The Last of Us has been widely celebrated not only as the “best video game adaptation of all time,” but also as the ostensibly simplest to jump from pixel to picture. And in many ways, HBO’s The Last of Us earned that reputation. Showrunners Craig Mazin and Neil Druckmann have a keen sense of what to expand, and each version wields impressive technical control over locale and light that makes the post-apocalyptic vision feel real. There’s the strong cast, led by Pedro Pascal and Bella Ramsey, giving two career-best performances that have the emotional stopping power of a sawed-off shotgun. Yet, for all Mazin and Druckmann nailed (and it’s a lot), it’s ironic the thing HBO’s The Last of Us struggled with most wasn’t the visuals, story, or characters, it was what’s most inherent in video games: the gameplay.
Sometimes derisively accused of being an “interactive movie,” the magic of Naughty Dog’s The Last of Uswas the way it broke down the divide between the cutscenes and gameplay; it made the cinematic playable. Starting with the dialogue, this design ethos is felt all over the game. As Joel and Ellie traverse the post-apocalyptic cities and landscapes, conversations happen organically (with a bit of help from Triangle), creating the persuasive illusion that’s emergent and real. Elsewhere, key moments of character growth are routinely seen outside cutscenes, whether it’s Ellie geeking out at a hotel’s tropical photo op or Joel realizing he cared for her as a father only while you’re fighting through goons to save her from cannibals (in the show, Joel gets to this emotional point earlier, as he reveals when talking to Tommy in episode 6).
But in adapting his own game with Mazin for HBO, Druckmann largely avoids adapting
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