EsportsThe Last of Us Tops the List, the Backlash Follows: What a 'Greatest of All Time' Ranking Actually Measures — and What It Doesn't

The Last of Us Tops the List, the Backlash Follows: What a 'Greatest of All Time' Ranking Actually Measures — and What It Doesn't

**মূল উত্তর:** Kinda Funny Games-এর 'সর্বকালের সেরা ১০০ গেম' তালিকায় এক নম্বরে রয়েছে The Last of Us। এটি কোনো প্রতিযোগিতা নয়, সম্পাদকীয় নির্বাচন; তাই বিতর্কের মূল কারণ ম্যাচ ফলাফল নয়, বরং নির্বাচনের মানদণ্ড প্রকাশ না করা। **মূল তথ্য:** - The Last of Us (Naughty Dog, ২০১৩) তালিকার শীর্ষে; এর সিক্যুয়েল The Last of Us Part II প্রকাশিত হয় ২০২০ সালে এবং বেশি বিতর্কিত। - তালিকায় স্থান পেয়েছে Pong (১৯৭২), Uncharted, Sekiro এবং ২০২৫ সালের Clair Obscur: Expedition 33। - প্রকাশের পরপরই গেমিং কমিউনিটি দুই পক্ষে বিভক্ত হয়; মানদণ্ড অস্পষ্ট থাকায় সমালোচনা তীব্র হয়। - তালিকাটি টুর্নামেন্ট নয়; এতে কোনো প্যাচ সংস্করণ, স্কোরবোর্ড বা রিপ্লে-ভিত্তিক যাচাই নেই। - তালিকার ঐতিহ্য-ধারা মূলত পশ্চিমা ও প্লেস্টেশন প্রথম-পক্ষ নির্মাণ-ঐতিহ্যকেন্দ্রিক। **সূত্র উল্লেখ:** মূল সূত্র Kinda Funny Games, 'Top 100 Games of All Time' তালিকা; নির্দিষ্ট প্রকাশতারিখ মূল উপাদানে উল্লেখ নেই। **সম্পর্কিত প্রশ্নোত্তর:** প্রশ্ন: The Last of Us কেন বিতর্কের কেন্দ্রে? উত্তর: কারণ তালিকাটি প্রথম গেম ও ২০২০ সালের Part II-এর মধ্যে তুলনা তৈরি করেছে, আর দুটি গেমের সমর্থকদের মানদণ্ড সম্পূর্ণ আলাদা। প্রশ্ন: এই বিতর্ক Esportsের সঙ্গে কীভাবে সম্পর্কিত? উত্তর: Esportsের MVP ও অল-টাইম ভোটেও মানদণ্ড প্রকাশ না করলে একই ধরনের 'অতিরঞ্জিত' প্রতিক্রিয়া তৈরি হয়, যদিও সেখানে ফলাফল যাচাইযোগ্য। প্রশ্ন: তালিকার সবচেয়ে বড় কাঠামোগত ঝুঁকি কী? উত্তর: একটি ফ্ল্যাগশিপ আইপির উপর নির্মাতা প্রতিষ্ঠানের অতিরিক্ত নির্ভরতা, যা Esports ক্লাবের এক-ডিভিশন নির্ভরতার সমান ঝুঁকিপূর্ণ।

Two in the morning in a Delhi flat. The laptop was still running an old match VOD — a scrim block, replays, player IDs in small type under the scoreboard. Then the phone lit up with a different kind of scoreboard: Kinda Funny Games had published its list of the 100 greatest games of all time. At number one, The Last of Us. Within an hour the timeline split in two. One camp wrote that this was deserved recognition — that Joel and Ellie's story had pushed the emotional limits of the medium. The other camp wrote that the list was built on favouritism, on studio prestige, on the Western habit of making games that want to be cinema. Sitting in that midnight scene, I realised there is a basic difference between this list and the scoreboards I read for a living. A match scoreboard has a server, a patch number, a replay file — a way to prove someone wrong. A list has none of that. It has only a verdict, and no replay attached to the verdict. Kinda Funny Games is a Western games-media and creator-driven outlet. Their list is not a competition and not a tournament; it is an editorial selection. But what it produced immediately after publication was as intense as any competition: two camps, two arguments, and one question in the middle — what is this list actually measuring? Quality of gameplay, personal preference, or a game's cultural influence? At the centre of the argument sits a franchise. Naughty Dog's The Last of Us first arrived in 2026 on the PlayStation 3, carrying the nerve to fold cinematic language, storytelling through silence, and moral ambiguity into the structure of a game. Seven years later, in 2026, came The Last of Us Part II — bigger, more ambitious, more divisive. Supporters of the ranking argue that the second part goes further in emotional and character construction; opponents argue that the restraint and simplicity of the first game are precisely what make it superior. The list also finds room for Pong — the primitive 2026 tennis that built the medium's vocabulary. There is Uncharted, there is Sekiro, there is 2026's Clair Obscur: Expedition 33. The list, in other words, claims a historical continuum, not merely a popularity vote. That is exactly where the trouble starts. When a list claims historical continuity, the reader has a right to ask for a method. And the method is the least transparent part of the whole exercise. I have spent six years reading match scoreboards. What I learned is that a scoreboard never lies, but a scoreboard never tells the whole truth either. When a side holds seventy per cent of the ball and still loses, the scoreboard cannot explain what happened — only the replay can. Stats are footprints; the story is the animal that left them in the snow. A greatest-of-all-time list attempts the reverse: it tries to sketch an animal from footprints of different eras, different snow, different sizes — an animal it never saw walk. This is why gaming's GOAT arguments never end, while esports GOAT arguments at least partly do. In esports a claim is falsifiable: there are records of who won, on which patch, in which format. Even so, the 'overrated' backlash arrives in esports whenever someone is crowned too early. The reason is the same — verdict first, criteria later. With The Last of Us the dispute is messier, because two games have been placed against each other. That Part II is the more ambitious work is plainly true: it broke the safe formula of the first game, built a new narrative architecture, and used the player's sympathy for a character as a weapon — which is precisely what divided the audience. In esports language, this was a deliberate stylistic reinvention of a roster: a side that abandons a proven formula for a new system raises its ceiling and raises its variance. Some call that courage; some call it arrogance. The dynasty did not fall; it finally told the truth about its ambition. Here a structural risk surfaces, and it is the real thread running under the list debate. Naughty Dog's commercial and cultural identity has rested for years on two pillars — Uncharted and The Last of Us. When a studio becomes that dependent on one flagship IP, every decision — sequel, remake, remaster, adaptation — stops being a decision about a game and becomes a decision about the whole institution. Esports knows this scene: a club that leans on a single division or a single star turns every roster move into an existential question. A roster move is a love letter written by an accountant and signed by fate. There is another layer to the list that almost nobody is discussing. The lineage it claims — Pong to Uncharted, Uncharted to The Last of Us, and from there to modern narrative-driven games — is largely a Western, and specifically a PlayStation first-party, creative lineage. There is nothing wrong with that, but a choice is hidden inside it. Japanese AAA production, the indie scene, mobile ecosystems, live-service titles — the daily gaming reality of hundreds of millions of players — are almost absent from the list's logic. Canon formation is not only about which work is best; canon formation is about which work gets remembered. And the power to remember usually sits with the centres of production. I was born in Bangladesh and now live in Delhi, writing about South Asian esports. The players in this region who grind thousands of matches a month in mobile tournaments, whose careers are invisible on paper because of visas, servers and sponsorships — none of their games enter a greatest-of-all-time list, because the list does not measure gameplay. It measures who got the chance to write about that gameplay. And the commercial truth hides right there. If a list of one hundred names generates discussion in which ninety-nine per cent of the noise concerns a single entry, the list has failed as a ranking and succeeded as a media product. The controversy is not an accident; the controversy is the raw material. The shape of the question changes entirely. 'Does The Last of Us deserve number one?' has no answer, so the argument runs forever. 'Who made this list, by what criteria, and who was left out?' can be answered — and that answer is far more uncomfortable. So is the whole argument worthless? I don't think so. My objection lies elsewhere. Both camps are making the same mistake: they are reading an opinion as a verdict. The list is not a measuring instrument; it is an arrangement of memory. It tells you what people remember, not how good a game is. And memory is regional, classed, generational. For a reader who was a teenager in 2026, The Last of Us is an experience. For a reader who arrived in 2026, it is a remaster. Same name, two different memories. I have to look at myself too. In 2026 I made a prediction built on a patch shift. It landed, three major outlets used my analysis, and then I stopped writing for a month. Because what I actually wanted was a clean verdict, and once I had it I discovered there is nothing on the other side of a verdict. The same appetite is at work in this list argument: I want a tidy declaration — this game is the best — so that the debate can close. But debate in art does not close; only attention does. The empty stadium taught me that pressure does not need an audience — but a verdict does, and that audience keeps trying to prove the verdict wrong. So what I see ahead is not an outcome but a timeline. These arguments usually live less than a month; media-driven GOAT talk does not survive without a new announcement. Three things are worth watching. First, whether Kinda Funny Games publishes its selection method at all — if it does, the heat drops; if it doesn't, the scepticism becomes permanent. Second, whether the conversation moves off number one and reaches the other ninety-nine names; if it does, this is a genuine canon debate, and if not, it is traffic. Third, whether esports borrows one habit from this: publishing falsification criteria before a vote or an award, and returning afterwards to reckon with the result. That night the match video on the laptop ended, but the phone screen stayed lit much longer. Near dawn it occurred to me that a list never tells you which game is best. It only tells you which memory is speaking loudest. The question, then, is not who sits at number one. The question is who will remember the other ninety-nine.

The Last of Us Tops the List, the Backlash Follows: What a 'Greatest of All Time' Ranking Actually Measures — and What It Doesn't

The Last of Us Tops the List, the Backlash Follows: What a 'Greatest of All Time' Ranking Actually Measures — and What It Doesn't

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