More stories

  • in

    ‘The Last of Us’ Review: On the Road Again

    Season 2 of HBO’s zombie drama begins with Joel and Ellie safe and settled. One guess how long that lasts.HBO’s video-game-inspired, postapocalyptic hit “The Last of Us” likes to cover all its zombie bases. The first season emphasized urban hellscapes — lots of cowering and running in the ruins of Boston, Kansas City and Salt Lake City — while moving toward the open spaces of Wyoming. Season 2, premiering Sunday, goes the other direction, starting out as a grisly western — stockaded town, horse patrols, waves of attackers — but moving back to the city, this time an emptied-out Seattle.Wherever it goes, though, “The Last of Us” remains (as my colleague James Poniewozik pointed out in his Season 1 review) a zombie tale that polishes and elaborates on the conventions of the genre but does not transcend them. The course of its action and the dynamics of its relationships run in familiar grooves, lubricated by generous applications of blood and goo.Where the show has differed from the genre standard is in the dramatic weight and screen time it devotes to those relationships, or, seen another way, in its sentimentality. (I say potahto.)Other zombie shows flesh out love, friendship and loyalty just enough to provide a little extra frisson when a character becomes lunch. “The Last of Us,” which was created and is still overseen by Neil Druckmann and Craig Mazin, doesn’t reverse that equation — it still spends time, and a lot of HBO’s money, on elaborate scenes of mayhem, in close quarters or on broad canvases. But it really wants you to care. If the Hallmark Channel had a zombie drama, it might look like a PG version of “The Last of Us.”At the heart of the series, making the greatest demands on our emotions, is the Mutt and Jeff pairing of Joel (Pedro Pascal) — a hard case whose daughter was killed at the beginning of the show’s zombie-spawning fungal pandemic — and Ellie (Bella Ramsey), a teenager he met two decades later. Ellie, who would try the patience of adults far saintlier than Joel, happens to be immune to the fungus, and in Season 1 Joel reluctantly agreed to take her on a cross-country journey in pursuit of a cure. They emerged from the perilous, season-long road trip as each other’s surrogate family.We are having trouble retrieving the article content.Please enable JavaScript in your browser settings.Thank you for your patience while we verify access. If you are in Reader mode please exit and log into your Times account, or subscribe for all of The Times.Thank you for your patience while we verify access.Already a subscriber? Log in.Want all of The Times? Subscribe. More

  • in

    Craig Mazin Says ‘The Last Of Us’ Was Created ‘From a Place of Purity.’

    The amount of pressure that came with trying to turn the dystopian video game “The Last of Us” into an HBO drama was intense: There were the expectations of tens of millions of fans of the best-selling game. The astronomical costs required — a reported production budget of more than $100 million — to pull it off. The legacy of dozens of subpar video game adaptations that had come before it.“You need to tune it out because it will destroy you,” Craig Mazin, 52, a creator, showrunner and writer on the zombie thriller series, said in a call on Wednesday afternoon from his office in Hollywood.So it was rewarding on Wednesday when the nine-episode series with a no-longer-so-fantastic premise about a viral outbreak that leaves society in shambles — though granted, this one turned people into fungal zombies — picked up 24 Emmy nominations. They included nods for best drama, writing and directing, and acting nominations for the series’s stars, Bella Ramsey and Pedro Pascal.“We were all really blown away by the reception — the enthusiasm and the love for the show is astonishing,” Mazin said of the series, which is the first video game adaptation to be a serious contender for top awards in Hollywood.In an interview, Mazin, who won Emmy Awards for best writing for a limited series and best limited series for HBO’s “Chernobyl,” discussed what distinguished “The Last of Us” from the many video game adaptation flops that preceded it, whether that model can be replicated and his hopes for the second season. These are edited excerpts from the conversation.Given the various pressures and challenges involved in adapting something like “The Last of Us,” how did it feel to rack up 24 Emmy nominations today?It’s stunning, particularly for a show in its first season, and a genre show. We were overwhelmed, though it’s a mixed-emotions day because our business is in trouble, and it is the fault of the people for whom we work. Even though it’s a day where you want to freely celebrate, there are so many people — working crews and actors and artists — who are suffering because the companies simply won’t do what’s required. What made “The Last of Us” so different from the many subpar film and TV adaptations of video games that came before?For starters, we have “The Last of Us.” It’s an amazing video game, which I played when it came out in 2013. Even then, I could see it was also just an incredible story with remarkable characters and, most importantly, remarkable relationships. It was a story that was a game, not a game that also had a story.The other big part is this wasn’t something where a company bought the rights to a thing and then went around going, “Hey, we want to exploit this I.P.” This was me and Neil Druckmann, the creator of the game, coming to HBO and saying, “We want to do this out of love.” So we came at it from a place of purity. What was the most challenging part of bringing the series to life?The size. There are more words to write, more days to plan, more actors to cast, more stunts to approve. It becomes an endurance test. We shot for 200 days, living away from home during Covid — my wife couldn’t even come to the set because it was a violation of the Covid rules. It was a very arduous thing to do day in and day out in the heat, in the freezing cold, in the rain and the snow. And yet, we did it, a bit like women who go through labor and are like, “Oh my God, I’m never doing that again,” and then a few years later are like, “Maybe I would do that again.” I’m that mom who’s like, “I think I want to do it again.”What are you most excited about for Season 2?I like tracking the growth and evolution of people, and I like the way we get to continue this show but do a season that is not the same. The thing about “The Last of Us” is that the story is constantly moving — we don’t live in the same neighborhood; we don’t go back to the same shop or store or house. Even episode to episode within a season feels like we’re in different places, different kinds of movies. So, more of that.There are a number of other popular video game franchises with film and TV adaptations in the works, including “Twisted Metal,” “Ghost of Tsushima” and “Assassin’s Creed.” Can the model for “The Last of Us” be replicated?If they are starting from a place of purity, a place of creative passion, then anything is possible. If the source material has great stuff to adapt — and ideally, if its creator has the kind of generosity and intellectual flexibility that Neil Druckmann has — then you have a real chance of doing something that makes the fans happy but also makes new people happy. What’s the point of making the show if you’re only making it for the people who read the book, or who played the game?That’s why Neil wanted to do an adaptation in the first place: There are millions of people who will never pick up a controller and never play the game. They will never know this story, and he wanted them to know it. And if people are coming at it like that, they have a real shot. More

  • in

    ‘The Last of Us’ Creators on Turning Video Games Into TV

    Hollywood has mostly failed to adapt successful video games into satisfying series and films. In an interview, the creators of this new zombie thriller explain why it can be the exception.When “The Last of Us” came out in 2013, the hit video game’s premise — a fungus turns people into zombies, leaving society in shambles, and what government remains is controlled by fascists — seemed squarely in the realm of fiction. A decade later, an HBO series based on the game is set to be released, on Sunday, to a public that has grown all too familiar with the possibility of a germ apocalypse.The reality of what the world has been through over the past three years is alluded to in a chilling opening scene in which a pair of scientists describe the risk of various pathogens to a talk show audience. After one of them describes something like Covid-19, the other silences both the fictional crowd and us when he expounds upon the ways in which a warmed-up planet could lead to something much, much worse.“Part of writing for an audience is just feeling in your bones what is cultural knowledge,” said Craig Mazin, one of the showrunners. “On the other hand, it’s not a show about the pandemic — it’s about what it means to survive and what’s the purpose of survival. So we get that out of the way pretty quickly.”Over the past decade, as video games have become more vivid and complex, developers have used the medium to spin rich, character-based stories that rival film and TV in quality. “The Last of Us,” for instance, is less about the actual outbreak than the father-daughter relationship between a smuggler named Joel (played by Pedro Pascal in the series) and a 14-year-old girl named Ellie (Bella Ramsey). Their journey across the United States, past zombies and cannibals, raises questions about the limits of love and the atrocities a parent will commit in the name of protecting a child.Acclaimed for its narrative depth, “The Last of Us,” the game, follows a smuggler named Joel and a girl named Ellie across a post-apocalyptic America.Sony Interactive EntertainmentBut while a handful of game-to-screen adaptations like the “Tomb Raider,” “Resident Evil” and “Sonic the Hedgehog” franchises have made enough money to warrant sequels, there is a sense that unlike, say, comic books, the stories in video games have never been properly translated.“A lot of them have been embarrassing,” said Neil Druckmann, who led the creation of “The Last of Us” and its 2020 sequel, “The Last of Us Part II,” and created the HBO show with Mazin. (Druckmann is also a showrunner.)For Hollywood that means a gold mine of intellectual property with a built-in audience of gamers has gone mostly unexploited. Given the pedigree of the creators — Mazin created “Chernobyl,” the Emmy-award winning mini-series, while Druckmann and his studio, Naughty Dog, are considered the benchmarks for narrative storytelling in games — fans are hoping “The Last of Us” will be different. Either way, viewers should prepare to see more games onscreen soon: Other popular video game franchises with film and TV adaptations in the works include “Twisted Metal,” “Ghost of Tsushima” and “Assassin’s Creed.”In a joint video interview late last month, Mazin and Druckmann discussed “The Last of Us,” what they changed from the game and what they didn’t, and why their philosophy for adaptation was to cut away much of the action in order to make the post-apocalyptic world feel more real. These are edited excerpts from the conversation.Inside the Dystopian World of ‘The Last of Us’The post-apocalyptic video game that inspired the TV series “The Last of Us” won over players with its photorealistic animation and a morally complex story.Game Review: “I found it hard to get past what it embraces with a depressing sameness, particularly its handling of its female characters,” our critic wrote of “The Last of Us” in 2013.‘Left Behind’: “The Last of Us: Left Behind,” a prologue designed to be played in a single sitting, was an unexpected hit in 2014.2020 Sequel: “The Last of Us Part II,” a tale of entrenched tribalism in a world undone by a pandemic, took a darker and unpredictable tone that left critics in awe.Playing the Game: Two Times reporters spent weeks playing the sequel in the run-up to its release. These were their first impressions.The “Last of Us” games are about a global pandemic in which the cordyceps fungus, a real-life fungus that can take over the bodies and minds of insects, jumps to humans and turns people into zombies. Suddenly that premise feels a lot less fantastical.CRAIG MAZIN Neil made the smart decision all these years ago to say, you know what, instead of some invented no-name zombie virus, or rage serum, or some supernatural hell-has-fallen-and-the-dead-will-walk-the-earth —NEIL DRUCKMANN Radiation!MAZIN Yeah, radiation, which is just an outrage. Instead of all that, why don’t we go find something that’s real? And he did. I mean, that’s what cordyceps does to ants. I love the science of it.“I believe that most fans are going to react positively to it, because we made it with love,” said Craig Mazin, right, on set with Lamar Johnson. “But if people don’t, I get that too.”Liane Hentscher/HBODRUCKMANN Part of the game’s success was that we try to treat it as grounded as possible. And with the show we’re able to take that philosophy even further. So I think why the pandemic [in the games] feels so real, even though it was written before our current pandemic, is we were looking at things like Katrina. Like here’s where government fails, here’s where people can get really selfish, and here’s where we can see these great acts of love.In the games, the outbreak takes place in 2013, whereas in the show it’s 2003. Given that most of the story takes place 20 years later, after the world falls apart, I’m guessing the idea was to place the show in the present day?MAZIN I have this thing about watching shows where a graphic comes up and says, “2053: London.” And I’m like, “I don’t know what 2053 is.” The notion that there’s this twist of fate, and 2023, instead of looking like this, it looks like this — there’s an immediacy to that. I probably inflated its importance in my mind, but it helped me.Gamers are generally of the opinion that game adaptations are pretty horrible. You both seem to agree, and I’m wondering why you think they’ve been such a failure.MAZIN There’s a lot of cringe out there.DRUCKMANN Sometimes the source material is just not strong enough for a direct adaptation. So all you’re left with is a name that has some value to it, but really you’re starting from scratch. Other times it’s that the people in charge are not gamers. They don’t understand what made this thing special. They hang on to really superficial things and they think, for example, plenty of players want to see that one gameplay moment or this one gun from the game.MAZIN Terrific video games are terrific because of their gameplay, but conceptually they may already be copies of something. A copy of “Aliens.” A copy of “Raiders of the Lost Ark.” You adapt that and you have a copy of a copy and can just feel a lack of freshness to it.Bella Ramsey, left and Anna Torv in “The Last of Us.”Liane Hentscher/HBOSo what did you try to do differently?DRUCKMANN The most important thing was to keep the soul of it, what it’s about: these relationships. What makes the show are the characters, the philosophical arguments of, “Do the ends justify the means?” And, “How big is your tribe that you’re going to care for?”The least important part was the gameplay. In the game we have long action sequences to get you into a flow state, which gets you to better connect with the character — you see yourself as that character. But if you just try to throw that on the screen in the passive medium, it’s not going to work. And that’s the thing that people often get wrong. The conversation with Craig and with HBO, the encouragement, which I loved, was, “Don’t focus on the action.”Given how many failures there have been, at least creatively, why do you think the appetite for game to TV or movie adaptations is suddenly so large?MAZIN There’s two possible reasons, one good and one not so good. The video game industry has been putting out some remarkable work. It seems natural that once these games achieve this impressive narrative space, you can start to think about porting them over. That’s the good reason.Here’s the bad reason: Somebody in a room who doesn’t know anything about playing video games looks at a PDF of how many copies are sold, and they go, “Well, let’s just do that. We need the title and the character, and the character should look like the guy in the game, and then, whatever, we’ll hire some people.”What are some of the differences in how you build a character for an interactive medium versus a passive one?DRUCKMANN With a game, there are certain constraints. Joel [the game’s main playable character] needs to be capable enough to mirror what you’re doing in the game. So, for example, he’s crouching and he’s killing. If all of a sudden we had a scene where he’s complaining about his knees, then there’s this disconnect. The Joel in the show, because you don’t have to support him crouch-walking or having to fight all these people, there was this idea of, “What if we explore his age and how broken down he is over the years?” Physically, he becomes a different person that’s more realistic than what we could have done in the game.When translating the game into a TV narrative, “the least important part was the gameplay,” Druckmann said.Sony Interactive EntertainmentMAZIN There are parts of games that, because of their design, have to violate reality. In “The Last of Us” — or really any game where you’re playing somebody that has guns, and you’re fighting against other people that have guns — you’re going to get shot. And then you’re going to heal yourself with a bandage, some pills, power-ups, whatever. So exploring the fragility of the body is part of how we honor this different medium. A single gunshot, if it’s not fatal, can permanently damage you as a human being. There is no bandage for this.Are you anxious about how fans of the game will react to changes?MAZIN My job was to be connected with my own fandom and to think about myself as representative of a lot of people, and to ask what would be important to me, what would hurt if it weren’t in the show. I believe that most fans are going to react positively to it, because we made it with love. But if people don’t, I get that too. It’s part of being deeply connected to something.DRUCKMANN My fear, and this just gets into a general conversation around fandom, is that our cast or anybody from our crew will get attacked or insulted as we make certain changes. After “The Last of Us II,” nothing anybody says online can get to me anymore. But I hate when anybody else gets it.You’re referring to the online harassment, including death threats, surrounding, among other things, the gender and sexuality of certain characters in the “Last of Us” games, which is also explored in the show.DRUCKMANN I’ve learned to just accept it and not to give it too much weight. I tend to not be driven by fear. If anything, I lean the opposite. When there’s a certain backlash to an idea, I’m like, then it’s an idea worth exploring.As a fan of the games, I found myself having a kind of reverse uncanny valley type reaction to Ellie in the show, where I was like, “But that’s not Ellie.” It made me realize how deeply I’ve connected to the game version of Ellie, who is voiced by Ashley Johnson but is a digital character. Unlike a live actress, who you realize is a person and might see in other things, you don’t see Ellie anywhere else, so she almost seems to belong to the story.MAZIN What I said to Bella is, people are going to probably have a reaction to you, not unlike Joel’s reaction, which is: “Who is this? This isn’t my daughter. This isn’t the person I love. The person I love looks like this and acts like this, and you’re not it … but I guess I’m stuck with you for a bit.”And then: “Well, you’re kind of growing on me … Actually, I think you’re pretty great … You know what? I would kill anyone to protect you.”That’s kind of how it works with Joel and Ellie, and that’s kind of how I think it’s going to work with the part of the audience that, like you and like me, has such an attachment to the Ellie that Neil and Ashley created in the game. That’s what Bella does magically. Bella does not beg for your approval — I’m talking about her Ellie — she just is that character and you, like Joel, are falling in love with her. More