EXCLUSIVE: Craig Mazin, co-creator of arguably the most acclaimed TV adaptation of a video game to date, HBO‘s The Last Of Us, will be taking on another hugely popular and acclaimed game title next, Larian Studios’ Baldur’s Gate 3, which is set in the world of Dungeons & Dragons.
HBO is developing Baldur’s Gate, a drama series based on Hasbro Entertainment’s video game franchise, with Mazin attached to create, write, executive produce and showrun the TV adaptation. Also exec producing are Jacqueline Lesko, Cecil O’Connor and Hasbro Entertainment’s Gabriel Marano. Chris Perkins, the longtime Head of Story at Hasbro subsidiary Wizards of the Coast, which is behind the D&D game franchise, will serve as consultant.
Unlike HBO’s The Last Of Us, which retold the story from the PlayStation games, the Baldur’s Gate TV series will be a continuation to the games, telling a story that takes place immediately after the events of Baldur’s Gate 3, as the characters — old and new — are dealing with the ramifications of the events in the third game.
Like with The Last Of Us, Mazin’s passion for Baldur’s Gate 3 and its characters led to his decision to adapt it as a TV series. He has proudly completed the Swen Vincke-developed game on the challenging honor mode, and he is also a longtime D&D fan, a Dungeon Master who has been playing the game weekly for the past 15 years, including tonight.
“After putting nearly 1000 hours into the incredible world of Baldur’s Gate 3, it is a dream come true to be able to continue the story that Larian and Wizards of The Coast created,” Mazin said. “I am a devoted fan of D&D and the brilliant way that Swen Vincke and his gifted team adapted it. I can’t wait to help bring Baldur’s Gate and all of its incredible characters to life with as much respect and love as we can, and I’m deeply grateful to Gabe Marano and his team at Hasbro for entrusting me with this incredibly important property.”
With no ties to another Baldur’s Gate game in development, Mazin has freedom over the direction of the story, making it more of a traditional show vs. The Last of Us whose plot and lifespan were determined by the existing games. As Deadline has reported, the post-apocalyptic drama is expected to end with its upcoming third season. Baldur’s Gate slated to be Mazin’s followup series for HBO where he also created and executive produced the Emmy-winning Chernobyl.
Baldur’s Gate is designed to be ongoing and continue with different kinds of stories within the sprawling world of the game. The series draws deeply from the source material of Baldur’s Gate 3 — how it begins how the game ends — and not so much from the first two games which are not official source material. Still, there are some commonalities across those games that are connected to Dungeons & Dragons lore, which Mazin plans to draw upon under the agreement with Wizards of the Coast.
The TV series will feature both existing characters from Baldur’s Gate 3 and new ones. It is expected to keep the D&D tradition of taking new characters who are not that powerful and follow their journey through adventures that make them powerful. The new protagonists are bound to run into beloved characters from Baldur’s Gate 3 — some of them heroes, some of them villains, some of them literally devils — who occupy the same world. Now incredibly powerful, they will meddle, helping or hindering the new heroes.
Mazin, who is just now starting his own journey with the material as his deal just closed, plans to reach out to voice cast members of Baldur’s Gate 3 with ideas for them to participate in the TV adaptation, if possible. He and The Last of Us co-creator Neil Druckmann did it on their HBO series with several actors from that game, most notably Merle Dandridge who reprised her role as Marlene. Mazin, who has an overall deal with HBO, is now in final prep on Season 3 of The Last of Us.
“We’re thrilled to continue our partnership with Craig Mazin on Baldur’s Gate,” Francesca Orsi, EVP, Head of HBO Drama Programming said. “His deep and long-standing passion for the source material paired with his remarkable talent for building immersive worlds filled with rich, compelling characters promises groundbreaking results.”
HBO’s Baldur’s Gate is designed to co-exist alongside The Forgotten Realms live-action Dungeons & Dragons series Hasbro Entertainment has set up at Netflix with Shawn Levy producing. The two share D&D’s The Forgotten Realms campaign setting, which is vast and could accommodate multiple TV series.
“The fans have been eagerly awaiting an adaptation of Baldur’s Gate, and we could not ask for better partners than HBO and the incomparable Craig Mazin to build this world with,” Gabriel Marano, Head of Television, Hasbro Entertainment said.
Hasbro Entertainment also has a Power Rangers live-action series in the works at Disney+ and a couple of other high-profile series in the marketplace.
Part of the Dungeons & Dragons franchise, the Baldur’s Gate character-driven role-playing video game series originated in 1998 and became known for its mature setting of crime, political intrigue, and edgy adventure. The most recent game, Baldur’s Gate 3, launched to massive critical and commercial success with over 15 million lifetime players, over 34 industry award wins, and made history as the first game to win all five major Game of The Year awards.
Mazin is repped by CAA; Hasbro Entertainment is repped by WME.
Hugh Jackman plays a shepherd whose livestock are ready to take a bite out of crime in the trailer for The Sheep Detectives.
Amazon MGM Studios releases director Kyle Balda’s mystery film in theaters May 8, 2026. Emma Thompson, Nicholas Braun, Nicholas Galitzine, Molly Gordon and Hong Chau round out the cast. The performers voicing the flock of sheep are Julia Louis-Dreyfus, Bryan Cranston, Chris O’Dowd, Regina Hall, Patrick Stewart, Bella Ramsey, Brett Goldstein and Rhys Darby.
The Sheep Detectives centers on George (Jackman), who reads detective novels to his sheep as he puts them to sleep. When a shocking crime rattles the farm, the sheep must work together to lead the investigation.
“We found George on the grass, and he’s not moving,” one of the sheep says in the trailer. “Our shepherd was murdered.”
Another woolly friends adds, “The policeman is completely hopeless. We need to help him.”
Balda (Minions: The Rise of Gru) makes his live-action directorial debut from a script by Craig Mazin that is based on author Leonie Swann’s 2005 novel, Three Bags Full. Lindsay Doran, Tim Bevan and Eric Fellner serve as producers.
Footage from the movie debuted earlier this year at CinemaCon, with Jackman and Thompson teasing the project in a video segment. “The movie is a bit of a whodunit, which is always fun,” Jackman said in one behind-the-scenes clip. “The movie has such heart.”
Jackman can be soon be seen opposite Kate Hudson in Craig Brewer’s Song Sung Blue, hitting theaters on Christmas from Focus Features. He also stars as the titular hero in Michael Sarnoski’s forthcoming A24 film The Death of Robin Hood.
The online discourse surrounding The Last of Usseason two was entrenched in unwarranted outrage, sparked by outrage over the show’s centering a gay love story and killing off the franchise’s leading man. The trolling, which resulted in the show getting review bombed, of course, is weird considering that both these major plot aspects are also present in Neil Druckmann’s series of Naughty Dog games.
Recently Bella Ramsey, the show’s Emmy Award-nominated lead (alongside Pedro Pascal), discussed with The Awardist podcast their reaction to the reactive rage-baiters who took issue with Ellie’s lesbian relationship.
“Because there’s nothing I can do about it anyway. The show is out. There’s nothing that can be changed or altered. So I’m like, there’s not really any point in reading or looking at anything,” Ramsey shared. “People are, of course, entitled to their opinions. But it doesn’t affect the show; it doesn’t affect how the show continues or anything in any way. They’re very separate things to me. So no, I just don’t really engage.”
Ramsey addressed how that vocal minority of vile-spewing can sincerely excuse themselves from engaging with season three, which will see showrunner Craig Mazin, helming solo after Druckmann stepped back, follow the show’s antagonist Abby (Kaitlyn Dever), who killed Joel (Pascal). The story twist has been around since it debuted in the game, but it still continues to divide The Last of Us fandom and shock casual show viewers during season two.
The shift in leading characters will delve into Abby’s world to inform her worldview. How Ellie comes into play is under wraps but Ramsey affirmed that they hope haters steer clear if they won’t approach the story with an open mind: “You don’t have to watch it. If you hate it that much, the game exists. You can just play the game again. If you do want to watch it, hope you enjoy it.”
Season two of The Last of Uscame and went earlier this year, and we already know its third season is on the horizon. Whereas the first two seasons were a team effort between showrunners Craig Mazin and Neil Druckmann and writer Hailey Gross, this next season will have Mazin as sole showrunner and writer—Druckmann, who also runs game developer Naughty Dog, is devoting his time to the studio’s next project, Intergalactic: The Heretic Prophet.
In a recent interview with the Hollywood Reporter, Mazin discussed his writing process, which he said won’t change now that his co-writers have exited the show. According to him, not much is going to change, since Druckmann’s “always had a full-time job running Naughty Dog, so it’s always been me up in Canada [where the production is].” Before Druckmann and Gross left, Mazin got “so much” out of them while working on the first two seasons, and they’d already been thinking about the future while working on the second season.
“We really did get that work in. You can’t really tell half that story without thinking about what the whole story could be,” Mazin continued, referencing adapting only half of The Last of Us Part II. When the show returns, audiences will see things from Abby’s (Kaitlyn Dever) point of view before, during, and after the previous season. If you thought season was too short at seven episodes, the third may have more. Mazin told THR he and HBO are “currently fiddling around” with the specifics, but he’s looking at making this next season “more on par” with the first’s nine episodes to provide “more bang for the buck.”
Mazin didn’t just create and write the show, he’s also directed the first episode of each season. He revealed directing the premieres can be easy and allow for a full season prep, and now that that he’s sole showrunner, it’s on him to ensure “everything is fitting together tonally. We have directors alternating, and I’m on set doing—I don’t know what you’d call it—’showrunner QC’ sounds insulting to our directors, who are amazing.” He’s open to helming more than the premiere next season, but admitted it would be “hard to go prep something while I’m also still writing. We’ll see if I can get away with directing more than one [episode].”
The Last of Us is set to return for season three in 2027, so we’ve got time before we know how many episodes it’ll have, what it’ll change or update for Abby’s side of the story, and how much longer it’ll go on.
Two weeks ago, news broke that actor Kaitlyn Dever was joining the cast for the second season of HBO’s The Last Of Us TV series—which is still floating along without a release date, with “some time in 2025” the best anybody in TV land can guess. But despite that mild ambiguity, Dever’s casting kicked off a small firestorm of speculation, because it was revealed that she’d be playing a character named Abby Anderson when she joined the Emmy-winning video-game adaptation’s second season—which means The Last Of Us is almost certainly diving whole hog into the story of 2020’s The Last Of Us Part II. And that means things are about to get … messy.
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[Editor’s note: This article contains spoilers for 2020 video gameThe Last Of Us Part II—and, likely, for at least some of the plot elements of the still-filming second season of HBO’s The Last Of UsTV show.]
Because while the critical consensus on Part II has mostly calmed down in the four years since its release—give or take some moderate consternation lately at the fact that Sony has already rolled out a “remastered” version of the hardly retro game, out last week–the game was something of a lightning rod when it first came out. Some of that wasn’t developer Naughty Dog’s fault. (A high-profile leak from the game’s development, showcasing several cutscenes and character models, fired up the kinds of chuds who get angry when female video-game characters aren’t “feminine” enough, to pick one of the more vitriolic examples.) But some of it was in direct to response to the game’s big narrative swings, which were, depending on who you asked, either “bold” or “super-aggressive and kind of manipulative.”
Many of which, we have to assume, will now be inherited by its TV adaptation: Excepting its critically heralded third episode, Craig Mazin’s adaptation of the first game into the show’s first season was almost overwhelmingly faithful–down to the season’s final scene almost exactly mimicking both the dialogue, and the staging, of the game’s famous ending. With game series creative director Neil Druckmann on board for the second season, as he was for the first, it would be shocking to see the series diverge more than a few inches from established canon.
What does that all mean? A few things—all of which could make The Last Of Us’ second season a very weird run of TV.
The Pedro Pascal “issue”
Pedro Pascal, Bella RamsayPhoto: Liane Hentscher/HBO
Anyone hoping to avoid spoilers for either the game series, or the show’s next season, should hop off this train now, because there’s really no way to talk about either without addressing the fungus-encrusted elephant in the room: protagonist Joel Miller’s sudden death, an hour or so into The Last Of Us Part II.
Pedro Pascal, who plays Joel on the show, has, understandably, hedged a bit when asked about this plot element–because how could he not? (Nobody wants the HBO Spoiler Squad on their ass.) But The Last Of Us Part II really doesn’t function as a story without it: Joel’s sudden death, at the hands of a group of survivors who come to the almost ludicrously idyllic community where he and Ellie (Bella Ramsay) have been living out their post-apocalypse, is rooted in both the aftermath of the first game and the narrative obsessions of the second. Everything The Last Of Us Part II wants to say about humanity–and it wants to say a lot—grows out of that early moment of sudden, shocking brutality, one moment of horrifying trauma birthed directly from another.
This was controversial, to say the least, in the games, where Joel was a beloved character played by well-liked voice actor Troy Baker. Applying it to a rising/risen star like Pascal—who did so much work to build a beautiful, broken human out of some fairly stock parts with his performance as Joel in the show’s first season–might be even more disruptive. Pascal and Ramsay both came up through Game Of Thrones, of course, so neither is unfamiliar with being on a series that jettisoned its “star” at a critical early point. But seeing the show’s most marketable star go the way of Logan Roy one episode into its new season is still likely to leave fans a bit discombobulated.
The absolute brutality of Ellie Williams
Bella RamsayPhoto: Liane Hentscher/HBO
If the above paragraphs didn’t clue you in, The Last Of Us Part II is an aggressively grim game. Even its genuine moments of love or levity come with the unavoidable knowledge that something truly awful is right around the corner—and rarely in the form of something as simple as a rampaging fungus monster. That goes doubly true for the character of Ellie, who came of age in the first game/season—and who spends the second game having her last few shreds of innocence sliced off of her piece by piece.
And really, we’re looking forward to seeing what Ramsay, who was excellent in the first season, will do with this material, as Ellie becomes harder and harder, and harder and harder to root for, the further into her need for vengeance she descends. But it’s going to be a lot for audiences, even by the standards of HBO: We’ll be curious to see if the TV show stays true to the moment that would, in a less ugly narrative, be Ellie’s rock bottom—i.e., the confrontation with Mel, for game players—or if it’ll back away from quite that level of character-alienating horror. But either way, we’ll likely depart the show’s second season with very little idea of who, if anyone, we want to see getting what they want out of this broken and miserable world.
A question of perspective
Pedro Pascal, Bella RamsayPhoto: Liane Hentscher/HBO
There’s also a question of structure to be addressed here, requiring us to spoil The Last Of Us Part II’s other big twist: the fact that only about half of the game is played from Ellie’s perspective, with the game rewinding at a major turning point to show what its three violent days in Seattle have been like for Joel’s killer, Abby.
On the one hand, this might actually be easier for the TV show to handle than the game; one of The Last Of Us franchise’s big tricks is adapting techniques from film and media, where they’re less familiar, to the medium of games, and this kind of perspective flip is far closer to old hat for television. That being said, the parts of the game where you play as Abby constitute a huge portion of the game, introducing new characters, stories, motivations, and problems, all to drill in for players that she’s just as much a person, a “protagonist,” as Ellie herself. A 24-hour-long video game can take that kind of time to make its points—a nine-hour TV series, not so much. It’s key to Druckmann’s vision of The Last Of Us Part II that Abby feel as “real” to the player/viewer as Joel or Ellie did. Building that kind of identification, without feeling repetitive or digressive, is going to be a fascinating struggle for the show to handle in a fraction of the time.
Is there room for another “Long, Long Time”?
Nick Offerman, Murray BartlettPhoto: Liane Hentscher/HBO
As we noted above, the first season of The Last Of Us deviated from the game’s plot in only one serious regard—and was rewarded powerfully for it, with critics and viewers alike holding up that digression point, “Long, Long Time” as a series highlight. With Nick Offerman and Murray Bartlett moving mountains to flesh out characters who were, in the game, an asshole and a corpse, respectively, the episode served as a necessary antidote to the grimness of the rest of the season, reminding viewers that there was still the possibility of life, even for “the last of us.”
Mazin, and writer Peter Hoar, could fit that material into the series in part because they were adapting a largely episodic narrative: The first Last Of Us plays out as a series of vignettes as much as it is a more cohesive story, and it was fairly simple to swap out the running and shooting of the game’s “Bill’s Town” segment for something with considerably more heart. Just as importantly, it demonstrated at least some justification for the entire show, dialing into quieter, more human moments, at a distance from Joel and Ellie’s story.
The Last Of Us Part II is a much tighter narrative ship, though, with a big chunk of its power coming from the way it buries you in first Ellie and then Abby’s head. And so it remains to be seen where Mazin and his team can find room for a bit of light to shine through. (Even if you zoom out of the Ellie-Abby conflict, the game’s background plot is about a brutal inter-clan war waged between military despots on the one hand and transphobic religious zealots on the other; there’s not a lot of room for gentler shading there.) We suspect that the Abby material will have to stand in for that kind of digression, but her story is so married and mirrored to Ellie’s that it’ll be difficult to get meaningful breathing room out of it.
All that being said: It’s worth stepping back and remembering that we’re talking about a TV show that hasn’t even been filmed at this point, let alone aired. Speculation can only go so far before it just becomes fortune-telling and just as useful. But The Last Of Us’ nature as an adaptation—and one especially beholden to its source material—invites these kinds of questions. The Last Of Us Part II landed like a bomb in 2020, detonating video-game discourse for months around it. We can only imagine what its adaptation to television will do when it arrives some time next year.
Pirates of the Caribbean is a massive film franchise, but it’s existed in a bit of a limbo for a while now. Hopefully a weird sequel is just what it needs.
The last movie in the series, Dead Men Tell No Tales, was released in 2017. Amidst assorted tabloid scandals involving star Johnny Depp, another movie was not considered for a while. Back in 2022, when asked if Depp would appear in the next Pirates movie, producer Jerry Bruckheimer responded in the negative.
For a while, the future of the series was unknown. Margot Robbie was brought on for a a while, and rumors emerged that there was a female-driven Pirates up for consideration. (“We had an idea and we were developing it for a while, ages ago, to have more of a female-led — not totally female-led, but just a different kind of story — which we thought would’ve been really cool. But I guess they don’t want to do it,” Robbie later said.)
Craig Mazin wrote a script for the sixth film with longtime Pirates writer Ted Elliot, who had a hand in scripting the first four Pirates movies. In a recent interview with the Los Angeles Times, Mazin revealed that when they pitched Disney they though “there’s no way they’re buying it, it’s too weird, and they did! And then [Elliot] wrote a fantastic script and the strike happened and everyone’s waiting around.”
Of course, with the strikes still ongoing, there’s no further information on a timeline of when we might see this film. Until that’s resolved, we’ll just have to wait and see how this whole thing shakes out.
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By its very nature, Borderlandsis crass. It’s gross. It’s immature. The humor in the game sounds like it came out of a 9th-grade boy’s locker room… And that’s why people love it.
According to World of Reel, script writer Craig Mazin (Last of Us co-writer and co-creator) has changed his film credit to pseudonym Joe Crombie. It’s an old practice meant to remove films the creator doesn’t like from their resume, similar to the use of Alan Smithee.
Mazin cut his teeth writing scripts for films such as Scary Movie 3 and The Hangover Part II, meaning this kind of fare shouldn’t be too tough for him to conjure up. Perhaps the issue is that Mazin has been busy writing much more serious projects since then, like Chernobyl or The Last Of Us. Perhaps it just has something to do with the fact that the plots for first-person shooters tend to be fairly flimsy. Either way, things aren’t going well.
The Borderlands adaptation has been in the oven for a long time. It was first announced in 2015, and the principal photography for the project wrapped back in 2021. That same year, the cast was announced and we got pictures of them in costume. Ever since then, there have really been no developments whatsoever. That kind of thing is never a good sign. We should have at least a trailer or a release date or something along those lines by now.
Multiple writers have been brought on since the film started. Eli Roth, Craig Mazin, Zak Olkewics, Aaron Berg, Oren Uziel, Juel Taylor, Tony Rettenmaier, Chris Bremner, Gary Ross, and Sam Levinson have all taken a stab at the script. Not only that but numerous rewrites and reshoots have taken place since then.
The film is technically still in the works, but no news on when we can expect to hear more.
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The following contains spoilers for The Last of Us show and both games.
Inevitably, someone will read everything I write here and chalk it up to “being mad about the show doing something different from the games,” but reader, I implore you to consider that just because something is different, that doesn’t mean it is inherently good or above critique. I’ve got beef with the version of Ellie in HBO’s The Last of Us show. The show has constantly been oscillating between big swings and faithful recreations, and some of its departures from the game have certainly been for the better. But certain scenes, dialogue, and even behind-the-scenes discussions surrounding the character of Ellie are leaning into a narrative that I think already does her journey through violent grief a huge disservice and we haven’t even seen it through, yet.
To get it out of the way, none of this is on Bella Ramsey, who portrays the young girl in the adaptation. She’s doing an excellent job with the material she’s been given, and it’s been a truly refreshing experience in even the most faithfully recreated scenes to see Ellie played by a teenager. Ashley Johnson’s performance in the game still captured the character’s youth, but it had the polish of an adult playing a child character. No, my beef is with showrunners Craig Mazin and Neil Druckmann, who are leaning harder toward a narrative suggested by The Last of Us’ marketing, rather than the one that plays out in the games themselves. I’m specifically referring to how the show frames Ellie’s relationship with violence, and how it portrays her not as a child who had to learn how to fight to protect herself and the ones she cares about, but as the post-apocalyptic equivalent of a kid who kills animals in their backyard for fun.
The showrunners say Ellie is “activated” by and likes violence in the show
Initially, I didn’t pick up what Mazin and Druckmann were putting down when I first watched the series’ premiere episode. In the final scene of the episode, Ellie witnesses a brutal murder of a FEDRA soldier at the hands of Joel, played by Pedro Pascal. She watches in what I initially read as shock, but as Mazin describes it in the Inside the Episode video for the pilot (skip to about the 4:30 mark), this isn’t a stunned silence. It’s her being “activated.” She “likes” watching the violence unfold. She likes the idea of being defended to brutal ends, and the idea of this dude getting “punished” for the indiscretion of holding them at gunpoint.
Screenshot: HBO / Kotaku
Perhaps, at the time, I read her silence as shock because of my familiarity with the game, where she repeatedly expresses shock and discomfort early on at the lengths Joel must go to to keep them alive. But the framing of Ellie as a person who actively likes violence rather than one who turns to it out of necessity has become much more apparent throughout the season’s run. Episode three, which is otherwise a beautiful story about how violence is sometimes the end result of loving and protecting someone in the post-apocalypse, has a scene where Ellie finds an infected pinned down by a bunch of rubble. Rather than dealing with it efficiently and getting back to business, Ellie takes her time to hover over the poor bastard and look him over like he’s a dying animal. She slices open his head with her switchblade and sees what’s under the skin of an infected. When she finally stabs him in the head and kills him, she pulls back with a satisfied expression that’s unnerving. Again, Ramsey is putting in the work here.
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Joel never sees this scene unfold, because it’s important that he views her as an innocent kid and not a weird, violence-loving pervert, but, horrifyingly enough, the character who does see this side of her is David, the predatory, cannibalistic cult leader she meets in the series’ eighth episode. When he’s got her caged up in his cannibal kitchen, he says he can’t let her out because she would take her switchblade and gut him. Which, like, you’re a cannibal who kidnapped her, so spare us the judgment when she naturally wants to kill someone who abducted her. But he goes on to say she has a “violent heart.” Which, unfortunately, I guess is true in this version of the character.
The reason this doesn’t sit well with me is because it’s not only fundamentally at odds with Ellie’s story in the game, but because it feels like it’s rooted in a simplistic and reductive view of her story in the source material, a view that was largely perpetuated by Naughty Dog in its own marketing campaign for The Last of Us Part II.
What is Ellie’s relationship with violence in the games?
Let’s rewind to the beginning of Ellie’s story in the game. When she and Joel first meet, she’s not had a ton of exposure to violence. At least, not the kind of human brutality Joel would expose her to throughout the first game. When Joel kills the FEDRA forces there, Ellie is taken aback, having thought they would just hold them up as they made their escape. Eventually, Ellie comes to accept the necessity of this violence as they make their cross-country journey, leading to her first kill in order to save Joel from a raider. She’s sick about it, and it results in tension between her and Joel because she picked up a gun despite his deliberately never giving her one. The two then bond over him teaching her how to use a rifle and then giving her a pistol. It’s a point of newfound trust, and it illustrates that Ellie takes on violence for necessity’s sake.
Screenshot: Naughty Dog / Kotaku
The equivalent scene in the show is a painfully drawn-out sequence where Ellie shoots a raider in the leg and while he pleads for his life, Joel tells her to get to safety while he handles it. Then the two jump right into talking about the effects killing can have on your soul. In an abstract way, this feels like it’s setting up Part II’s themes in a more overt way, which has been a running theme throughout the season. We can see the show pretty deliberately leading into the events of the sequel for season two with a number of things, including references to characters like Dina and framing Joel’s actions in a sympathetic way. Part II sees Ellie going down a dark, violent path, so perhaps the thinking here is that by asserting Ellie is a violent person, the things she does later will seem more consistent with our understanding of her character. But the foundation of Ellie’s relationship with violence is fundamentally different, and I don’t think it’s for the better when, in the games, the contrast between who Ellie was and who she became is so fundamental to her story.
Part of what makes The Last of Us Part II effective is that it feels like a transformative story for Ellie. She’s gone from a child who was horrified by Joel’s violence to a young adult who travels to Seattle in the grip of righteous fury. She goes on this crusade to find a group who killed Joel and at least kill Abby, the one who dealt the killing blow. She goes under the pretense that this is what she wants to do, but as she goes on her revenge tour, each subsequent kill wears on her.
The death of Nora, which is a loaded scene for a lot of reasons, is where this starts to become clear. Ellie commits one of her most heinous acts of violence in the game during an interrogation, and in the next scene, she’s overwhelmed with guilt at the lengths she had to go to. She has to be comforted by Dina, afraid her partner will see a monster where she once saw a future. Next, in an attempt to extort information about Abby’s whereabouts from her friends Mel and Owen, she tries to use Joel’s signature interrogation technique of asking one party for information and confirming with the second. If the information matches up, she knows it’s accurate. If not, well, that’s up to her discretion. But despite her attempts, the confrontation goes off the rails and ends with Ellie killing both of them in a messy scrap. She then realizes Mel was pregnant, and is immediately overcome with anxiety at having killed an innocent party. Throuhgout her spiral into violence, Ellie is repeatedly confronted with the possibility that she’s not cut out for what she signed on for.
Screenshot: Naughty Dog / Kotaku
Eventually, she leaves Seattle without killing Abby. The fact that she killed everyone other than the person she views as most responsible for Joel’s death wears on her, but Dina is growing sick from her own pregnancy, and everyone around her is telling her this is the best course of action. They argue that Abby losing those close to her is an equivalent punishment for taking the life of Joel. She reluctantly goes along with the plan, up until Abby shows up at their hideout and forces her to go along with the plan by way of a beatdown and a threat.
After this, Ellie tries to live a normal life in the post-apocalypse by living on a farm with Dina and their son JJ. But she’s still dealing with PTSD surrounding the death of Joel, and ultimately leaves her family behind to pursue Abby once more. Once she tracks her down to Santa Barbara, California, the two come to blows one more time. Ellie gets the upper hand and nearly drowns her on the California beach. But in a moment of clarity, she lets Abby go, realizing this was never going to bring her the peace she wanted.
What does violence actually mean in The Last of Us?
Whether driven by survival or grief, The Last of Us has never framed violence as something characters take an overt pleasure in. Sure, when Ellie kills Jordan—who was a snarky piece of shit—in Part II, it’s satisfying to fuck him up. But it has an underlying meaning beyond Ellie liking acts of carnage. The fact that she has gone through a fair bit of the series uncomfortable or traumatized by violence makes her giving into it a moment of noticeable change, and her repeated struggle to persevere in her quest illustrates that despite her compulsion, this isn’t who she is.
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Meanwhile, the showrunners are over here telling us that this is absolutely who Ellie is. It’s alluding to a version of this story that feels more in line with Naughty Dog’s marketing of The Last of Us Part II than it does the story it actually told. As a person who found Ellie (and Joel and Abby, for that matter) profoundly sympathetic by the end of the sequel, it’s worrisome to me that HBO’s version of her is leaning into a perverse vision of what violence means in The Last of Us.
Unfortunately, Part II’s marketing campaign lost the thread of grief and love-driven violence that’s at the core of the game and swaths of the internet think The Last of Us is about how violence is bad, and players should feel bad for doing it. How did this interpretation become so prominent? Naughty Dog itself said this is what the game is about. In an interview with Launcher, series director Neil Druckmann described the dueling protagonist structure as having been at least partially inspired by his witnessing of an Israeli soldier’s lynching (there’s an argument to be made that centrist Israeli politics run through the game’s veins), and a desire he felt to hurt those responsible. This was followed by immense guilt and a desire to explore that idea in Part II’s structure. The idea is that you would play through Ellie’s segments killing Abby’s friends, then find out at the end that Abby killed Joel in her own grief.
I don’t think it’s wrong to be judgemental of Joel, Ellie, or Abby’s actions. The game itself is pretty overtly critical of them throughout. Ellie’s killing of Abby’s friends is always treated as something that comes with a cost, as nearly every kill she commits is framed as mentally taxing on her. Abby, meanwhile, spends her entire half of the game trying to make up for the way she tortured and killed Joel because she’s trying to “lighten the load.” But nevertheless, we have to act out the play until it reaches its natural conclusion, which leads to the same dissonance we can feel in the first game’s final segment where Joel kills several innocent people to save Ellie.
For characters like Joel and Ellie, violence is a language spoken in a world where they’ve learned and been taught that it’s the only way they can communicate. It’s all the things that the characters feel, that they navigate, that they express through violence (or, in key moments, the choice not to use violence) that really matters. The desire to protect. The desire to avenge. The decision to forgive. But despite Part II delving into themes of grief and forgiveness through violence, the narrative that this series is about violence permeates through how we talk about it. That’s on Naughty Dog because that was the message the studio put out. But I find everything the company said about the game in marketing materials and interviews, such as the assertion that the game was “about hate” when it was first revealed, suspect after it became clear the studio had been deliberately obfuscating what Part II actually was. I understand this was done in an effort to keep the shocking event that sets the game in motion hidden ahead of launch, but the second Joel died instead of showing up in scenes the trailers showed, I approached the game with no further preconceptions.
Image: Naughty Dog
The sanding down of The Last of Us’ thematic makeup is Naughty Dog’s own doing, but that framing was what people had to work with. Much of the criticism surrounding Part IIfocuses on its relationship to violence, concluding that it’s meant to be a heavy-handed lesson in the cost of giving in to some base urge to harm one another. In post-release interviews, Druckmann has gone on record saying that the company’s messaging around Part II wasn’t reflective of what the game was actually about. But that’s the video game industry. Companies spend hundreds of millions of dollars to put these games in front of people, and 20+ hour experiences must be reduced to bullet points you can put on marketing copy. It ultimately didn’t affect the prestige of the franchise, as Part II went on to sell 10 million copies and earn countless Game of the Year awards. However, HBO’s television adaptation feels cognizant of the series’ decade of discourse in a lot of ways, and in this case, not for the better.
In some ways, this has worked out in the show’s favor, because stories like Bill and Frank’s get to take on new life as a sign that love is worth living for instead of being a cautionary tale about how caring about people is bad for your self-preservation. But this particular change feels like it’s an odd turn toward a marketing campaign that has ultimately soured a lot of the discussion around The Last of Us and the character at its center. That marketing and the ideas it helped to cement hang over the series to this day. It can be hard to see past those notions when you’re actually playing through a game that, if it is viewed as being about how violence is bad and you should feel bad for doing it, doesn’t hold up to scrutiny. It does hold up, however, when viewed primarily as a story of grief and, ultimately, acceptance. After watching Ellie go through so much inner turmoil as she fought her way through her demons while playing Part II, I don’t understand why the show seems to want us to view violence as something that excites her rather than as something she’ll one day reluctantly resort to as her own pain manifests. Yeah, some people will read this and minimize it to some kind of adaptation purity nonsense. I just hope the core of what The Last of Us is isn’t squandered under what a marketing team said it was to fit all its nuances on the back of a box.
Warning: SPOILERS ahead for The Last of Us season finale.
Although Neil Druckmann and Craig Mazin have changed a few things here and there, the ending of The Last Of Us has never been up for debate. While it‘s a bit tragic and calls Joel’s morality into question, the ending is absolutely integral to the themes of the story being told. Strangely enough, original Last of Us game creator Neil Druckmann was open to changing the story’s ending if it fits the needs of the show, but fellow TV Last of Us co-creator Craig Mazin didn’t even give it a second thought.
During a Last Of Us press conference, both of them spoke about the process of writing. Any deviations were pretty minor. As Mazin put it…
Neil was, I will say never, I honestly mean this, I don’t think he was ever the guy who said, ‘No, we have to do it the way it was in the game.’ I was that guy, because I’m a fan. And Neil, in the smartest, most generous and flexible way, was always open to the process of adaptation. He understood what adaptation meant … But, the ending, there was never a question. As a player, I got to the end, why would I ever want to change that? It’s awesome.
Hence, as in the game, Joel chooses to save Ellie at the cost of a potentially world-changing cure for the Cordyceps fungus. Since Ellie is naturally immune, the Fireflies were planning to extract this cure from Ellie. Unfortunately, the process would kill her. Joel just spent the whole course of the series learning to love Ellie as a daughter, and since he has nothing left without her, losing her would just be too much for him to bear.
You can watch the full season of The Last of Us on HBO Max.
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With just one episode to go, we’re nearing the end of Joel and Ellie’s long journey together. This week’s entry, “When We Are in Need,” corresponds with the game’s winter section, though the HBO adaptation isn’t using the same seasonal structure of the game, and here in TV land, it’s been winter for a while.
When I first played The Last of Us ten years ago, in some ways the winter chapter felt to me like overkill, the game leaning hard into desperation and depravity just to be as gritty and bleak as it could, in order to help sell itself as a “mature,” serious game. “Enough, I get it. Humanity is awful and given half a chance, we’ll all do grotesque, morally reprehensible things.” Replaying the game now alongside the show, the purpose of the chapter within the narrative is clearer to me. Of course it’s common for stories to put characters at their most hopeless and desperate points right before the resolution, but the way The Last of Us does it, separating the characters while both are in dire straits, drives home the importance of their bond to each other. It also, importantly, illustrates that while Joel may have started out as Ellie’s protector on this journey, he now needs her at least as much as she needs him. Let’s take a closer look at this week’s episode, and its similarities to the same stretch of the game.
Ellie meets David in the show vs. the game
This chapter has its own villain in the form of David, a preacher and a predator whose flock reside in the resort town of Silver Lake and are suffering through a particularly harsh winter. In terms of dialogue, it’s one of the show’s more faithful episodes. In fact, it’s almost as if writer Craig Mazin’s screenplay for the episode just took this section of the game, cut out most of the combat sequences, and from there, sought to embellish the dialogue and build on what the game reveals to us about David and his congregation. It continues to be interesting to me how, in the game, combat is perhaps prioritized as the most important element, while in adapting the game to a series, it becomes the least important.
Screenshot: HBO
The winter chapter immediately distinguishes itself from the rest of the game by having you play as Ellie for the first time. (Today, playing through the story in order, you’d play the Left Behind DLC before this, but when the game came out in 2013, this was a surprising shift in perspective.) Desperate for food, Ellie hunts a deer she spots in the woods with her bow and arrows. Nicked and bleeding from multiple arrows, the deer runs, ultimately collapsing, but when Ellie finds it, two others, David and James, have seen it too. Just as in the game, David (voiced here by Nolan North, who plays Nathan Drake in Naughty Dog’s Uncharted games) makes a deal with Ellie: penicillin for some of the deer meat.
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Screenshot: Naughty Dog
What’s unique to the game is that while waiting for James to return with the medicine, you have a multi-stage combat encounter fighting alongside David, involving a few standoffs against multiple waves of infected and a climactic battle with a bloater. Through it all, you might think that David is actually a new friend. He seems genuinely concerned for your welfare, and fighting alongside someone can be an experience that develops trust. Naughty Dog knows how to use combat as a tool for relationship-building, and here, they build up your trust in David a bit just to pull out the rug from under you and remind you that, in this world, the trust between Joel and Ellie is a rare and precious thing.
In the show, by the time Ellie first encounters David (played here by actor Scott Shepherd), we already have our reasons to be suspicious of him. The episode begins with him reading scripture to his flock, in the old steakhouse he’s converted into a church and town hall of sorts, a place where the abundant food of the pre-cordyceps past is sharply contrasted with the desperate circumstances of the present. (It’s an important location in the game as well, one you come to later, and the sign reading WHEN WE ARE IN NEED HE SHALL PROVIDE is a detail straight from the game.) The faces of the congregation’s members are lean and hardened, telling us much at a glance about what a difficult winter they’re having. A grieving daughter asks when her father can be buried and David says that it’s too cold to do so now, they’ll have to wait until spring. And outside after the service, David chides James (played by Troy Baker, the voice of Joel in the games) for his “doubt,” giving off the sense of a man who very much wants to maintain control.
Screenshot: HBO
Notably, in the show, Ellie hunts the deer not with a bow and arrows but with the sniper rifle, recalling in our memories the moment toward the end of episode six when Joel tried to teach her how to use it. When she takes a moment to focus with the deer in her sights, we can sense her recalling Joel’s words and trying to draw on what he taught her.
Both the game and the show have Ellie talking tough when she sees David and James near the deer she killed, with her calling James “buddy boy” and saying that if David tries anything, she’ll “put one right between your eyes.” The show, however, foregrounds David’s role as a preacher in their first conversation far more than the game does. In fact, perhaps the only real hint David gives off in the game that he has certain rigid moral standards might come when, after Ellie swears, he absurdly says, in the midst of a life-and-death battle against waves of infected, that she should watch her language. We definitely pick up on the fact that he’s a preacher eventually, but there’s no real character development done around it.
In the show, however, Ellie asks if David’s “hunger club” is some sort of cult, and he turns on the folksy charm, saying “Well, you sorta kinda got me there,” but saying that what he preaches is “pretty standard Bible stuff.” When Ellie wonders how he can still “believe that stuff” after everything that’s happened, he tells her it was actually after the world ended that he started to believe. “Everything happens for a reason,” he says in both the show and the game, and it’s here that whatever sense of trust you might have felt for David while fighting alongside him likely evaporates. His seeming friendliness reveals itself to be a guise for something more threatening, and he tells her that a “crazy man” killed someone in their flock recently at the university. A crazy man who just happens to be traveling with a “little girl.”
Ellie now understands that David is a threat if she didn’t before, but David lets her ride off with the medicine, telling her that there’s room for her in his group, that he can protect her. It’s almost as if he has some gross designs of his own for her.
Dinnertime at the steakhouse
One of the luxuries of HBO’s adaptation has always been that it can leave the perspective of Joel and Ellie behind entirely when it wants to, and here, we get more development of David’s congregation. In the kitchen, members of the flock lament their dwindling food supplies, and when a man brings in some fresh meat, one of them asks, “What is it?” “Venison,” he replies hesitantly, in a way that may have you asking, “Is it though?” Nonetheless, they put it into the evening’s soup.
Screenshot: Naughty Dog
David and James haul the deer Ellie killed into the restaurant, but the room still seems quiet. Sensing what the tension is about, David tells them that yes, it’s true, “we found the girl who was with the man who took Alec from us.” Come morning, he says, they’ll track her trail, and “bring that man to justice.” The grieving girl from the opening scene raises her voice, saying they should kill both of them. David walks over and, in a moment that shows us just what kind of congregation leader he is, backhands her across the face. Things get worse still a moment later when he tells her that although she may think she doesn’t have a father anymore, “the truth is, Hannah, you always have a father. And you will show him respect when he’s speaking.” Kenneth is not wrong when he saysthe show makes David even more disturbing than he already was.
The scene ends with shots of these hungry people eating their dinners, the thought lingering in our minds that it may be Alec they’re eating.
Hungry…for vengeance!
The next morning, David’s men do indeed come a-huntin’. In both the show and the game, Ellie does the only thing she can think to do: try leading the men away from Joel, who she’s injected with penicillin but who is still hovering on the edge of consciousness. In the show, she presses a knife into his hands and tells him to kill anyone who comes into the house, though he doesn’t even look like he has the strength to sit up.
The show gives us another brief exchange between David and James, as David insists that Ellie be brought in alive. James says he doesn’t mean to question David’s “sense of mercy” but the girl would just be another mouth to feed, and that yes, she may die if left alone out here, but perhaps that’s God’s will. David simply gives him a withering look, but it’s abundantly clear that David’s interest in keeping Ellie alive has nothing to do with mercy.
Ellie rides through the neighborhood on her horse—the neighborhood which, in the game, has a small army of David’s men on the streets—and eventually, her horse is shot out from under her. In the show, it’s James who does this, and David has to stop him and some other men from killing Ellie. Carrying her off himself and ordering a few men to haul the horse carcass, he tells the remainder of his men to go door to door hunting Joel. “You’re so hungry for vengeance? Deliver it.”
In the game, however, another extended combat sequence begins, as Ellie must sneak by or kill a number of David’s men. What we get here that we don’t get so much in the show is a lot of deep dissatisfaction among the flock with David’s leadership, with many men expressing doubt in David and suggesting that soon, his role as leader be put to a vote. Despite your best efforts, though, David does eventually capture and subdue Ellie, while his own delusions of grandeur about his own benevolence continue to manifest. “I’m keeping you alive here,” he says, as he jokes the consciousness out of her.
Ellie left Joel behind
In both the show and the game, Joel finally comes back to life, as if awakened by the cosmos just in Ellie’s hour of need. The Police have a song about that called “Synchronicity I,” but I digress. In the show, some poor bearded sap enters the house where Joel is stashed in the basement. Ellie was smart and hid the door to the basement behind an old piece of furniture, but the poor bastard rolls well on his perception check and notices something’s up. It would have been better for him if he hadn’t.
As he comes down the stairs, spotting the bloody mattress Ellie’s had Joel on for days, we know Joel has finally regained awareness, and is hiding down there somewhere. Yes, it turns out Joel has regained the strength not only to move, but to stab and choke the life out of a man. That’s the Joel we know and love!
Meanwhile, Ellie wakes up in a cage—in the game, to the sight of a man butchering a human body right in front of her, though in the show, it’s just David sitting there, waiting for her to wake up. In the show, which continues working to make David more overtly disturbing than he is in the game, he tells her that she’s in a cage because “you’re a dangerous person, you’ve certainly proven that,” and there’s an unmistakable hint of amusement and even admiration to his comment.
Screenshot: HBO
Joel’s back in action
Joel, desperate to find Ellie, tortures two of David’s men to get her whereabouts. It’s a startling juxtaposition with an exchange between Ellie and David in the game. When Ellie calls David an animal, he protests that she and Joel have killed a great many people too. “They didn’t give us a choice, it’s a video game,” she says. (Well, okay, she doesn’t say that second part.) “And you think we have a choice, is that it?” David says. “You kill to survive. So do we. We have to take care of our own, by any means necessary.”
I don’t really subscribe to that logic, but his words do on some level indict Joel, I think. Some may feel that Joel and David are points of contrast, one’s violence rooted in hate and delusion, the other’s in love and necessity. I certainly don’t think Joel and David are the same, but I also don’t think there’s anything innocent or acceptable about what Joel does here. And I’m fine with that. I want characters in my media who sometimes do awful things. What’s always troubled me about the reaction to Joel, though, is just how many people who played the game seem to think that everything he does is totally justified, while recognizing that the actions of others in the world aren’t. It’s as if we don’t want to closely interrogate the actions of the person we play as, the one we most closely identify with.
This may be a conversation for next week’s finale, but it seems clear to me that the game, and the show, at least want us to think about the lengths Joel goes to here, lengths that include brutally murdering one man after he tells Joel what he wanted to know, and then killing the other, too. When the second man declares that he won’t tell Joel anything, both the game and the show give us the chilling and memorable line in which Joel, referring to the man he just killed, says “That’s okay, I believe him.”
Cordyceps showed David the light
The show expands significantly on David’s conversation with Ellie, and makes it much more unsettling. He speaks to her—a 14-year-old girl—as if he sees her as some kind of equal, a kindred spirit, because they both have “a violent heart.” He fought to restrain his violent heart for a long time, he says, before he was shown the light, not by God, but by cordyceps. “What does cordyceps do? Is it evil? No. It’s fruitful. It multiplies. It feeds and protects its children. And it secures its future with violence, if it must. It loves.” I appreciate the expansion of David’s ideas here, because I think the notion that love and violence can overlap is at the core of The Last of Us, and while David is clearly deranged, the debate over whether Joel’s violence is a manifestation of love rages on.
Screenshot: Naughty Dog
David, plainly a man who is used to having people respond to his charisma, makes the mistake of thinking that Ellie might be seduced by him as well, when, in both the game and the show, he puts his hand on the bars of the cage and makes it clearer still that his ideas about her are, to put it mildly, inappropriate. It’s a deeply sad moment to me, the realization that even in this world where society as we know it has collapsed, Ellie, like most women in our world at one time or another, in one way or another, still has to deal with the threat and the supreme bullshit of predatory men. Both versions punish David for his arrogance and delusion, as Ellie, briefly playing along, takes his hand and then snaps something in it before finally telling David her name. Tell the others, she says, that “Ellie is the little girl that broke your fucking finger!”
Here the game begins to employ the effective device of having us switch back and forth between Joel and Ellie at intervals, as Joel heads into town to find her, killing plenty of David’s men along the way while a blizzard gathers strength, raising the sense of drama and letting you pick off your prey in the low visibility. Yes, of course he’s doing it for her sake, to protect her, to help her, but by now, it also feels very much like he’s doing it because he doesn’t know what he would do without her. Of course historically, games once relied too often on putting underdeveloped women in peril and just focusing on the men who had to rescue them, but The Last of Us earns this setup by humanizing them both, by developing their connection, and by presenting their relationship as one of mutual care and benefit. By now, Ellie has taken care of Joel and saved his life about as much as he’s done for her.
The show also now switches back to Joel’s perspective, showing him heading into town and finding Ellie’s stuff, not to mention human bodies strung up on meathooks. Better hurry, Joel.
The trick up Ellie’s sleeve
In both versions, David (with James’ help, in the show) hauls Ellie out of the cage to cut her up into “little pieces,” since she didn’t take him up on his excellent offer. Just as they’re about to start cleaving, however, she announces that she’s infected, prompting David to roll up her sleeve and reveal the wound on her arm. David says it can’t be real, James says it looks pretty fucking real to him, and that’s the last thing he’ll ever say, as Ellie takes advantage of their moment of hesitation to sink a meat cleaver into James’ neck and dash out of the room.
Screenshot: HBO
Here, the game becomes a kind of boss fight, as Ellie must sneak around the restaurant and stealthily attack David while a fire begins to spread. In the show, his ego more evidently implodes as the restaurant, his church, burns down around him. It’s a breakdown on multiple levels, with this deluded, awful, terrifying man shouting “You don’t know how good I am!” In both cases, it’s up to Ellie to protect herself, to defeat this supremely shitty, predatory man, whose intentions to inflict sexual violence on Ellie, implied but still clear in the game, are made much more explicit in the show. And in both cases, it’s immensely cathartic and satisfying to see her finally kill him, and not just kill him but stab him again and again until she herself is a blood-spattered survivor, a horror movie final girl. But part of what gives the final girl trope its awful potency is that the kinds of sexualized violence these women so often fight against can’t be killed by killing just one bad man. It’s a threat we all face, all the time. Ellie survives, of course, but the stare she gives in the wake of it, the way she reacts at first when Joel approaches her, suggests that she’s forever changed by the experience. Ellie is all of us.
It’s okay, baby girl
Joel shows up just after her fight is won, and as subtle a detail as it is, the fact that in the show, just like in the game, he calls her “baby girl” in the wake of the horror she’s just endured is tender and very meaningful. It tells us that there’s no longer any pretense of division or obligation between them, of Joel doing this just as a job, of her just being cargo.
By putting both characters in such desperate circumstances, and then having them finally come back together in the end, this episode and this stretch of the game are the cementing of the connection between Joel and Ellie that the story needs before it heads into its final chapter. That’s next week, when we’ll finally settle the discourse about whether or not Joel’s actions are justified once and for all. See you then.