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Making sense of The Last of Us‘s thrilling, affecting season finale

The view is pretty great...

Enlarge / The view is pretty great... (credit: HBO)

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Sunday evening. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: We made it to the last of The Last of Us season one! Which means I get to ask you the first question I asked myself after playing the first game; the one I've been waiting weeks to ask you; and probably the most important and lingering question of the whole season:

Does Ellie believe Joel?

Andrew: OK, I definitely came away from this with an entirely different lingering question! But like many episodes of The Last of Us, maybe we should cut away from the action so that we can jump back in time and then work our way back up to those questions?

In this episode, Joel and Ellie make it! They're in Reno, and they find the doctors they've been trying to find this whole time. They just need to let the doctors run a few tests, and then they can ride off into the sunset together, their surrogate father/daughter bond intact and healthy and totally great. Right?

Kyle: There are plenty of other questions, to be sure, but I wanted to start with the one that lingers most after that gripping final shot.

But yes, backing up a bit, I like how this episode gets back to some quiet time between Joel and Ellie, who get to joke around and feed giraffes and be generally wistful about their journey together. They have obviously and fully become a surrogate father/daughter pair to each other, which is saying something, given how reluctant they were to even be in the same space back at the beginning of the series.

Andrew: There are nice moments. But now that Joel is fully open to letting Ellie occupy the role of his dead daughter, there's a sort of manic, almost desperate note to his relationship with her at the episode's outset. Joel's stolid, monosyllabic veneer is gone, and now that it is, he's talking too much; he's suddenly too eager to connect.
Kyle: You could also argue he's suddenly too eager to protect his surrogate daughter at the expense of humanity...
Andrew: Yes! Yes. That's the thing.

Unlike just about every other group of people we've run into in The Last of Us universe, there doesn't seem to be anything especially sinister about the Reno Fireflies. Yes, they decide pretty quickly that the only way to study and transmit Ellie's immunity is to remove her brain (This is explained somewhat in yet another episode-opening flashback where we meet Ellie's mother and do in fact learn the incredible true story of how Ellie got her knife, a joke I made a few recaps ago that ended up coming true).

But they are not, as far as we know, a community of sadistic evangelical vigilante brain-removers. They are, to borrow a phrase, putting the needs of the many ahead of the needs of the few. And it's not that I don't feel deeply for Joel, who is clearly not ready or willing or able to lose another daughter. But his response to the situation...

It leads me to my question: is Joel the bad guy? Have we, the audience, been hoodwinked by Pedro Pascal's dadly charms into rooting for a monster?

Kyle: To me, this is not, in the end, a very interesting or difficult question. Any objective look at the situation would conclude that Joel obviously made the wrong choice here. Saving humanity from cordyceps is strikingly more valuable than protecting Ellie's life.

The only way to come to the opposite conclusion is by being hopelessly sentimental about the whole thing. And Joel's actions are made even worse because, as Marlene points out, Ellie would pretty clearly be willing to sacrifice herself for that greater good.

That said, I think both the game and the show do a good job of threading the needle between not defending Joel's actions but still explaining them. By the time we get to these final scenes, we understand how and why a very broken Joel would essentially sacrifice the human race for this girl he met relatively recently. You don't have to agree with it to understand it from Joel's point of view, and I think that's an amazing narrative feat.

Andrew: Yeah, it’s telling that the biggest problem I have with what happens gets back to your question. It’s objectively not great that Joel goes on a rampage at the expense of what could be a society-salvaging vaccine, and objectively not great that he kills not just armed Fireflies but unarmed civilians.

But getting back to your initial question, I think the most monstrous, selfish thing he does is lie about it to a girl who has huge trust issues and who relies on him for everything. Maybe you can understand why Joel is doing what he’s doing, but it’s an unfathomable betrayal of this person who he claims to care about.

Kyle: Joel knows what he did is unforgivable and that Ellie would never forgive him if he told her the truth at that moment. And yes, that alone makes him pretty irredeemable in my eyes (though there are plenty of sentimental people out there who think Joel did the right thing).

But then there's those last few seconds of the season—that tight close-up on Ellie's face—where you can almost see the gears turning in her head. Does she just trust Joel so much that she just puts any doubts aside? Is she convincing herself to believe Joel for the sake of her own sanity? Or does she know Joel is lying and is just pretending to accept his story to protect their relationship?

Andrew: Whether she believes him or just buys into the lie to protect their relationship will have big implications for next season because it's hard to imagine this not catching up with them. If that is the question the show is wrestling with, I think that's a whole lot more interesting than saying, "Well, Joel did what he did for understandable reasons, so ultimately it's OK that he did it."

I was thinking about how this game came out in 2013 and how a decade ago we were still very much in the middle of an anti-hero era in movies and TV. I'm mostly thinking of The Sopranos, Mad Men, Breaking Bad, and their many imitators. These shows asked viewers to explore the psyches of (mostly) white (mostly) men who were doing bad things, but who could still elicit sympathy and understanding because of some combination of good writing and great, charismatic performances.

The problem was that sometimes those shows were too good at what they were doing, and at least some viewers went from understanding and sympathizing with those characters to rooting for them in ways that could be uncomfortable. Walter White was ultimately a manipulative drug kingpin, a murderer and a serial liar, a megalomaniac addicted to power and its exercise. A non-trivial portion of the show's fanbase spent most of the series upset at his wife for being "an annoying bitch" who was insufficiently supportive of his criminal enterprise.

I really liked what The Last of Us finale accomplished insofar as it subverted my expectations. I went in ready for a mostly heartwarming tale of found family in an apocalyptic setting, and the season does deliver that. But this episode's haunted, desperate Joel, too eager to project his dead daughter onto Ellie and too willing to go on a killing spree in the interest of "protecting" her, adds an uncomfortable layer on top of their dynamic.

How I feel about season two will depend on whether the show wants to acknowledge and explore that discomfort or whether it wants us to think that Joel is a flawed badass who was "right" to do what he did just because he did it for sympathetic reasons.

So that's my season-ending mini-essay. As a game player who has some idea of what's coming next, how did the finale leave you? How are you feeling about this season as a game adaptation?

Kyle: I don't want to spoil too much about Part 2 (and presumably season two of the show) by talking about where this plot thread goes. I will say that I thought the ambiguity of the ending in the first game/season was so well done that I felt continuing Joel and Ellie's story could only lessen it, which I think is what ended up happening.

Part 2 aside, I feel like Part 1 has one of the best-presented endings in gaming, which carries over quite well here. These final scenes paper over a lot of the narrative's weaker moments. And that close-up on Ellie's face—with all the vagaries in every slight twitch of her eyes and chin—was even more impressive in a 2013 game, where motion-captured performances tended to be much broader and more over-the-top.

The show finale includes almost shot-for-shot remakes of many of the key scenes at the end of the game, right down to the music cues in many instances. But there is one subtle but important narrative change I noticed, which goes all the way back to the first episode.

Remember when that '60s talk show panelist suggested that a fungal outbreak wouldn't just be society-destroying but that a cure wouldn't even be possible?

In the game, while it's not 100 percent clear that the doctors will succeed in turning Ellie's brain into a vaccine, there's nothing explicitly suggesting it's a foolish effort. In the show, that one line at the very beginning of the first episode kind of changes the entire calculus.

If that panelist was right, then maybe Joel was (accidentally) right to save Ellie? Was that line an effort to soften Joel's decision in the end and make his actions more forgivable?

Andrew: Well, there’s “not possible,” and “we don’t believe it to be possible.” Ellie’s immunity in the first place is “impossible,” if anything I think that “impossible” line is meant to make Ellie’s immunity feel more extraordinary.

This is one of the things about this season that feels too rushed. We know that “smearing Ellie’s blood on an open wound” doesn’t fix anything, but that’s also not how medicine works unless you’re a kid who doesn’t know anything about medicine. So the show’s immediate jump to “the only way to get a cure is by harvesting Ellie’s brain!” feels a bit fast, even by the standards of post-apocalypse frontier medicine.

Regardless, I’m not sure the talk show does much to redeem Joel because it seems pretty unlikely that he would be thinking of one throwaway line from one talk show that would’ve aired when he was a kid. And if we’re going off that line, are we supposed to be shouting, “This whole mission is stupid! A cure is impossible!” at our screens this whole time?

Kyle: Knowing where the season was going to end up, yeah, I was kind of wondering about that one line and internally screaming about it for the entire season.

I'm not trying to suggest Joel had arcane medical knowledge driving his decision. But in the context of a TV show, it's hard to see why the creators would throw in a line like that for any reason other than adding a bit of "maybe Ellie's death would have been in vain"-type doubt nine episodes later...

Andrew: All we know is that they made it to the Firefly doctors, and they decided within a couple of hours that they needed to scoop her brain out. I’m just saying that if the show is going to try to make us feel better about what Joel did, it needed to/will need to do a bit more lifting on the “well, the cure is impossible anyway, so it’s fine” front.

My last question for you: as a video game adaptation, do you think The Last of Us is better or worse than the current best video game adaptation, Super Mario Bros. (1993)?

Kyle: The SMB movie had the better use of fungus, perhaps...

Joking aside, this adaptation made me think a lot of the 2009 Watchmen movie, which I think suffered from being way too faithful to the source material. Here we had just the right amount of faithfulness with (mostly) useful additions/changes for the new medium.

The source material provided a good starting point, but if they had just ended with that starting point, I think the conversion wouldn't have worked nearly as well.

Andrew: That’s a useful comparison point for any adaptation. “How faithful is this to the source material, on a scale from the Watchmen movie to the Watchmen HBO miniseries?”

I’m looking forward to season two, but I need to fire up a change dot org petition to get us back to 13 episode seasons, please and thanks.

Kyle: The latest reports suggest they're looking to adapt the second game into more than one season, which ought to help the pacing a bit.
Andrew: Huh, OK. That might be too far in the other direction, but we’ll see...

And that, I think, is “the last of us” talking about this season!! Ha ha ha!

Kyle: Ha ha ha ha! (freeze frame on Kyle and Andrew laughing and slapping backs. Roll credits)

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The fungus from "The Last of Us" is being used as a natural pesticide

Forget zombies – using this type of cordyceps could be a potent, all-natural alternative to toxic chemicals

HBO’s The Last of Us episode 8 ruins one of the game’s best villains

He looks nice...

Enlarge / He looks nice... (credit: HBO)

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Up until now, for the most part, I think the Last of Us TV show has done a good job fleshing out the game's story without really ruining the key moments. That didn't really happen with this episode.

In the games, we get a quick cut from the events of episode 6 to Ellie hunting wild game in the snow. As we take direct control of Ellie for the first time, we don't even know if the unseen Joel is alive or dead.

We also don't know anything about the mild-mannered stranger named David that Ellie stumbles upon while hunting. He even seems like a plausible Joel replacement at points during the early, amenable parts of their in-game team-up.

Seeing everything from Ellie's perspective really heightens the tension and mystery of David's whole arc, and I feel like the show kind of ruined that pacing here.

Andrew: Even with no knowledge of how this plays out in the game, I agree that this episode felt super rushed and uneven in a way that makes me more frustrated about last week’s flashback episode. Not that last week’s episode was bad at all! But this arc clearly wanted another episode to breathe, like the Kansas City arc got. Instead we have to cram all this stuff into a single hour.

David suffers the most. It’s like the show needed to stuff him full of red flags to make sure that viewers really didn’t like him or feel bad for him, but it also makes him into a cartoon character in a show where most of the antagonists have already been a little flat.

Kyle: The whole preacher subplot is completely new to the show, as far as I can tell, as is David's baffling vision of a violent teenager as a partner in leading the flock. I can see why they wanted to give his turn to cannibalism some grounding, but yeah, it's another situation where the red flags are a little too overt.
Andrew: Yeah, in a TV show, there are some places where I am more willing and able to suspend disbelief—like when Joel goes from laid-out-on-his-back-delirious-with-infection to full-on Rambo-killing-spree in the space of 45 minutes. A more realistic recovery would take a long time to show and to watch! Bo-ring!

But I did not believe for even one fraction of one second that Ellie was in any danger of joining up with this creepy fundamentalist/mushroom cultist/child-hitter/cannibal guy, and it makes it weirder that the last sequence between them is framed as this big emotional showdown.

And also... this community had a lot of other people in it? Where did they go? A more organic and satisfying version might have had David’s own community seeing what a creep he is and turning on him, rather than a big dramatic one-on-one confrontation between David and Ellie in the world’s most flammable restaurant. It doesn’t sound like that’s how it goes in the games, but it also sounds like the character is just handled fundamentally differently.

Just hanging out...

Just hanging out... (credit: HBO)

Kyle: Not getting any resolution to what happens to this community of people that have now had their cult leader violently killed does seem like a pretty big dangling plot thread.

Here's my main question for someone going in fresh: Did you ever feel like David was potentially just a nice guy and someone that Ellie could justifiably trust and/or let down her guard in front of? I feel like the game went to great pains to push the player in that direction for a while before the heel turn, and it just didn't work for me here. Then again, I knew some of David's dark secrets from the get-go...

Andrew: I don’t think the audience is meant to believe that David could be a good guy at any point. The scene where you meet him is too full of meaningful looks and ominous pauses, and obvious fear on the part of the other people in the community.

The first scene where David and Ellie meet, on the other hand—I could see it! David (played by Scott Shepherd, a fairly prolific character actor who has one of those “what have I seen him in?” faces) has a certain reassuring avuncular charisma to him. Unfortunately, we’ve already seen too many Bad Guy markers from him, even before you find out that he’s been reading To Serve Man.

Kyle: Where this episode does follow the games pretty closely is in leaning more toward the "torture porn" side of the equation than any part of the story so far. Not that there hasn't been plenty of violence previously, but seeing Joel torture and kill two prisoners without any remorse and Ellie's own almost-chopping-and-revenge really takes it to a new level. It also makes you look at both characters in a disturbing new light, I think.
Andrew: Joel is clearly being driven both by his dawning acceptance of Ellie-as-daughter figure (his “baby girl” when they finally meet back up is extremely loaded) and his established trust-no-one views of life post-apocalypse. But that doesn’t make it any less uncomfortable to watch. This is a dated reference, but I was reminded of Kiefer Sutherland’s Jack Bauer, from the War On Terror-era show 24. Sure, he tortures people, and sure, he seems just a hair too enthusiastic about it, but he gets results!!

And you’re right that Ellie’s butchering of David at the end of the episode goes on just a bit too long for comfort. I’m just not sure what to make of it. Surely Ellie has been traumatized as much as she could possibly need to be for story purposes. It’s not as though David was close enough to her to really betray her. Between the two of them, Joel and Ellie do enough violence this episode to sour their tearful reunion a bit. Which is not really where I wanted to be heading into the season finale of a show I have otherwise mostly liked.

Kyle: There's definitely a certain "War on Terror" mindset that creeps into the narrative from decades past, for sure.
Andrew: That was where society ended, something the show occasionally references but doesn’t pick at too much. We’ve had one 9/11 reference and one Pearl Jam album with a lot of anti-Bush stuff on it, so presumably the US had invaded Iraq six months before society fell apart.
Kyle: Now I'm wondering if Osama bin Laden's cave hideout was relatively safe from the Infected. Depends how much cordyceps-infused flour they imported, I guess?
Andrew: It does kind of make me want to see more about how the world outside the US is handling the apocalypse. Maybe we would have, back in the old days of 22-episode seasons.
Kyle: Which gets into what I think has become a pretty big pacing problem with the show. In the games, new characters would pop in and stick around for a while, and you never knew precisely when they would pop out again (usually with a violent death). Here, the structure means the pattern of "here's a new character, they will be dead by the end of this episode (or maybe the next one)" has become way too obvious...

All that death has been building toward the big finale, though. Without getting too spoilery, I wonder if you even remember what Joel and Ellie are trekking for/toward at this point, and if you have any big predictions for the final episode?

Andrew: They still have to get her magic blood out to some Firefly-affiliated scientists! The only thing I’m confident enough to assert is that they’re finally going to get where they’re going, and the scientists are going to end up being weirdo creeps who aren’t totally on the level.

I would love to be pleasantly surprised! Maybe the show has settled into this predictable rhythm to make it especially mind-blowing next week when all the scientists end up being super chill and professional.

Kyle: Not to set your expectations too high, but the conclusion of The Last of Us Part One is what raises it to the level of "All Time Great" game for me, so I'm looking forward to seeing this team of actors and producers tackle it.
Andrew: It’s too late, you’ve set my expectations too high! If I don’t like the finale, it’ll be all your fault.

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How The Last of Us re-created a 2003 arcade with the help of true enthusiasts

It took a lot of work for Ellie and Riley to play <em>Mortal Kombat II</em> in <em>The Last of Us</em>—and somehow just as much work, if not more, to be able to film it.

Enlarge / It took a lot of work for Ellie and Riley to play Mortal Kombat II in The Last of Us—and somehow just as much work, if not more, to be able to film it. (credit: HBO)

The Last of Us' HBO series went to great lengths to re-create a 2003 mall arcade for a recent episode. Two of the arcade enthusiasts hired on for that scene have detailed the triumphs and technical limitations they encountered, at length, in an arcade history forum thread.

In the HBO adaptation of The Last of Us, a cordyceps outbreak overtakes the world in 2003, leaving things much as they were in the 2023 world through which Joel and Ellie struggle. In episode 7, a flashback shows Ellie and a friend powering up and exploring an early-aughts mall, complete with a beautifully neon-lit arcade, left just as it was during the first George W. Bush administration.

The arcade scene in episode 7 of The Last of Us.

Production designer John Paino told Variety that "Raja's Arcade" took its name and frontal appearance from the game's Left Behind DLC, but otherwise the production team built it from scratch. All the games had to actually work because creators Craig Mazin and Neil Druckmann demanded it, according to Paino. But the original games would have had cathode-ray tube (CRT) screens, which—as anybody using a camera back then would remember—can be difficult to capture. "We rebuilt them on LED screens," Paino told Variety.

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"The Last of Us" book club: Puns at the end of the world

In the HBO apocalypse show, why is a prized possession a slim volume of puns? Is the book real? And where's vol. 1?

How Bella Ramsey Won the Apocalypse

Bella Ramsey’s journey across a post-apocalyptic landscape — as Ellie, alongside curmudgeonly smuggler Joel (Pedro Pascal) — in The Last of Us, has been a ratings hit on both sides of the Atlantic. Her brilliant performance has silenced some of her online critics, but as Jack King finds out in this insightful profile, the hate she has faced has taken its toll.

So many scenes were ingrained in my mind, from her fiery introduction to the tears that seemed to manifest from nowhere as one particular mid-season episode hit its climactic tragedy, plus many later moments that would be unfair to spoil. 

The Last of Us episode 5 asks: What if prestige TV shows had boss monsters?

I think we all need a hug after that episode's conclusion...

Enlarge / I think we all need a hug after that episode's conclusion...

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who has played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the episodes, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Like anyone who's played the games, I imagine, I've been kind of dreading watching this episode ever since we first saw Henry at the end of the last episode. The ultimate fate of him and his brother Sam is one of the most indelibly sad moments in a game series that's full of them.

Part of me tried to hold out hope that they might change that fate for the show—they've changed a lot of other stuff about the narrative, including a lot about Henry and Sam themselves. But really that was probably just wishful thinking born out of a deep connection with the characters. The specifics might change, but this plot beat needed to stay in there, precisely because it's so emotionally raw.

Andrew: I don't know how every beat is going to play out, but I do know the story is defined by the Joel-Ellie dyad. Which gives the show this sad air of inevitability whenever someone else joins the party. First with Tess, and now with Henry and Sam. I don't think that every ally they make along the way is going to end up dead or infected or both, but the odds of them heading west with Our Heroes seem pretty bad.
Kyle: Yeah, if you are traveling alongside Joel and Ellie for any significant period of time, you might as well break out a red Star Trek uniform. Really, though, Henry was kind of asking for it with his "I'm absolutely sure there are no dangers in this creepy underground tunnel vamping. Just no Genre Savvy at all...
Andrew: And the Kansas City vigilantes really should have assumed that Chekov's Pulsating Basement Floor from the last episode was going to be an issue. I'm not going to say I would be great in an apocalypse, but knowing how these stories work definitely seems to give you a leg up.

So, you say lots of details of the Henry-Sam story are different than in the games, and you said last week that this Kansas City story and the characters in it were different from the games. Without knowing what's coming in the next few episodes, what purpose do the changes serve? Just reformatting things to be more workable on TV or something else?

Kyle: Some of the changes are kind of incidental in the grand scheme, like making Sam a bit younger and deaf. The biggest change to this whole arc is the creation of Kathleen, who gives a stronger narrative focal point to the more anarchic Hunters faction in the game. I did appreciate them trying to humanize her a little bit with her reminiscence about her brother and such, but in the end, I did not really feel bad when Little Miss "LOL, no trials for these jokers" got her comeuppance.
Andrew: The show decided it needed to make Kathleen a monster and humanize her inside of just two episodes, and that’s hard to do, especially when all we know about her brother is told and not shown. Melanie Lynskey gives it her best shot, but at the end of the day it is hard to root for the character advocating for child murder. The way that Joel and crew just kind of... leave her to her fate was kind of darkly funny, whether it was meant to be or not.
Kyle: Yeah, after the second time you point a gun at someone only for Infected to distract/eat you at the last moment, you know the writers are just out to mess with you at that point.

By contrast, one thing the show managed to establish quickly was the friendship between Ellie and Sam. We've talked about her "tough girl" exterior here before, but the thing this story hammers home so well is that, deep down, she's just a lonely kid who's quickly realizing that everyone she grows close to could leave her.

Andrew: Their relationship is instantly believable and sweet, and that Ellie is so quick to strike up a friendship with someone around half her age shows just how starved she is for this kind of interaction. She can do the grown-up stuff, and she makes sure everyone knows it. But there's an ease to Ellie's interactions with Sam that conveys just how hard she's working to seem grown up, another shade to Bella Ramsey's impressive performance.
Kyle: And then there's the "my blood is magic" bit, which contrasts heavily with the "no cure is even possible" stuff that we (as the audience) got early in the series. Being fated to survive an Infected bite when people you love are dying from the same thing has got to weigh heavily.
Andrew: The "my blood is magic" thing is tragic on multiple levels: both that she's unable to do anything for her new friend and that she now has to be questioning whether this journey out west is even worth the trouble, whether she is even worth the trouble. Ellie's had a handful of pretty dark and almost death-wish-y moments in some of these episodes, and this isn't going to do much for her sense of hope and optimism.
Kyle: At least she has her faded comic books and pun collections to keep her spirits high. Escapism is important, especially in the apocalypse!
Andrew: This episode is full of little human moments but I've got to say there was one bit that was silly to the point of distraction: the giant mushroom monster man climbing out of that fiery pit. Aside from everything about that scene screaming "video game cutscene," I'm just not sure that, uh, "boss monsters" work all that well in the context of this show or what we know about cordyceps.

The point of this disease is to mindlessly spread itself at all costs, and these mushroom guys don't really have a capacity for thought or reason or strategy. With that in mind, I am not sure what the evolutionary imperative is for a "tanky" character class that rips people's heads off instead of infecting them.

I get the point of that character in a video game, and it's because sometimes you need some enemies to be bigger/harder/scarier to break up the flow of gameplay. In a TV show, the moment just played a little silly to me. The best things about this episode were subtle, and that moment was the precise opposite of subtle.

Kyle: Yeah, it's hard to argue that the bloater's appearance in that scene was really necessary as anything more than fan service. And it does work much better in the game, where it just serves as a skill-testing tank that you don't have to think about too hard (here I had the exact same, "Wait, why does the fungus want to behead people?" reaction. Maybe there is a human mind underneath there? And he's just really mad?)

I can almost picture the story meetings where the game guys were like, 'We have to get a bloater in here somewhere!' and 'Is now the time when we can show a bloater?' and the TV people just giving up and saying 'Fine, you can have 60 seconds during the underground Infected riot!'

Andrew: It's called a bloater??
Kyle: Yup. Just so bloated with fungus that it serves as a kind of armor.
Andrew: I'm just saying that the rest of the zombies are named after something they do, I don't know why we gotta fat-shame this mushroom monster.
Kyle: Henceforth, he shall be known as "Mr. Angry-pants."
Andrew: Other than the boss monster, I had no problem in particular with the zombie riot; it had been quite a few episodes since we'd seen a crowd of them, and every zombie-story-that-also-has-human-enemies gets a monster-ex-machina card or two it's allowed to play.
Kyle: And it captures the semi-helplessness of Joel watching and sniping from a building far away, which mirrors a very similar scene in the game. Any show that can capture and make drama and pathos out of the obligatory shooting gallery section in these kinds of games is doing something right.

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Kyle and Andrew sneak through The Last of Us’ by-the-book second episode

I'm sure they'll both be fine.

Enlarge / I'm sure they'll both be fine.

New episodes of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the premiere episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Andrew: We talked last week about my concerns that the show would struggle to feel like an "adaptation" as opposed to straightforward apocalypse fiction, and let me just say, without even having played the game, there was a lot that felt "video gamey" to me about this episode. Beyond the zombie encounters, there's something about a bombed-out shell of a recognizable place—ruined but weirdly beautiful in places where nature has re-asserted itself—that feels specific to video games. Weird to think of a TV show as having "level design," but that's what the ruined museum and waterlogged hotel lobby put me in the mind of.
Kyle: Yeah, one reason for that is probably that this episode was direct by Neil Druckmann, who co-wrote and co-directed the games. So it's not shocking that a lot of moments in this episode play out as pretty direct re-creations of the games' first encounter with the clickers. I half expected a "mash the square button" prompt to appear on screen at a few points during the action scenes.For the most part I wish the show was a little less faithful and a little more concise here. The fights with the infected end up a lot less interesting as a passive observer, compared to someone controlling the protagonists.
Andrew: Ah, yes, I'm sorry, the "clickers." I forgot, characters in zombie fiction are not allowed to use the Z-word.Yeah, the fight was well-executed but pretty predictable. The design on the clickers is cool, relative to plain-old Romero-y zombies, but I assume those are lifted mostly straight from the games. Otherwise it did feel a lot like the initial encounter in a video game would—just a couple of monsters in an enclosed space to give you a feel for the flow of combat before it starts throwing more complicated fights at you.

Anything that did surprise you in this episode, as someone who basically knows where all of this is going?

Kyle: Well, from the start I was kind of surprised we went back to pre-outbreak times for that Indonesia scene. To me that mostly that felt like a lot of wasted time going over stuff we already knew. The whole point of the story is that it doesn't matter precisely how the infection happened, humanity has to deal with the shitty aftermath regardless.It was a long way to go to set up the fact that bombs are a good solution to a lot of infected at once, which I think becomes relatively self-evident even without that scene.
Andrew: It does also mean that the episode has two instances of people talking about bombs without actually having to go to the expense of showing bombs.I do wonder if going back to "Before" or "During" is going to be a regular thing, and that this sort of unremarkable flashback is setting us up for possibly more interesting ones down the line. Agreed that it didn't feel vitally necessary here, especially because Internet sleuths basically figured everything in that scene out from breadcrumbs dropped in the first episode.

But yes, put me down as "generally uninterested in flashbacks that show us things we could have assumed given already-available information."

Kyle: Yeah, after playing through dozens of hours in the post-outbreak world of the games, I never found myself thinking "gee I wish we knew more about what caused all this." But the showrunners seem to feel differently.This is probably unfair because I've grown to love Ellie through the games, but... do you love Ellie yet?
Andrew: I liked her in this episode! Yes, obviously, still a smart-mouth, and I am sure there are people who find her one-note, but you do get some moments of vulnerability and innocence in this episode that I talked about wanting to see more of last week. And as someone born post-apocalypse, she is a handy audience surrogate for explanations about the monsters and the world.All things considered, still just my second-favorite child who is being escorted through a hostile wilderness by Pedro Pascal on an expensive-looking sci-fi show. But there's a surprising amount of competition in that category.
Kyle: All in all, I think they did a good job setting up Tess' noble/technically cost-free-at-that-point sacrifice, paving the way for the core Joel/Ellie relationship that was always obviously going to drive the show (even if you haven't played the games).
Andrew: Yeah, like I said last week (and, I suspect, will continue to say?), it's all tropey as hell but well-done enough that you mostly don't care? You knew the moment that Ellie and Tess seemed to be bonding that Tess was not going to make it out of the episode (the fact that there are, uh, fewer than three people in all the promotional material for the show is another giveaway).Even without foreknowledge of the games, you can see the Unlikely Bond between Joel and Ellie coming from a mile away. All the beats of both major monster fights were textbook. Will the monster walk by without noticing them? Will Tess manage to use the flaky lighter? You know the answer to both.
Kyle: Yeah, I was fully ready for the last-second lighter drop, but I was not ready for that close-up, open-eyed cordyceps kiss. That image is gonna stick with me just as much as some of the more gruesome "you died in a particularly horrible way" cut scenes in the games.
Andrew: Yeah, you're right. An excellent example of how the show keeps things just interesting enough that you can forgive the less-surprising elements of it. It also helps that Pascal plays a very watchable TV grump.
Kyle: Not to be all "Final Fantasy gets really good after the first 10 hours," but I feel like we're all set for the show to really hit its stride after over two hours of setup.
Andrew: That's one place where the show's passivity is a good thing relative to a game: if it's boring you can keep half an eye on your phone or something and still make progress. Much easier to watch clunky exposition or unnecessary flashbacks than to force yourself to pay attention to hours of sloggy tutorial.
Kyle: This was basically my wife's experience half-watching me play the first game and looking up for the cut scenes, and I have to say, I can see the appeal.
Andrew: That's the big twist: This isn't a show at all! We're just watching footage of someone's Twitch stream.
Kyle: We pan back from the series finale, and sitting at the PS5 holding a controller is... Nathan Drake.

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Meet the real zombifying fungus behind the fictional Last of Us outbreak

A vivid visual imagining of what a Cordyceps infected human might become.

Enlarge / HBO's The Last of Us provides a vivid visual imagining of what a Cordyceps infected human might become. (credit: YouTube/HBO Max)

HBO's new sci-fi series The Last of Us debuted earlier this week and is already a massive hit. Based on the critically acclaimed video game of the same name, the series takes place in the 20-year aftermath of a deadly outbreak of mutant fungus that turns humans into monstrous zombie-like creatures (the Infected, or Clickers). While the premise is entirely fictional, it's based on some very real, and fascinating, science.

(Minor spoilers for the series below.)

The first episode showed us the initial outbreak and devastation. Fast-forward 20 years, and the world has become a series of separate totalitarian quarantine zones and independent settlements, with a thriving black market and a rebel militia, known as the Fireflies, making life complicated for the survivors. A hardened smuggler named Joel (Pedro Pascal) is tasked with escorting a teenage girl named Ellie (Bella Ramsey) across the devastated US, battling hostile forces and hordes of zombies, to a Fireflies unit outside the quarantine zone. Ellie is special: She is immune to the deadly fungus, and the hope is that her immunity holds the key to beating the disease.

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Kyle and Andrew dissect The Last of Us television premiere

Kyle and Andrew dissect The Last of Us television premiere

Enlarge

New episodes of The Last of Us will premiere on HBO every Sunday night, and we'll be recapping them here every Monday morning. For this extra-long series premiere, critics Kyle Orland and Andrew Cunningham dive deep into the differences between telling a convincing apocalyptic story in games versus doing so in a TV series and will examine whether the source material ends up helping or hindering this adaptation.

While we don't delve into every single plot point of the premiere episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Before we dive in, we should probably establish our history with The Last of Us universe. The first game was one of the first big Sony exclusives I reviewed for Ars Technica, and it blew me away with its moving narrative, top-notch world-building, and competent survival combat. I was less enamored with some of the wild narrative turns in 2020's Part II, but the sequel still had its share of moments that will stick with me.

Andrew: I have never played the game! Which is why I am here, obviously. I haven't been avoiding it on purpose, it's just that I play maybe half a dozen games a year at this point, and the vast majority of them are either Nintendo-hard 2D action-platformers or games about catching pocketable monsters. Every six months or so, when they release a new remastered version of The Last Of Us, I think, "Maybe this time," but it just hasn't happened.

I have a broad-strokes, Wikipedia-level familiarity with the major plot beats. I also have a few touchpoints for pandemic- or contagion-adjacent apocalypse fiction (top of mind: HBO's Station Eleven show but not the book, Max Brooks' World War Z book but not the movie) that I think are going to serve me well here.

Kyle: Speaking of plot beats, I was really looking forward to HBO's take on the game's iconic opening.
Andrew: You're talking about the '60s-era talk-show bit, there?

Kyle: No, that part was completely new actually, but I liked how it set things up. Probably useful given how much more "pandemic aware" we all are now compared to 2013, when the game came out. I was referring to the whole outbreak sequence leading up to Sarah's death. While they stretched things out and fleshed out some characters a bit, I was really struck by how familiar some of the key moments were. That's not just dialogue from the games, but even the camera angles and background items were eerily familiar at many points. Even these days, I feel like there aren't too many video game cut scenes that could make the transition to "prestige TV" so intact.

Andrew: Back to the talk-show thing, it felt like a bit of a signpost—"we know you're all intimately familiar with viral pandemics, but this one is fungus, it's different."
Kyle: Without that, everyone in the audience would be saying, "We got a COVID vaccine in like 18 months, what are these people even doing?"

Andrew: So that raises a question I am going to ask you a bunch of times, I think—how much of that opening sequence is gameplay, and how much of it is cinematic? To what extent is the show adapting the actual game-y parts of The Last of Us, and to what extent are we watching actors play out scripted cutscenes? There were definitely one or two moments in the show where a character says something like, "We have to go find a car battery, and then go to this location," that made me feel like I should see some kind of list of objectives pop up on my TV screen, but those mostly come later.

Kyle: To the first part, most of the game up until Sarah's death is just cut scene or minimally interactive (i.e., walk around and/or look at some stuff). It also goes by much more quickly in the game, hitting the key beats and then getting to the time jump more quickly. The car battery thing also had me thinking "Objectives List," even though The Last of Us isn't really that kind of open-world game (there's a different plot MacGuffin driving Joel and Tess' movement toward Ellie in the game). You can definitely still see the game narrative's tendency toward, "We need some excuse to get the characters moving (which will lead them through shooty sections with lots of infected)" even though the shooty bits are largely missing here.

Andrew: What hit me about the opening sequence was that it did traffic pretty heavily in genre tropes, things like Hearing About Something Going Wrong on the News and Then Tuning It Out, The Animals Always Know First, Too Many People Are Trying to Run Away at Once, and Plane Full of Infected Goes Down. Fungal infection or virus, the active "zombies" we do see are recognizably 28 Days Later-y. Leaning on tropes isn't inherently bad! Predictable tropes, ably executed, is something I really liked about Star Trek: Strange New Worlds last year, to bring a wholly unrelated property into the conversation.

Kyle: I especially liked all the subtle signs that things were turning for the worse that weren't as direct as just a talking head on the news. When a police car went by outside my window during my viewing, it made me shiver a bit...
Andrew: Everything is well-done (and expensive-looking!) here. This first episode hits me, a neophyte, as competently executed apocalypse fiction. Do you think game players will get more out of the show than people who are just enjoying on that level?

Kyle: As a game player, I don't know if I'm getting more out of the show, but I do get some added dramatic irony of knowing what's going to happen to the major players. I also keep comparing the characterizations to the game—for Ellie, especially, they changed her backstory and her relationship with the Fireflies and Marlene quite a bit. I'm wondering what you thought of Ellie in particular and the (somewhat unsubtle) slow reveal of what makes Ellie special...

Andrew: Yeah, that little blink-and-you-miss-it reveal at the end, when three other things were also happening, was maybe not as artful as it could have been—I think the show could have held off on that particular mystery for an episode or two and given it more room to breathe. I am curious to see more about her and who she is and what she can do. In Station Eleven, we see what happens to a young plucky girl when "normality" is stripped away and she's forced to adapt to a rapidly changing post-collapse society; the show's timeline means Ellie has never known anything other than the world the way it is now, and I hope the show explores that aspect of her character now that we know she's a smart and potty-mouthed kid who has Seen Some Stuff.

Kyle: The generation gap between pre-crisis Joel and post-crisis Ellie is definitely a Big Theme in the game, and I'm looking forward to the show having even more space to dig into that. Ellie's smartness and smart mouth definitely won me over in the game, but I probably loved her even more because she was the computer-controlled NPC who frequently saved my butt or distracted an infected in a key combat moment.

Andrew: Yes! So much of what makes a game's story work is the element of self-insertion, or the dopamine hit you get because you made the story progress instead of watching it progress. A show can't get me as invested in a helpful side character who finds me items, partly because a helpful side character who is constantly handing things to the main character would be... weird in a show. (Sorry, now I'm imagining a BioShock TV show where we watch the main character stand at an ammo vending machine for 15 minutes every episode.)

Has the show changed anything else to help passive viewers get as invested in these characters as game players seem to be?

Kyle: So far the changes have mainly been taking the time to flesh out backstories and editing things to work without constant "you shoot a bunch of people/infected" breaks. The main story beats happen much quicker in the game, too, like they're eager to get players back to the action. In the TV show, they have more luxury to slowly explore what motivates these characters. At this point in the game and the show, though, it's mainly just been establishing the world and the characters (which both mediums do with a really efficient minimum of exposition). I'm looking forward to moments I know are coming that establish the relationships that make you care about these characters.

Andrew: Yes, and I'm excited to talk about those, because many adaptations have a thing or two that make fans of the original work really upset, and I want to know what they are without having to play the game.
Kyle: The Last of Us' narrative already plays out like a TV show, and the changes in the premiere have been more filling-in-the-blanks than wholesale alterations. So I'm cautiously optimistic it'll be pretty authentic to the source material—on the order of the Lord of the Rings movies if not the too-wedded-to-the-page Watchmen movie.
Andrew: In general, yes: excited to watch more. No knowledge of the game is required, obviously. It'll probably fill a gap for anyone still sad that Hulu canceled its Y: The Last Man adaptation. And I am sure with HBO money we'll get to see all kinds of weirdo fungus zombies at various stages of infection and that they will all look creepy and neat. The image from early in the episode, where we see a little old lady in the early stages of infection, was genuinely unsettling.
Kyle: Wall-fungus man was also an early standout. They've obviously been heavily influenced by the live-action Super Mario Bros. movie.
Andrew: As have we all.
Kyle: The last thing I really wanted to talk about in this oversized premiere was the "totalitarian" government vs. "terrorist" Fireflies tension. Do you think the show was more sympathetic to either side? Were you?

Andrew: Honestly, that was the part that felt the most generically video-game-y to me. These kinds of apocalypse games need to include either fascists or terrorists or both so that you can occasionally shoot at something other than a zombie. The show pretty clearly leans in the direction of the Fireflies, both because we're always supposed to root for the Rebel Alliance stand-in and because it's an Army guy who shoots Joel's young daughter dead in his arms. But if they factor heavily into future episodes, I'm going to need to know more about what they're fighting for, exactly.

Kyle: I did like the moment where a Firefly approaches Joel and he says something like, "If you tell me to look for the light, I’ll break your jaw." He's a survivor, not a rebel.

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