division or a single star. On a relay's anchor leg the race stops being about legs and becomes about nerve, and a studio's final handoff works the same way. Acclaim for the first game and division over the second build brand polarisation over time, which becomes a burden for the next release.

A word from professional habit. The split times I report are either measured by me with a stopwatch or taken from an official timing system. Almost every quote in this controversy is anonymous — no record of who said it, on which platform, or how many said it. When a claim that the community is deeply split cannot be verified by a single attributable quote, it is an impression of public opinion rather than a measurement of it. High heat, low fuel: the classic heat-over-fundamentals structure.

That heat is the product. The top-100 format is a traffic-optimised media format, and disagreement is not an accident of the design but part of it. A list everyone agrees with does not stay in the conversation. Controversy is the marketing engine; editorial intent aside, the outcome is identical. The sprint data was never just data; it was a door into how the game was changing.

This is where the most important industry observation sits. Media outlets do not only report; they act as gatekeepers of canon. Which games enter history and which do not is now decided at editorial desks rather than in academies. In esports the role is even clearer: MVP votes, All-Pro teams, Hall of Fame panels — who sets the criteria, and how much of it gets disclosed? The Olympics play the same game in a different register: which events get prime time and which get two in the morning. Esports and football are not rivals; they are two arenas for the same hunger for a split-second miracle, and in both arenas the real fight is over who gets to answer the question of who is best.

Now the other side. Everyone is attacking the ranking and almost nobody is attacking the format's incentive. The real problem with The Last of Us at number one is not that the game is overpraised; it is that "best" in gaming still largely means "most cinematic." A medium is measuring itself with another medium's ruler. When a narrative grammar borrowed from film becomes the top criterion, the gameplay-first works that fall off all-time lists lose for being games rather than films.

The Last of Us at No. 1, the Backlash at No. 1 Too: How an All-Time List Manufactures Its Own Controversy

Throwing lists away is the easy fix, and the wrong one. A list is the cheapest and broadest way a culture argues with itself. The problem is not ranking but transparency. Had the outlet written on day one that it weighted story, gameplay and influence at 40-35-25, the argument would have stayed at "your criteria are wrong" instead of sliding into "I cannot tell what you did." Publishing method is not an admission of weakness; it is what makes criticism useful.

One question stays hanging. The industry is moving toward games that never finish — live service, seasons, patches, expansions. How will an all-time list be built by an industry that no longer makes fixed objects but running services? The Last of Us is complete, closed and finite, which is precisely why it entered the canon. If the classics of the next decade are never finished, the idea of canon itself will crack. And this argument will stop being as easy to settle as it looks today.

Related Players