JPMorgan Chase says it’s been billed a total of $142 million in legal fees for the defense of Charlie Javice and Olivier Amar, respectively the founder and chief marketing officer at financial aid startup Frank.
Michael Pittinger, a lawyer representing JPMorgan, said that Javice’s legal team billed for expenses including luxury hotel upgrades, 24 hours of work in a single day, and cellulite butter (a moisturizer).
“There’s never been a case, to my knowledge, with such extreme abuses,” Pittinger said.
A spokesman for Javice told the WSJ that she abided by JPMorgan policies and “didn’t charge or see any expenses.”
“As an employee, she did purchase ice cream and other items in accordance with JPMorgan’s code of conduct, and she never sought reimbursement for anything that wasn’t expressly permitted under the guidelines she was given,” Javice’s spokesman said.
HBO has released the first footage of the second season of The Last of Us, and it implies that things for Pedro Pascal’s Joel may be a little bit different than they are in the game. No, not that different, but it seems like he might be going to therapy.
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The brief, 24-second teaser shows a few familiar scenes originating from The Last of Us Part II. These include the dance scene in which Bella Ramsey’s Ellie kisses Dina, flashes of characters like Jeffrey Wright’s Isaac who leads the militaristic Washington Liberation Front, and a few glimpses of the Seraphites, the Seattle cult which also occupies the city. But one character seems to be someone entirely new. This person, played by Schitt’s Creek and Home Alone actor Catherine O’Hara, seems to be Joel’s therapist. She is shown asking if he hurt Ellie, which he denies. Instead, he insists he saved her.
This seems like a new take on the opening scene of The Last of Us Part II, in which Joel recounts the violent events of the first game’s finale to his brother Tommy. He finishes his story with the same line: “I saved her.” So it seems Joel might be confessing his murder of the Fireflies to someone other than family in the show when it premieres on Max in 2025. The first season played things pretty close to the original, but it did make some big changes to Bill and Frank’s relationship, and added entirely new characters of its own, like Melanie Lynskey’s Kathleen.
Given that HBO plans to cover the events of Part II across multiple seasons of the show, it wouldn’t be surprising if it used all that extra time to riff on more plot points and character threads. The first season put a big focus on Joel’s anxiety, something which the games only hinted at, so the sad dad finally getting professional help seems in line with how the show’s been handling that side of him.
Pedro Pascal and Bella Ramsey will lead season two, but HBO has announced several new cast members that will play characters from The Last of Us Part II. Most notably, Kaitlyn Dever will play Abby, the co-protagonist of the sequel.
Art and Jessica Martinez never imagined they’d own a home in the Valley. Their Silver Lake condo suited their urban lifestyle: strolling around the reservoir, walking to the local grocery store and frequenting their favorite tiki bar, Tiki-Ti.
However, the pandemic made them rethink everything. Trapped at home, they dreamed of a single-family house with outdoor space to entertain friends and eventually start a family.
After months of searching, they stumbled upon a 1953 ranch house in Van Nuys designed by modernist architect Kenneth Lind. They saw an opportunity to enjoy more space, restore the home’s original midcentury charm and add personal touches to make it their own.
The exterior of the modernist ranch house, originally designed by Kenneth Lind.
“I had a hunch,” Jessica says, recalling the showing. “As soon as you come in the front door and see the way that this house opens up into this yard and all of the light that pours in, I feel like it’s immediate.”
They learned that Lind designed the home for Mel Sloan, a USC School of Cinematic Arts professor, and his wife, Rita, who raised their three children there. The Martinezes felt a connection; Art is a podcaster and Jessica is a feminist scholar and a lecturer in a gender studies program.
Despite being sure this was “the one,” the couple also worried they were in over their heads. The 1,881-square-foot home, with three bedrooms, two and a half baths and a 576-square-foot detached studio, would require significant restoration. The lot was also 10,322 square feet with overgrown plants.
The couple wrote a heartfelt letter to the sellers (the Sloans’ children), won a bidding war and purchased the property for $1.05 million. Then they envisioned their new life in Van Nuys: a backyard pool, a home gym in the studio and space to entertain.
During the inspection period, a neighbor on Nextdoor tipped them off to interior designer Jared Frank, whose clients include musician Reggie Watts, actor Matthew Gubler and filmmaker Jon Watts.
“There was a spark, and he affirmed for us a shared logic about how to approach a renovation,” Jessica says of Frank. Frank explained that if they were going to buy this home, they needed to respect the architecture and its history. They would find period-appropriate finishes, and it would take time. The Martinezes also expressed a love for Tiki-Ti to Frank, who began to think about how to bring a version of it into the home.
Jessica and Art Martinez stand in front of the tiki bar meant to remind them of their favorite tiki spot in Silver Lake.
The renovated dining room.
A guest room was turned into a nursery to prepare for the arrival of the couple’s child.
Escrow closed, and Frank got to work the day the Martinezes got the keys. From then, it took four and a half months for the Martinezes to move in. The restoration, which ended up costing $150,000, included updating plumbing and electrical systems and replacing the roof, which was a lasagna of old roofs stacked on top of one another. Meanwhile, the Martinezes and Frank made anchoring choices fast, choosing the wood beam ceiling paint color, floors and appliances, for example, knowing it would take a while for the product to arrive thanks to especially protracted supply chain issues and high demand due to the pandemic renovation bubble.
Unlike many midcentury renovations, the Martinezes took down no walls. Because the home was already a fairly open floor plan and it surrounded the yard with a lot of light coming in, they felt it unnecessary.
The contractor asked if they wanted to move the washer and dryer to a different space in the home or enclose them to hide them. Jessica drew upon her work as a feminist scholar, remembering how life-altering these machines were in the 1950s. She kept them at the center of the home as a way of acknowledging the past.
In the living room, Frank (who is also a furniture designer) drew an 18-foot, custom-built couch that evokes the glamour of the midcentury era. Tables, pendants and sconces came from online sellers including 1stDibs, Chairish and Etsy, and sometimes were shipped from overseas.
The exterior door of the modernist ranch house originally designed by Kenneth Lind.The renovated bathroom picks up the blue and orange theme of the home’s exterior.The renovated kitchen.
Frank even gave the couple their own in-house tiki bar to stand in for Tiki-Ti. In the entryway alcove, he used tropical-patterned grasscloth wallpaper and 1960s glass pendants to display the couple’s barware and Tiki-Ti memorabilia.
In the kitchen, bold-hued Big Chill appliances from the 1950s-inspired Retro Collection continue the throwback vibe. A cozy nook anchored by period-appropriate chairs and a breakfast table has become a favorite spot for the Martinezes to play “a good meaty board game” like Betrayal.
Outside, Frank designed a pool that began behind the detached studio (which the Martinezes turned into a home gym), curving around to what they affectionately call “the meadow.” Here, they planted a drought-resistant mix of California dune grass, mondo grass and poppies alongside the former owners’ birds of paradise, pink camellias and pineapple guava tree. Frank tapped L.A. painter Jessalyn Brooks to paint a colorful mural on the cinderblock wall backdropping the pool.
“It was incredibly fulfilling to restore a piece of architecture back to its original glory while reimagining it for my clients’ specific needs and desires,” says Frank.
After the Martinezes moved in, they received a letter from one of the original owners’ sons regarding the property’s Japanese maple trees.
“He said, ‘I hope that you’ll make the house your own in every way, but I’m secretly hoping you’ll keep those trees because they were a gift from my dad to my mom,’” Jessica remembers.
The outdoor patio at the modern ranch house.
(Emanuel Hahn / For The Times)
The swimming pool in the backyard, with a mural created by Jessalyn Brooks.
Ever the stewards, just as they’d discussed with Frank on day one, the Martinezes have had three arborists treat the maples for bark beetles and bacteria in the soil. “We have taken it seriously that we were entrusted to take care of Rita’s trees,” Jessica says.
And despite the initial concerns about supermarket proximity, Art still finds himself walking to theirs. It’s not across the street anymore, but the couple is finding meaning in talking to their neighbors about gardening — something they never did in Silver Lake. In October, the couple found out that their first child soon will join the family, which includes a chihuahua and a cocker spaniel mix rescue dog.
“It’s going to be a very happy summer,” Jessica says. “We are so excited to experience this much-anticipated transition in the comfort and beauty of this home.”
At the start of the year, it was reported that Francis Ford Coppola’s long-awaited sci-fi flick Megalopolismight finally see the light of day. That day appears to be pretty soon, because Coppola’s production banner American Zoetrope released first-ever footage of the film that gives an idea of its scope.
Giancarlo Esposito Talks About the Coppola Movie You Might Never See, Megalopolis
In the clip, Adam Driver’s Cesar heads to the roof of a New York skyscraper. Absolutely terrified out of his mind, he eventually works up the courage to take a step off the ledge, only to nearly plummet to his death before shouting, “Time, stop!” Time does indeed stop—along with gravity, it seems, allowing him to get back on his feet and not wind up a pancake. With a snap of his fingers, time resumes once again, and Cesar’s awestruck at his own power—whatever it is.
MEGALOPOLIS | Les premières images
Megalopolis has been previously described as a sci-fi love story between Cesar and Julia Cicero (Nathalie Emmanuel). Caught between Cesar and her father Frank’s (Giancarlo Esposito) opposing visions for New York, she embarks on a journey to figure out her own path as the two men still fight over the city. Screenings were recently held for studio executives and some press, and impressions were reportedly mixed across the board: some respected how imaginative and “unflinchingly batshit crazy” it was, others thought it went all over the place and a likely dud at the box office.
At time of writing, Megalopolis doesn’t have a North American distributor—Amazon MGM and Apple have both reportedly shown interest—but it is set to premiere at Cannes on May 17. However things shake out, Coppola’s proud of it: the film is dedicated to his late wife Eleanor Neil, who passed last month, and considers the preview above a “gift on her behalf.”
Russillo opens the show with his thoughts on the play-in games and the end of the Warriors dynasty (0:34). Then, Frank Isola joins to explain what went wrong for Golden State, share which eliminated team needs to hit the reset button, and discuss the Knicks’ ceiling (18:44). Next, comedian Dan Soder comes on to share why he chose comedy and details how jokes are created (55:13). Plus, Ceruti and Kyle join for Life Advice (89:51). How do we kick the bad player out of our pick-up games?
The Ringer is committed to responsible gaming. Please check out rg-help.com to find out more, or listen to the end of the episode for additional details.
Host: Ryen Russillo Guests: Frank Isola and Dan Soder Producers: Steve Ceruti, Kyle Crichton, and Mike Wargon
New data from Norway examines how video games influence children, their social behaviors, and their spending habits. It turns out, younger players are being bullied over their lack of cosmetic skins, are using in-game items to become more popular, and are struggling to avoid all the ads and user-made scams connected to popular online games like FIFA, Fortnite, and Warzone.
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As reported by Crossplay—a gaming newsletter focused on parents and kids founded by former Kotaku writer Patrick Klepek—a pair of studies by Norwegian researchers include some alarming information about how kids between the ages of 10-15 interact with video games and how these popular games can have big effects on their social lives. The studies were conducted by researchers Kamilla Knutsen Steinnes and Clara Julia Reich of Oslo Metropolitan University as part of a larger initiative by Norway’s government to understand the relationship between children and games.
According to Reich, their findings show that how a child appears in a game can play a “crucial” role in how other kids treat them.
“Children may experience being called poor if they haven’t spent money on their character. Children who have spent money on their in-game character can gain increased attention and other advantages, thus buying popularity,” said Steinnes.
This is because nowadays, children’s digital and real lives are one and the same. Wearing the right skin in Fortnite is just as important as dressing correctly at school, according to the studies. And kids who can’t afford the right gear or who don’t play games are struggling to fit in.
“There’s no sharp distinction between their online and offline world. These are just different parts of the social world they navigate, and appearance, or skins, are important identity markers,” said Steinnes.
One 13-year-old, Frank, added: “If you don’t play with anyone, you kind of have nothing to talk about at school.”
“Kids into football play FIFA and spend money on in-game items that confer status, while others spend money on effects from Nike, Balenciaga, or Star Wars. They are influenced by memes and trends on platforms like TikTok,” said Reich.
Speaking to Crossplay, the researchers further elaborated:
The pressure to fit in resembles what is already taking place in other contexts but takes on new forms. Some children might end up feeling excluded if they lack the resources (e.g., Wi-Fi, gaming equipment, in-game currency) to play with their friends or might get picked on based on what ‘skin’ they are wearing.
Publishers and scammers are taking advantage of kids
Making things worse is that video game publishers have become very skilled at constantly advertising games and in-app purchases to kids. This means it’s becoming harder and harder for children to focus on other things in their lives, making the pressure to have the coolest skin grow even worse. And for kids who can’t afford to fit in, they can be bullied or treated poorly by their peers. For girls, this abuse is often worse, both in and out of games.
“I heard things like ‘go back to the kitchen’, and it was like ‘you’re a girl, die, die, die’. It was, like, very graphic,” said Sidra, a 14-year-old girl who was part of the study. The study also showed that skins and in-game cosmetics can create “digital body-image” issues, too.
Another problem found in the studies is that kids report being scammed. The researchers suggest that this is because kids lack “consumer competence” but are being thrust into situations where they encounter high-pressure sales tactics built around making them feel like they have to act fast or miss out. And when someone comes along promising them cheap currency or a good deal, kids might not realize it’s a scam until it’s too late.
“This is problematic because children and young people are a vulnerable consumer group navigating almost unregulated markets on their own,” said Reich.
Overall, it’s enough to make me thankful I don’t have kids and don’t have to help them navigate the modern world of free-to-play video games that often share more in common with casinos than they do with other games you play for fun. And as the internet becomes more and more a part of every bit of our lives and games become more and more popular on mobile devices, the situation may only get worse.
Much like the mystical religions spread by its Bene Gesserit, the influences of Dunespread to every corner of the universe of science fiction. In some stories, the inspirations are woven so tightly into the fabric of the story they’re nearly impossible to pick up, maybe even for the author themself. In others, the homages to Dune are unmissable, occasionally to the point of being distracting. And then there’s Star Wars, the most blatant ripoff of all — at least, according to Frank Herbert.
The Dune author didn’t talk much about George Lucas’ landmark science fiction film before his death in 1986, but he answered a few questions about it over the years, and he always seemed at least a little annoyed at the similarities between the two stories.
The first public comments he seems to have made about the movie come from an interview with the Associated Press from 1977, the year A New Hope was released. The article is pretty straightforward shit-stirring, but it’s clear that while Herbert hadn’t yet seen the movie, he did have some thoughts about its similarities to his seminal series, which was already three books in.
Herbert starts by saying an editor for the Village Voice had called him and asked if he had seen Star Wars, and whether or not he was going to sue. It’s a strong lead-in, but apparently that’s what was top of mind of Herbert.
“I will try hard not to sue,” Herbert told the Associated Press. “I have no idea what book of mine it fits, but I suspect it may be Dune since in that I had a Princess Alia and the movie has a Princess Leia. And I hear there is a sandworm carcass and hood dwellers in the desert, just like in Dune.”
Herbert goes on to brag, rightfully, about the ubiquity of Dune, both in popular culture and even as a college textbook on subjects like “architecture, psychology, writing, English, human living, space analysis, and some I’ve forgotten.” Herbert doesn’t get too specific in this early article, but it’s clear the movie’s reported similarities to his own work didn’t sit quite right with him. And later it would be even clearer that they stuck in his craw, one way or another.
Image: Warner Bros. Pictures
Now, with decades of hindsight and years of interviews, it’s easy to see that Star Wars, particularly the first film, is an amalgamation of many genres and stories, including (but not limited to) science fiction, mythical fantasy, and the samurai movies of Akira Kurosawa. There’s also an entire expanded universe of history in the Star Wars galaxy that borrows from all over the sci-fi canon, and has helped inspire just as many future writers.
But if you consider the time when Star Wars was just one tremendously successful summer blockbuster, it’s easy to understand why Herbert might have had a bone to pick. And as the years went by, it’s clear that he thought quite a bit about the subject, enough to count the similarities between the titles.
“Lucas has never admitted that they copied a lot of Dune,and I’m not saying they did,” Herbert said in 1985, during a speaking engagement at UCLA. “I’m just saying there are 16 points of identity between the book Dune and Star Wars. Now you’ve had stat — what is it? It’s 16 times 16 times 16 times… over 1, the odds against that being coincidence? There aren’t that many stars in the universe.”
Herbert’s frustrated quote stemmed from a question about whether or not Lucas ever bought Herbert dinner — a reference to a long-standing joke of Herbert’s that even if Lucas didn’t blatantly steal his ideas to make Star Wars, he at least owes Herbert dinner for the coincidence.
But Frank Herbert was one to lose out on a war of pettiness. A year before that UCLA interview, he published Heretics of Dune, the fifth book in the series and the second to last written by him. Late in the book, which is mostly about the future of humanity after the death of The God Emperor, Herbert has a small, inconspicuous passage that certainly feels like a reference to Star Wars. He doesn’t seem to have ever said that officially, so we’ll let you judge:
In the time of the Old Empire and even under the reign of Maud’Dib, the region around the Gammu Keep had been a forest reserve, high ground rising well above the oily residue that tended to cover Harkonnen land. On this ground, the Harkonnens had grown some of the finest pilingitam, a wood of steady currency, always valued by the supremely rich. From the most ancient times, the knowledgeable had preferred to surround themselves with fine woods rather than with the mass-produced artificial materials known then as polestine, polaz, and pormabat (latterly: tine, laz, and bat). As far back as the Old Empire there had been a pejorative label for the small rich and Families Minor arising from the knowledge of the rare wood’s value. “He’s a three P-O,” they said, meaning that such a person surrounded himself with cheap copies made from déclassé substances.
After playing through Pokémon Scarlet and Violet’s epilogue I can definitively say I was mostly let down by the Hidden Treasure of Area Zero DLC. Don’t get me wrong, the “Mochi Mayhem” episode is an hour of silly fun alongside some of the best characters to grace the games’ Paldea region, but it is just that—silly, especially when compared to some of the games’ more memorable moments. – Kenneth Shepard Read More
A Polish-Canadian man has been convicted for projecting “Ann [sic] Frank invented the ballpoint pen” onto the Anne Frank House museum, the message alluding to an antisemitic conspiracy theory that the famed diary was a forgery. What do you think?
“Thank god she wasn’t home to see that.”
Greg Paduri, City Tosher
This Week’s Most Viral News: October 20, 2023
“Finally, someone with the balls to take down Anne Frank.”
NEW YORK—With the beloved characters joyously sharing the warmth of Yuletide cheer as snow fell gently upon Manhattan, HBO’s hit drama Succession concluded Sunday with the Roy family saving Christmas. “After years of sibling squabbles over who would take the throne at Waystar Royco, the hit series has elegantly stuck the landing with an episode that follows Kendall, Shiv, and Roman after they discover that recently deceased family patriarch Logan Roy was not only their father, but Father Christmas himself—and that his passing meant there would be no Christmas unless they could set aside their differences to deliver presents to the world’s children,” wrote New York Times TV critic Miranda Lawrence, praising the way the Roys finally accepted the spirit of the season and gave up their riches to make sure the Christmas wishes of all little boys and girls came true. “My heart melted when Roman put his arms around Rudolph, begging him to believe in himself so his nose would glow again. Each family member learned their own special lesson from the three Christmas ghosts, even Tom, who finally felt secure enough to let Greg turn back into a snowman and go live in the Magical Winter Woods. This finale is sure to go down as one of the greatest of all time, especially after that final shot where the three Roy siblings flew Santa’s sleigh through the night sky in their matching footy pajamas as the voice of Logan Roy could be heard saying, ‘Merry Christmas to all, and to all a fuck off!’” The review also praised Peter Friedman and David Rasche, who played Frank and Karl respectively, for their beautiful rendition of “O Holy Night.”
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.
HBO Max
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.
Episode five of HBO’s The Last of Us marks the midpoint of our nine-episode journey. That’s right, we’re halfway there, and Ellie and Joel are definitely living on a prayer. Look, I’m sorry for the bad Bon Jovi reference but man, this episode is The Last of Us at its most relentlessly bleak. I needed to do something to lighten the mood for myself, and unlike Ellie, I don’t have a book of awful jokes handy. At least this episode also features what I consider the most effective subtle nod to the game in the entire season. We’ll get to that in a bit.
At the end of episode four, Joel and Ellie were being held at gunpoint by two characters who players of the game likely immediately recognized as Henry and Sam. (If you need to catch up, you can find my recap of that episode here.) As episode five begins, we flash back a little while to meet these new characters and learn about what’s driven them into such desperate circumstances.
The Fall of Kansas City FEDRA
At first glance, this episode’s beginning seems like one of pure jubilation. Chants of “freedom!” are heard rising from a crowd that’s celebrating in the streets. But almost immediately, we’re shown the grim side of this happy occasion, with FEDRA officers being executed at point-blank or publicly hoisted into the air by the neck as they twitch with their final struggles for life. An armored vehicle the people have reclaimed roams the streets blasting the message, “Collaborators, surrender now and you will receive a fair trial.” Hmm, yes, somehow I don’t believe you. Maybe it’s the fact that you’re dragging a body behind you that’s stuffed with so many blades it looks like a pincushion, I’m not sure.
As the armored vehicle passes, we see Henry and Sam lurking in the shadows. Henry (Lamar Johnson, The Hate U Give) uses ASL to communicate with his brother, cluing us in to a significant change from the game: Here, Sam is deaf. (Sam is wonderfully played here by young actor Keivonn Woodard, who is also deaf.) In this brief exchange, you can already sense Henry trying to put on a brave face for his much younger brother. The two sneak away unseen by the patrolling resistance which, as we learned in last week’s episode, is hell-bent on finding them.
Screenshot: HBO / Kotaku
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In fact, even as the celebration rages on, Kathleen (Melanie Lynskey), the resistance’s leader, is working, interrogating a group of “collaborators”—civilians who worked with FEDRA before it fell—about Henry’s whereabouts. Lynskey remains chilling in the role, coating her comments in a tone that, on the surface, sounds reasonable and kind, but is so transparently cold and ruthless underneath. “Lucky for you, I’m not FEDRA,” she tells them, saying that if they cooperate, they’ll be put on trial, be found guilty of course, and then have to do some time, “easy.” She’s got her commando assistant Perry (Jeffrey Pierce, who voices Joel’s brother Tommy in the games) by her side, his silent presence lending her words an added threat of danger. Finally someone cracks and tells her that Henry and Sam are with Edelstein, the doctor we saw Kathleen interrogate in last week’s episode.
A moment later, she orders her men to go door-to-door until her prey is found. When Perry shows some hesitation and advises against this plan, we see that she can turn her condescending ruthlessness on him, too. “He’s not my seventh priority, Perry,” she says. “Is that what he is to you?” I’m starting to feel like the way she prioritizes finding Henry above all other concerns may backfire on her in some way. Remember last week, when Perry showed her the ominous, quivering sinkhole in the building, and rather than dealing with it in any real way, she told him to just seal the building off and remain focused on finding Henry? Yeah, I’ve got a bad feeling about this.
Perry asks if they’re really putting the arrested collaborators on trial. Of course they’re not. “When you’re done, burn the bodies. It’s faster,” she says, the way you might ask someone to pick up some milk from the grocery store on the way home.
Henry and Sam stay with Edelstein
Henry and Sam meet up with Edelstein, who takes them into the same cramped attic space we saw Kathleen investigate in last week’s episode. Here, it’s not yet covered with Sam’s drawings, as Henry and the doctor discuss their very limited food supply and total lack of ammunition for their guns. Everything that transpires here has an undercurrent of dread for us, since we already know that Edelstein soon gets captured and executed by Kathleen.
Sam, who can’t hear what they’re saying, sits in the corner, drawing on his little magnetic sketch pad. Edelstein seems like a kind and thoughtful man, showing genuine concern for Sam’s well-being. “He’s scared because you’re scared,” he advises Henry.
Screenshot: HBO / Kotaku
Henry goes to comfort his little brother, who has drawn a masked superhero on his pad. “Super Sam,” Henry signs. Sam is understandably afraid, and Henry tries to reassure him that they’re safe here. “There is one problem, though,” he says. “This place? Is ugly.” He then breaks out the big bag of art supplies that Sam uses to decorate the space. It’s an endearing moment, with Henry creating for his younger brother an alternate reality in which the only real problem facing them is the drabness of their surroundings, and not the army hunting them right outside.
The birth of Super Sam
We skip ahead ten days, to find the attic filled with images of Super Sam blasting evil FEDRA officers and flying protectively over the city. But now, a real problem is bearing down on them: they’re almost out of food, and Sam is hungry. Edelstein’s been gone a whole day, and their hopes rest on him returning with some. We already know he’s not coming back. And yet right out the window, Henry can see resistance officers scouring the city, making leaving a dangerous proposition. They’re in a tight spot.
Finally, Henry has to face the fact that Edelstein isn’t returning. He tells Sam that he’s studied the patterns of the resistance patrols and can guide them to safety. When Sam asks if they killed Edelstein, Henry is honest and says they probably did. Sam clings to Henry for a long time after that. He’s a child growing up in a world in which nothing is ever safe or assured. He must be terrified.
Screenshot: HBO / Kotaku
As he holds his brother and looks at the art decorating the walls, Henry has a flash of inspiration. He tells Sam to close his eyes, and paints a red mask on his face, just like the one Sam’s alter ego sports in all the drawings. Seeing it reflected in his brother’s knife, Sam nods with satisfaction. He’s ready to face the world.
They don’t get far, though. Just as they’re about to leave the building, a gunfight breaks out outside. It’s Joel and Ellie’s unceremonious arrival in Kansas City, and Henry observes as Joel kills the hunters attacking him. We see the wheels in his head turning. “New plan,” he tells his brother.
Meeting Joel and Ellie
Now we come back to the moment that concluded episode four, when the paths of these two duos intersect. Henry’s obviously been keeping an eye on Joel since earlier in the day, and he’s tracked him and Ellie to the apartment building where they’ve crashed for the night.
Joel isn’t exactly thrilled about waking up to the reality of being held at gunpoint, but soon they agree to a tentative truce, and Henry introduces himself as “the most wanted man in Kansas City.”
Over a quiet meal, Ellie asks Sam how old he is, and with Henry acting as an interpreter between them, he responds that he’s eight. (In the game, Sam is closer to Ellie’s age of 14, but him being younger here makes me even more sympathetic to how overwhelming and terrifying his experience of the world must be.) Joel, being Joel, says dryly that they successfully ate together and didn’t kill each other, so they should call it a win and move on. But Henry has a card up his sleeve. “I’m betting that y’all came up here to get a view of the city and plan a way out,” he says. “And when the sun’s up, I’ll show you one.”
“Welcome to Killa City”
The next morning, Henry provides Joel (and us) with some additional context for what went down in Kansas City. Looking out at the city, Joel is struck by the lack of FEDRA, especially since he’d always heard that KC FEDRA ruled with an iron fist. Henry confirms the rumors. “Raped and tortured and murdered people for 20 years,” he says. So if Henry wasn’t part of this monstrous FEDRA, Joel wonders, what, then, was he? When Henry replies that he was something even worse, “a collaborator,” Joel protests and says he doesn’t work with rats. Henry insists that today, he doesn’t have much choice, “‘cause I live here and you don’t.” They need each other, Henry argues. Only he knows where to go, and only Joel has the capacity for violence to get them out alive.
This is all quite different from the game, in which Henry and Sam weren’t native to Pittsburgh (where the game’s version of this storyline takes place), but had just come there from Hartford, Connecticut in search of supplies. They had no connection to the resistance that had risen up in Pittsburgh, but just happened to be people who could help Joel and Ellie get out of the city. In both stories, though, Sam lets us see new sides of Ellie by giving her a fellow kid to geek out with and play with, and having another duo traveling with them for a while illuminates Joel’s growing attachment to Ellie and his sense of himself as her protector, no longer just out of obligation but increasingly out of genuine care and concern.
As the two talk, the sound of kids laughing can be heard nearby. Ellie is showing Sam her tattered book of jokes, and a genuine smile stretches across Henry’s face. “Haven’t heard that in a long time,” he says, mirroring a moment from the game in which Ellie and Sam playfully eat blueberries together and Henry says it’s been a long time since he saw Sam crack a smile.
Perhaps counterintuitively, I find these moments of fleeting happiness among the most devastating in both the game and the show, because I know how things end for Henry and Sam. Their fate is so awful, so bleak, that it makes me think back to Ellie’s question to Joel in episode four: “If you don’t think there’s hope for the world, why bother going on?” I’m once again glad that the TV series at least offered us the reprieve of Bill and Frank, giving us one vision of lives lived well and with meaning, to temper how relentlessly hopeless it all gets for a while.
Henry’s plan
Henry sketches a map of the area showing how Kathleen’s forces have the area on lock. Still, there is a way out, he insists. Sam sits nearby sketching, but Henry doesn’t want him left out of the conversation. “How do we get across?” he signs at his brother. Sam writes intently on his pad for a moment, then holds it up. “TUNNELS.” It’s a great plan, but there’s a huge catch. Kansas City may seem strangely lacking in Infected, but there’s a reason for that. “FEDRA drove them underground 15 years ago,” Henry says. He insists, though, that FEDRA cleaned out the tunnels three years ago. Just what that means or how exactly they did that remains ominously unspoken, almost as if the show’s writers want to plant a seed in our minds about it. Nah, I’m sure it won’t come up again. Henry admits that the plan is “dicey-as-fuck,” but it’s also the only plan they’ve got.
Screenshot: HBO / Kotaku
As they head down into the tunnels, Joel tells Ellie to get her gun out, and it looks like Ellie has to suppress a smile as he’s finally fully shifted from relentlessly denying her a gun to asking her to be ready to use one. However, the tunnels do indeed appear empty, vastly, surprisingly empty, stretching hollowly before them as far as the eye can see. Joel stays on guard but nothing is stirring in these subterranean passageways, and at last they come to a place that looks quite different, where the walls are decorated with the kinds of colorful drawings you might see at a preschool. Passing through a door, they find an abandoned place where people—adults and children—clearly once lived. Amidst all the details—the toys, the posted signs laying out rules, all the other signs of life—one thing stands out: a child’s drawing of two smiling men in body armor, with rifles, labeled “our protectors,” Danny and Ish. And here’s where we come to the episode’s great little nod to the game.
Who is Ish?
First, a little background. In the game, Joel and Ellie’s journey with Henry and Sam briefly takes them along a beach where you can enter a battered old boat and find a note. (Considering that this is near Pittsburgh, that probably makes about as much sense as the beginning of episode two being set “10 miles west of Boston.”) The note is signed by someone named Ish (perhaps a reference to Moby Dick’s sea-faring narrator Ishmael) and details how, after spending some time at sea to hide from the outbreak, he eventually found himself running low on supplies and his boat in disrepair, and returned to shore to take his chances with humanity again.
Ish’s boat on the beach near Pittsburgh, which, yeah, probably doesn’t make a lot of sense. Screenshot: Naughty Dog / Kotaku
From there, you head into nearby sewers, where you can find a small area where Ish lived alone for some time after coming ashore. A note of his you can find there mentions that he met some people who had kids with them and who did not want to shoot him on sight. “Shocking I know,” he comments. The encounter puts the idea in his head that maybe it’s better for him to try trusting other people than it is to continue living alone. “What’s the point of surviving if you don’t have someone to laugh at your corny jokes?” his note reads, a question that cuts to the heart of The Last of Us’ themes. “Tomorrow, I’m going in search of them.”
Soon, you come to a place that’s very much like the one the party finds in the TV series, where Ish lived with other adults and children. In fact, the very same drawing of Ish and another adult named Danny that we see in the show is seen here in the game. Unfortunately, environmental clues also tell us that at some point, infected did get into the settlement, and the results were tragic, with another adult named Kyle and a few children getting trapped in a room by infected, and Kyle killing the children himself to spare them an even worse fate. Another note that you can find in the suburbs upon leaving the sewers reveals that he and a woman named Susan got out, but it’s excruciating to read. “She lost her children,” it says, “and I have no clue what to say to her.”
It concludes with Ish writing that every part of his being wants to give up, but he just can’t. “I’ve seen that we’re still capable of good. We can make it. I have to stay strong… for her.” What happened to him after that remains unknown.
Very often, I feel that Easter eggs are kind of exclusionary. They wink and nod to those people who are in the know, letting those viewers perhaps feel smug about picking up on cool details that fly over the rest of the audience’s heads. This drawing on the wall, though, works either way, I think. If you haven’t played the game, it offers some insight into what life was like here in this underground settlement at one time, and if you do know it from the game, it opens up a whole other narrative to you. A tragedy nested within a tragedy. Right about now, The Last of Us just feels like tragedies all the way down.
Savage Starlight
Sam finds a copy of a Savage Starlight comic, which in the game serves as a collectible Joel can find throughout and give to Ellie. Ellie is immediately stoked at Sam’s find, and the two of them bond over their shared enthusiasm for the series, trading details about which issues they each have. One particularly sweet moment sees Ellie quoting the hero’s catchphrase of “Endure and survive” and Sam teaching it to her in ASL. God, I want these kids to make it. (Around this same stretch of the game, Ellie will occasionally say “Endure and survive” after Joel has finished taking out a group of enemies and it seems like the two are safe for the time being.)
Ellie and Sam play soccer in the game in a moment referenced in the show.Screenshot: Naughty Dog / Kotaku
Other moments here are direct nods to the game, like one when Ellie and Sam play soccer using a makeshift goal painted on the wall. However, a conversation between Joel and Henry that sheds further light on his connection to Kathleen is totally new. Joel apologizes for having called Henry a rat before, saying that if Henry did what he did for Sam’s sake, he understands. Henry finally tells Joel exactly what it is he did do, and why. He paints a picture of a great man, one who “was never afraid, never selfish, and he was always forgiving.” He’s clearly talking about Kathleen’s brother, who he wanted to follow, and would have followed, if only.
“But Sam, he got sick. Leukemia.” And wouldn’t you know it, FEDRA had control of the very limited supply of the only drug that could treat him. So he made a deal, and gave FEDRA what they wanted. He’s still wracked with guilt about it, but the world presented him with an impossible choice that he never should have had to make in the first place. Rather than offer any words of comfort or understanding, though, Joel just says “We’ve waited long enough.” It’s time to move on.
Kathleen and Michael
We find Kathleen standing in her childhood bedroom, in a clearly abandoned house. And as she tells Perry about her brother—who we learn here was named Michael—and how he’d always comfort her during thunderstorms when they were kids, all I could think was, “Oh my god, shut up.” She’s the type of person who’s so convinced that her pain and suffering matter so much more than everyone else’s, that hunting down Henry is good and righteous because he took her brother from her, even though he only did it because it was the only way to save his own brother. Of course her pain and grief are real, but the extremes she’s going to in her pursuit of Henry make me lose all sympathy for her. She’s an egomaniac.
In fact, even her own brother’s wishes don’t matter to her, much as she might pretend to be honoring his life or his memory in this act. “He was so beautiful,” she says about Michael. “I’m not. I never was.” She knows Michael would want her to forgive Henry. He outright told her that when FEDRA had him locked up right before they killed him. But her pain is just too important to her for her to do that. And Perry is happy to validate her worst impulses. “Your brother was a great man. We all loved him,” he says. “But he didn’t change anything. You did. We’re with you.” Thanks, Perry. Big help. I’m sure that won’t encourage Kathleen to do something even more selfish and reckless than all the things she’s already done.
Sniper on the street
Joel and the gang emerge outside of Kathleen’s territory in a suburban neighborhood that seems safe at first glance, and the mood is relatively light as Ellie begins does her best Joel impression and encourages Henry and Sam to come with them to Wyoming. (In the game, Henry and Sam are already planning to track down the Fireflies, but here, they just want to get out of Kansas City for starters.) The calm is broken, however, when a sniper bullet strikes the ground near them and they dash behind a wrecked car for cover, plunging us into a sequence that owes a lot to the game.
The Pittsburgh suburbs section leading up to the sniper encounter is perhaps the game at its most ruinously beautiful.Screenshot: Naughty Dog / Kotaku
Sniper bullets continue to rain down on them, and just as in the game, Joel opts to sneak around and try to come at the sniper from behind. In the game, though, what you find in the sniper’s perch is a young man with a knife, prompting a grisly button-mashing sequence in which you ultimately turn the blade on the man and stab him with it repeatedly. Here, Joel finds an older man, one of Kathleen’s faithful, who refuses Joel’s plea to just drop the gun, instead cementing his own death by turning the gun on Joel. Just then, Kathleen’s voice crackles over a radio. “Hold them where they are,” she says. “We’re almost there.”
“It ends the way it ends”
In the game, the one repurposed Humvee the Pittsburgh resistance claimed from FEDRA soon arrives, but here, Kathleen’s forces are much more well-equipped, and a number of vehicles are soon barreling down on Ellie, Henry, and Sam. Just as in the game, Joel provides cover with the sniper rifle, and here he takes out the driver of the truck leading the charge, sending it careening into a nearby house where it promptly explodes.
Still, Kathleen’s forces close in. Perry sends men after Joel, and Kathleen begins to address Henry, revealing that her hypocrisy and self-importance know no bounds. “I know why you did what you did,” she says, “but did you ever stop to think that maybe [Sam] was supposed to die?” When Henry protests that Sam is just a kid, she replies that kids die “all the time.” That may be true, but it doesn’t change the fact that by her moral calculus, Sam’s life should have been totally disregarded, while Michael’s life should have been prioritized above all. In one truly staggering moment of cognitive dissonance, she says “You think the whole world revolves around him?” as if she isn’t acting like the whole world revolves around her quest for vengeance.
Finally, Henry emerges. “It ends the way it ends,” Kathleen says as she raises her gun to kill him. This calls for a deus ex machina, baby!
Something wicked this way bloats
Just then, the truck nearby teeters and falls as the earth beneath it yawns open, and an absolute tidal wave of speedy infected rise up out of it, a kind of cosmic retribution for Kathleen’s hubris. (A mob of infected also bear down on the group during this sequence in the game, but it’s nothing like this.) Huh, I guess FEDRA didn’t really deal with the infected problem after all, they just tried to brush it aside. Showrunner Craig Mazin knows a thing or two about writing stories where institutions do that, I guess, having worked on Chernobyl as well.
Screenshot: HBO / Kotaku
Suddenly Kathleen’s considerable show of force feels quite impotent, as the assault rifles have little effect in stemming the tide of death. Joel does the best he can to cover his allies amidst the chaos, but Ellie gets separated from Henry and Sam and climbs into an old SUV. Just then, a guttural growl unlike any sound we’ve heard an infected make thus far is heard, and a very different beast emerges from the sinkhole, a formidable, fungus-encrusted chonker of an infected called a bloater, a boss-type enemy from the game. Kathleen’s forces don’t have any of the molotov cocktails or nail bombs I usually use to take these bad boys down, so I think they’re pretty much fucked.
Perry peppers the thing with bullets but they clearly have little effect aside from making it mad. As it bears down on him, he urges Kathleen to get to cover, then turns to face his fate, which is having his head ripped clean off in a death consistent with one of the game’s most horrifying death animations.
Meanwhile, Ellie has a guest in her little SUV sanctuary: a creepy infected who was also a teenage girl before getting turned. Ellie heads out onto the street where she sees Henry and Sam pinned down by infected under a nearby car. With Joel’s help and a few stabs of her trusty switchblade—her signature weapon in the game—she gets them out and they make a run for it. Kathleen stops them yet again, but her success is short-lived, as a young infected—who I think but I’m not certain is the same one that chased Ellie out of the vehicle a moment before—leaps on her and absolutely shreds her to bits. It ends the way it ends.
As Joel leads them away from the chaos, we see the mob of infected, including the bloater, lurching its way back toward Kansas City. Nice going, Kathleen. Great job.
“I’m scared of ending up alone”
Joel and the gang have found shelter in an old motel for the night. In the game, there’s a nice moment here where Henry presses Joel for details about the time Joel and his brother Tommy rode Harley-Davidsons on a cross-country trip. That detail’s been omitted from the show, but the general arc of how things play out here is pretty similar.
“You think they’ll be okay?” Henry asks about the kids as they read Savage Starlight together in the next room, and Joel, in his own taciturn way, offers a kind of comfort to Henry, as a fellow protector of a young charge. It’s easier when you’re a kid, he says. “You don’t have anybody else relying on you. That’s the hard part.” Then comes a bit of playful meta-dialogue as Joel says, “What’s that comic book say? ‘Endure and survive’?” “Endure and survive,” Henry says. Then, after a moment: “That shit’s redundant.” “Yeah, it’s not great,” Joel agrees.
And now, as Ellie jokingly predicted earlier, Joel does indeed invite Henry and Sam to join them on the trip to Wyoming. It’s another one of those seemingly pleasant, hopeful moments that I find all the more painful because we’ll never get to see what might have come to pass if only the world they lived in were a little less dangerous and cruel. “Yeah, I think it’d be nice for Sam to have a friend,” Henry says. “New day, new start.” Okay, writers. Now you’re deliberately twisting the knife, jeeze.
Screenshot: HBO / Kotaku
Though Henry urges Sam to get some sleep, he and Ellie stay up for a bit, Ellie doing different voices as she reads Savage Starlight aloud. But Sam is preoccupied. “Are you ever scared?” he writes on his pad, a question he effectively asks her aloud in the game. (“How is it that you’re never scared?”) Just like in the game, Ellie first jokes that she’s afraid of scorpions, before admitting that what really scares her is the possibility of ending up alone.
In the game, when Ellie asks Sam what he’s scared of, he brings up infected. “What if the people are still inside?” he asks, and it’s the first time that the game directly engages with a terrifying idea that the show brings up early on: whether the person an infected once was remains somehow present and aware, even as they lose all control over their body. The game’s Ellie dismisses the idea, saying “that person is not in there anymore.” Her counterpart in the show, however, seems a bit more troubled by the idea.
The game’s Sam keeps his bite a secret, but in the show, after asking Ellie, “If you turn into a monster, is it still you inside?” he lifts the leg of his jeans to show her the nasty wound. Ellie here does something strange and sweet and hopeless: she cuts her own hand to draw blood and press it into the bite, telling Sam, “My blood is medicine.” If only it were that simple.
What happens the next morning is so awful, I don’t even want to bring myself to write it. If you’re reading this recap, you probably know, and if you don’t, I think you can guess.
Screenshot: HBO
As they bury the bodies near the motel, Ellie sets Sam’s sketchpad atop his grave. On it, she’s written the words “I’m sorry.” She’s withdrawn and just wants to leave. You have to wonder if she isn’t starting to give up on the world herself. Meanwhile, as he looks at the message she’s written, Joel seems, if anything, more committed to Ellie than ever. Something in his face suggests that he wants to spare her an existence made up of this kind of relentless suffering. He collects his gear, picks up the sniper rifle (new weapon unlocked!), and they head west.
As I said above, I find this week’s episode excruciating, so miserable in its outcome that in retrospect, even the few bright spots make it more agonizing. I don’t know about you but good lord, after all this, I sure hope these two catch a bit of a break soon.
It seems I was too quick to judge HBO’s The Last of Us. While the first four episodes certainly kept my attention as well-written and delightfully-shot prestige television, I had been a little let down as the adaptive process of turning the game into a show has, so far, left out the recreation of specific, memorable action sequences from the game. Well, with “Endure and Survive,” the fifth episode of the first (but not the last) season of The Last of Us, the show has revealed that it’s more than capable of adapting the action of the video game, and in some cases, just might be doing a better job with it.
Adapted from the hit PlayStation 3 title of the same name, The Last of Us’ gripping, character-driven plot exists alongside tense, deadly, moment-by-moment combat encounters. The player, as Joel, must overcome both hostile humans and infected with a combination of stealth, firearms, and crudely improvised weapons. For its first four episodes, HBO’s adaptation has, mostly, prioritized the story elements, choosing in some cases not to recreate memorable action sequences or feature unique, crafted props of the kind we’ve seen in the game. It makes sense for television to focus on the actors and the story, but until now I’ve found the show to be missing that key action ingredient I’ve loved so well, not just from seeing the game, but from playing it.
There’s a reason The Last of Us appears on our list of the best action games you can play this year. With a slower cadence than what you find in something like Naughty Dog’s other recent series, Uncharted, and an emphasis on survival, The Last of Us as a game injects tight, intense, action sequences throughout the narrative, reminding you that, however much things might feel under your control during the narrative downtime, you’re never actually safe in its deadly world.. The action sequences are when the rug has been pulled out from under you and you must deal with a situation in the here and the now. Mess up, and someone’s dying.
Our action game list highlighted the sequel, Part II, as being a bit more flexible, with more options for how you approach and respond to various situations. But the sequel follows what the first game already did so well: Moments where, forgive the cliche, all hell breaks loose and you must respond. Immediately. It’s stress-inducing action for sure, but damn, is it a thrill.
While I would’ve certainly traded the first game’s “upside-down” shootout sequence in the “Bill’s Town” level for the beautiful story of Bill and Frank we got in episode three of the show, I was beginning to worry that HBO’s TV adaptation would continue to leave out other, more explosive sequences rather than attempt to translate the immediacy of the game’s action to the screen. But here we are with episode five’s suburban sniper sequence. This gripping scene not only translates the game’s action particularly well, but does so with a narrative revision that makes the carnage even more intense.
Just like in the game, Joel and Ellie have teamed up with Henry and Sam. But this time, Henry and Sam’s situation is a bit more urgent. Kathleen, the leader of a revolutionary force, obsessively wants to see Henry die for his role in her brother’s death. Like the game, Joel, Ellie, Henry, and Sam must travel down an abandoned suburban street, moving from car to car to avoid getting shot by a sniper overlooking the area.
The TV show does depart a touch from this scenario as it exists in the game. To start, Joel isn’t faced with additional hostile forces on his approach to the sniper’s nest. And it becomes clear once Joel deals with the sniper that this individual belongs to the revolutionaries in Kansas City (the game’s parallel version of these events takes place in Pittsburgh and doesn’t feature Kathleen or any of the revolutionaries introduced in episode four). This is one of the improvements the show makes over the original game, something its sequel also worked harder to achieve: lending faces, complicated motivations, and identities to the antagonists.
But we need to talk about the sound design in the sniper sequence first. Though the show has caught my ear before (a particularly unnerving-yet-satisfying ambient music swell as Joel, Ellie, and Tess ascend the stairs in episode two’s museum is one such example), I am unhealthily obsessed with the gunshots in this scene. The exacting and penetrating strike of the sniper rifle’s shot is chased by a split second of silence that could swallow the universe, followed up with a timeless whisper of air and sensually percussive hits on the bodies and windows of cars. Satisfying bangs funneled into powerful clangs, sharp shatters of glass…heavy metal bands will spend their entire careers trying to deliver something so sonically beautiful and destructive at the same time. This is bliss.
The sounds are loveable as special effects and creations on their own, but the effect really drew me in with an intimacy of the kind I’ve felt in video games—and in particular, the one this show is based on. The scene that mirrors this one in the video game is one example, but the latter half of The Last of Us Part II also has a similar sniper scenario. Cover-to-cover movement with the threat of violence pressing you back is successfully brought to life on screen. But we’re not done yet.
Screenshot: HBO
Like in the game, Joel eventually gets to the top of the sniper’s nest, eliminates the shooter and must then get behind the scope as hostile human forces march forward. In the show, the personality-less mob of foes is replaced by new-character Kathleen on her quest for revenge, with her forces in tow. Joel must make several needle-threading shots, one of which is recreated from the game: Hitting the driver of a hostile vehicle, with the camera going behind the scope of the rifle itself. And yes, like the game, that car crashes into a house…a house which has a surprise in store.
The TV show’s vehicle veers off and crashes to the right side. It crashes on the left in the game; this mirror image of recreated scenes seems to be a common element of the show. Joel and Sarah are flipped in their position on the couch in the opening episode; Joel’s “I am sure you will figure that out” line of dialogue to Ellie asking what the hell she’s supposed to do while he naps in the first episode sees the couch he lays on flipped to the other side of the room.
And while a cluster of infected does ultimately flood the street in the game as well, it’s quite different in the show. Here, the emergence of a horde of infected from underground serves as the payoff to some wonderful foreshadowing in the previous episode and earlier scenes in this one, where we learn that FEDRA had previously chased all the infected underground as a way to “fix” the problem. It’s clear that this is something that will resurface to cause a problem. And in this scene, once you see that truck fall into the house…you know what’s coming, and that the hubris that led Kathleen to go to such extremes will soon claim its price.
Screenshot: HBO
Shattering the calm insanity of Kathleen’s myopic quest for vengeance, the fallen truck and the chorus of screams and roars from the mob of infected it unleashes is a powerful release, snapping us out of the daze of trying to follow Kathleen’s justification for cruelty. We’re barely given time to digest the contours of her bloodlust as the infected’s long-buried rage drowns out all, the great equalizer that considers no one safe and needs no justification for its wrath and violence. At the end of this scene, I felt the instinctual urge to put down the controller and take a breath. Except there was no controller.
Episode five’s sniper scenario doesn’t just adapt a key action sequence of the game, it makes it better. The pacing is tighter, more intense. The narrative wrapping pulls you into what’s at stake in a far more satisfying way, and it earns its zombie mob scene. This is the kind of game sequence adaptation I’ve been waiting for in HBO’s show, and it did not disappoint. Until next time, I’m gonna go see if Whole Foods has crow on sale.