Wait so your problem is with them making it look realistic? Not with the contextualization of the violence within the video game itself?
Yeah, that's what pretty much everyone's issue with the violence is. Games have told violent stories before (that's practically all they tell), and they've set themselves in brutal realistic worlds before, but no game has the level of violence TLoU:P2 has at the level of fidelity it has; it wants the violence to be as realistic-looking as possible, with Druckmann even going so far as to make his subordinates watch real-life ultra-violence as 'inspiration'. As such, it needs to justify it instead of merely contextualise it, and I don't personally think the game is going to be able to do that because, honestly, I don't think any AAA game can do that.
There are tons of examples of media that expresses horrific themes without needing to show you snuff film-inspired levels of violence to get their message across. You literally mentioned one in Spec Ops: The Line which manages to make its message without constantly bombarding you with the most realistic, least abstracted version of its atrocities. I'd also argue that it actually has more justification than TLoU:P2 to show that game's level violence because at the very least it's critiquing more than just the vague concept of "revenge."
What the hell are you even talking about.
Montana didn't die saving anyone. The only reason Walter got hit by a bullet is because he protected Jessie.
Apparently it's completely impossible to be a complicated character; you're either a complete villain whose every action is akin to kicking puppies for fun, or a literal Jesus Christ figure who can do no wrong. There's no middle ground, and every interpretation outside of those two extremes is "wrong." That's especially true, apparently, if some-one on the production team says so, because after all anything that the authors say is gospel and must not be treated as anything but fact.
What about this game makes it uncomfortable compared to something like Gears? I think everybody chainsaws in Gears and loves it but putting humans down in this just makes you go...Jesus.
Guess it's because it's more "grounded" even if Gears is technically more gory and graphic imo.
That second paragraph is exactly it.
Doom Eternal is, in terms of the amount of violence,
much gory than TLoU:P2 by a very considerable margin. Multiple times every minute during combat you'll be ripping and tearing demons, or shooting them until their huge guts are exposed, or chainsawing them in half, etc. However that violence, whilst gory, is not in any way realistic outside of the fact that the demons have "blood and guts." For instance if you shoot someone in real life their flesh isn't going to suddenly rip off and expose a red gooey mass underneath like it does when you shoot a Mancubus or Cyber Demon.
Meanwhile The Last of Us: Part 2 is wanting to show violence as it actually is and in as much detail as possible. From moment-to-moment gameplay to major cutscenes the game doesn't want to make its violence in any way 'abstracted', and it uses ultra-realism on a level we simply haven't seen before in gaming to do so. So people will end up feeling uncomfortable, and that's an entirely valid position to have. Doubly so when the actual development of the violence behind-the-scenes can potentially have quite severe negative effect on the developers themselves.
TLOU violence is supposed to make us feel uncomfortable. It's not to be "edgy" or something like that.
Those two things aren't mutually exclusive. Hatred (the game) was supposed to make people feel uncomfortable but it was also so edgy that it could be used as the blade for a lonely neckbeard's decorative Katana.