Kotaku: The Last Of Us Part II’s Violence Is Designed To Be Repulsive
“We’re making a game about the cycle of violence and we’re making a statement about violent actions and the impact they have on the character that’s committing them and on the people close to them,” he said. “And our whole approach is to say, ‘We want to treat this as realistically as possible.’ When you stab someone—if you watch reference videos, which we have, it’s gross and it’s messy and it’s not sanitized like you see in most movies and games. And we wanted to get the player to feel that.”
The idea, he underscored, was “for the player to feel repulsed by some of the violence they are committing themselves. It felt like that is the most honest way to tell this story.”