ReportWire

Tag: Sarah

  • Starfield Chat: Our First Few Hours With Bethesda’s Space Epic

    Starfield Chat: Our First Few Hours With Bethesda’s Space Epic

    [ad_1]

    Starfield is officially out in Early Access for those who got one of several special editions of Bethesda’s long-awaited sci-fi RPG. Though everyone else will have to wait until September 6, several Kotaku staffers decided to shell out for the Early Access editions and spent the first night of launch zipping around space, hoarding junk in their ships, and blowing up pirates. Here’s what we had to say about our first few hours with Starfield.

    Pre-order Starfield: Amazon | Best Buy | GameStop


    Ethan Gach: Starfield has to be the weirdest big new game experience I’ve had this year. I played five hours straight. I would have kept going but a space cowboy’s gotta sleep. At the same time there were so many things that underwhelmed or confused me. How far did everyone get and what was your most memorable moment?

    Alyssa Mercante: I am currently trying to track down the VC guy with Sarah. I’m still a bumbling idiot in menus, still struggle to quickly determine how much ammo I have in my weapon, which ammo is for what, how to see the map of an interior space (can you?), and other stuff that’s almost all a mix of weird UI and my impatience.

    It’s got the exact kind of grippiness in terms of gameplay loop that I’d expect from Bethesda—I don’t really care about any of this shit yet but I’m sort of lazily plodding on, and mostly enjoying it most of the time.

    Levi Winslow: I’m maybe four hours in? I got to New Atlantis, met Sarah and the Constellation gang, then dipped off to Mars and Venus to hunt for Moara. I’m finding some of the systems quite cumbersome and unintuitive. Like, why do I have to bring up the weapon menu to select a different gun or whatever? It’s weird that in other Bethesda games, you can quick-swap between weapons on the fly, but you can’t in Starfield? Unless I missed something, which is totally possible. The game gives you so many tutorials for its menus and systems that a quick-swap could’ve been buried. Still, though, I’m having a blast living life as a space cowgirl. Currently, I’m on the hunt for some legendary ship.

    Carolyn Petit: I admit, I only got as far as the door of Constellation’s base before calling it a night, and perhaps it’ll grow on me, but it just felt very dated to me, very much like Bethesda holding on to Bethesda design concepts that, in my opinion, it really doesn’t need to hold onto anymore. For instance, when I arrived in New Atlantis, I immediately walk past this group of people who are just dispensing exposition at each other in the clumsiest way. One character says something really disparaging and messed-up about a certain group of people, and someone else calmly replies, “That’s unfair,” before proceeding to rattle off an entire story about a positive experience he had with them, all while everyone else in the group just looks on. People just don’t talk or interact this way in my opinion, and I felt less like I was in a bustling new city and more like I was in line for a ride at Disneyland where animatronic figures are stiffly filling me in on the ride’s lore.

    EG: Yea I didn’t immediately find a way to hot-swap weapons either. Between that and constantly being overloaded with enemy loot and no easy place to go to sell it all, I spent probably a third of my entire session last night just scrolling back and forth over a bunch of weapons (including to see which ones I actually still had ammo for).

    My most memorable moment was talking down the initial pirates you run into outside of that first moon and then blowing them up with the literal red barrel behind them. 2010 is soooo back. I do agree Carolyn it feels very stagey in a dated sort of way. The game is constantly reminding you it’s a game, in a way I didn’t get from say, Cyberpunk 2077. It reminds me so much of The Outer Worlds in many ways, which was a much more satirical take on the whole genre.

    LW: Just adding to your point about blowing up the first space pirates…

    Levi shares a Reddit post showing how one person blew up the barrel behind the pirates before the cutscene could even begin.

    CP: I also didn’t love that the game forces you to go do this combat mission so early on, before you even meet Constellation and really get introduced to the game’s core concept. To me, it felt a bit like Bethesda lacking faith in its own concept of this wide-open spacefaring game, as if it felt the need to reassure gamers: Don’t worry, this is still a video game-ass video game in which you get to gun down lots of dudes.

    LW: I agree. I barely even listened to those dudes. Knowing what I was getting into, I skipped their dialogue and shot them up. Really, I just wanted some quick loot to sell for even quicker cash, which leads me to one of my biggest gripes with this game: There’s so much shit to collect. I know that’s very Bethesda but wow, the sheer amount of stuff to pick up and pore over in this game is staggering.

    CP: That’s one Bethesda-ism I have no problem with. I find it comical and enjoyable. In that research base where you fight the pirates, I saw a little zen garden on someone’s desktop and immediately grabbed it for my own. It’ll be one of the millions of stolen items eventually decorating my ship or my space-house or whatever.

    EG: Has anyone tried to do persuasion?

    LW: Yeah I tried it on the dude at the bar when looking for Moara. (Jack, I think his name was. Maybe John?) I failed it, but then got Sarah to convince him to lower the price of his info, which worked.

    CP: I tried to get out of killing the initial pirate boss with persuasion. I failed, and didn’t fully grasp how it worked. There was a pop-up that said something like “you can’t fail if your previous choice succeeded.” Huh? Anyway, I’m sure I’ll make sense of it in time but it was a little befuddling at first.

    AM: I used one of my first skill points for speech, and tried persuasion with the bar guy as well. It worked, but I also did not fully comprehend what I was doing

    EG: Yea, there’s a later mission where you are trying to convince a dad alienated from his son to hand over a map and at first it’s like, okay how are we gonna navigate 30 years of emotional baggage and then instead I said something like, you know giving him the map is what so-and-so would have wanted, and bingo. It was so goofy.

    Claire Jackson and Zack Zwiezen enter the chat.

    Zack Zwiezen: I’ve used persuasion a few times and it’s been helpful. Skipped the pirate boss fight, for example. I’m still learning how it works, but its nice to see Bethesda bringing back some RPG-ish systems like that. Reminds me of the weird Oblivion persuasion minigame! With the weird circle and sliding stuff around. I don’t think I ever got good at that one. This Starfield one seems a bit simpler and I think I mostly get it.

    Claire Jackson: Good to know you can skip the pirate boss fight…my attempt at resolving that ended up with me bashing an ax into his face. And I was genuinely trying not to kill anyone. Period!

    Maybe it’s just the nature of the game’s opening needing to hold your hand to learn all its complex systems and set you up for the quest, but I was also dismayed that I couldn’t choose to stay on the mining planet. I mean, I touched a weird thing, saw a weird thing, and now some rando is like, “Here take my ship and go talk to this space secret society or whatever, though they won’t have answers for you. Sorry. By the way, you’re a captain now!”

    ZZ: It moves pretty fast and I wonder if that was a reaction to how slow Fallout 4‘s intro was and how people didn’t seem to like that.

    EG: I was so relieved. No messing around.

    ZZ: Agreed. It was nice to just get going. I was worried I’d have to spend four hours in the mine finding a sweet roll for someone.

    CJ: I wanted to mess around lol. I wanted to just hang out and mine some stuff. The game wants me to be a hero so badly, and enough games do that for me that I kinda wanted this to unravel itself a bit more slowly.

    ZZ: I will say, once you get through with that first big quest and intro stuff, the game truly goes, “Okay, do whatever you want.” At that point you can go be a space miner and never worry about the main story again.

    CJ: That’s a relief. So maybe my space gal can be someone who just had one traumatic encounter with space pirates, dropped off some weird who-the-hell-knows-what to these brainiacs, and then just went about her life where she’ll unpack that PTSD-inducing episode after years and years of therapy. That’s all I want. Space therapy.

    AM: Within moments of picking up my rock cutter laser I tried to kill someone in the mines, so the intrusive thoughts are already beating my ass.

    ZZ: Hot tip: That laser cutter is a very good weapon early on and uses no ammo! It stunlocks people and can even blow up their packs, killing others. Handy! And fun.

    EG: Starfield is definitely a resource-extraction fantasy. Mine stuff! Loot stuff! Steal stuff! Use it to do cool things. So far navigating relationships and political factions has really taken a backseat.

    ZZ: It was nice to end my time with the first companion, Sarah, and not feel like she wanted to jump my bones. A break from Baldur’s Gate 3, haha. But yeah, it’s clear that certain parts of Starfield got more attention and resources than others.

    EG: I found a mysterious map to a pirate hideout or something earlier this morning so that’s cool. The thing keeping me excited to come back at the moment is the fact that it still feels like there are a ton of possibilities lurking out there. Whether that’s actually the case or not, the early game is really good at making you at least feel like you’re barely scratching the surface.

    LW: I agree. I’m sure the novelty of Bethesda’s systems will wear thin after a few dozen hours, but the early game has me hooked. Running up to my ship, hopping into the cockpit to blast off into the cosmos, getting into a couple of dogfights with space pirates then looting their ships, landing on a planet to sell my goods before embarking on a bounty—it’s all giving Cowboy Bebop, a fantasy I’ve longed for in video games. It’s not totally there. Some mechanics are still quite unwieldy, but Starfield is letting me live out that bounty hunter lifestyle, and I simply can’t get enough of that right now.

    AM: I did get a similar feeling to one I saw Ethan mention on Twitter (X, whatever) before—I woke up excited to play this. For all the jank, for all the confusing menus, there’s enough good stuff here that I am willing to spend more time exploring, lurking, looting, and what have you. How long will this last me? I’m not sure yet. But for now, I’m not all that angry that I’m going into this long weekend with a cold—now I can just sit inside and play Starfield.

    Pre-order Starfield: Amazon | Best Buy | GameStop

    [ad_2]

    Alyssa Mercante, Ethan Gach, Levi Winslow, Carolyn Petit, Claire Jackson, and Zack Zwiezen

    Source link

  • Can You Have a Fun Vacation on Ozempic?

    Can You Have a Fun Vacation on Ozempic?

    [ad_1]

    At Christmas dinner, Jenny Burriss remembers eating exactly one bite of beef before feeling full. She had just upped her dose of semaglutide—the diabetes and obesity drug better known by the brand names Ozempic and Wegovy—and her appetite had plummeted. She had also lost her taste for alcohol, a side effect of the drug. So before her vacation a couple of months later, she decided to skip a dose. She was going to Disney World, and she wanted to enjoy the food—at least a little.

    She was indeed hungrier after skipping her weekly injection, but not ravenously so. At the Biergarten buffet in Epcot’s Germany pavilion—where she might have once piled her plate high, justifying to herself that, after all, this is vacation—she was satisfied by just a small taste of everything. At the French pavilion, she savored a Grand Marnier orange slush. She didn’t lose weight at Disney World, but she didn’t gain any either.

    Semaglutide works by suppressing the appetite and promoting a feeling of fullness. More fundamentally though, it works by altering one’s relationship with food. Doctors see the drug as a powerful biochemical tool to help patients build healthy long-term habits. Eating becomes a source not of comfort or pleasure, but simply of sustenance. “It takes a little bit of the enjoyment out of it,” Burriss told me. “But that’s healthy,” she added, for someone like her, who had a compulsive relationship with food. Semaglutide has helped her lose about 40 pounds. As the drug has exploded in popularity for weight loss, though, people who use semaglutide to reset their eating habits are navigating a world where food and the anticipation of it are still central to celebration. Semaglutide is meant to be taken regularly as a lifelong drug. So what to do on vacation, when enjoyment is kind of the point?

    For some, deciding to forgo the dose while traveling is just a practical consideration. Semaglutide’s side effects usually taper off as the body adjusts, but they can range from the mildly inconvenient to the terribly uncomfortable: nausea, vomiting, fatigue, constipation, diarrhea, heartburn, sulfur burps. No one wants to get hit with a bout of diarrhea as a plane is taking off.

    For others, staying on the drug removes the compulsion and distraction of thinking about food. They enjoy that peace, even on vacation. Semaglutide quiets what some patients call the “food noise” in their brains: waking up in the morning and immediately wondering what to eat today. Mexican? Pizza? Oh, let me look at some menus. It can be overwhelming to experience and exhausting to constantly counter. Fatima Cody Stanford, an obesity-medicine doctor at Harvard, told me that her patients on semaglutide like being able to attend a wedding or a party “without having to worry about overindulging.” Janice Jin Hwang, an obesity-medicine doctor at the UNC School of Medicine, says she tells patients not to see vacations as cheat days. “I don’t like to make it a dichotomy where it’s your normal time and your vacation time,” she says, advocating instead for a more balanced approach all the time.

    People who want to skip while on vacation, though, are swapping tips and experiences online, sometimes in lieu of official medical advice. By and large, those I spoke with, like Burriss, told me that they were looking for a middle ground, not to go completely overboard on food. “I certainly didn’t want to pig out,” says Sarah, who skipped a dose for a 10-year-anniversary trip to the Bahamas. “I just didn’t want to have that weird nauseous feeling or not be able to enjoy wine.” Sarah, whose last name I’m not using to protect her medical privacy, has always loved researching the best restaurants on vacation. This time, she felt some of the thrill of anticipation, but she ate moderately and chose healthy options, such as fresh fish. Allyson Gelman, who skipped while on vacation in Mexico City, told me she still ended up canceling an eagerly awaited 12-course tasting menu. When she eats too much or too unhealthily on semaglutide, she has to vomit; she’s sometimes had to run to the bathroom after overdoing it in a nice restaurant. In Mexico City, she could still feel the drug’s effects lingering in her system, and she knew she wasn’t getting through 12 courses without throwing up.

    Semaglutide does take several weeks to clear from the body, so skipping just one dose attenuates but doesn’t eliminate the effects of the drug. Marnie, whom I’m also identifying by only her first name for medical privacy, has been regularly taking her prescribed Wegovy every other week. In the second week, she can feel her side effects start to fade and her hunger start to return. For her, skipping is largely about managing her side effects, because the drug still leaves her very tired. She’s probably losing weight more slowly this way, she says, but she’s okay with that. In certain cases, Stanford, the doctor at Harvard, told me she has instructed patients who don’t need the full dose for weight loss to go longer between injections to modulate severe side effects. (Bafflingly, she’s found that insurance won’t cover a smaller-dose injection pen.)

    The explosion of interest in semaglutide is so new, though, that doctors and patients alike are still figuring out what it means in the long term—not just in two or three years, but in 20 or 30. How long do the effects last, and how permanent are these new habits? Burriss believes that, for her, there is room for the occasional indulgence, during a special event or vacation. “It’s not an everyday thing,” she said. And indulging while on semaglutide is still nothing like bingeing without it.

    [ad_2]

    Sarah Zhang

    Source link

  • The Last Of Us Episode 9 Recap: A Powerful, Haunting Finale

    The Last Of Us Episode 9 Recap: A Powerful, Haunting Finale

    [ad_1]

    Screenshot: HBO

    Well, friends. We’ve come to the end of the road, at least for now. Episode nine of HBO’s The Last of Us is the season finale, bringing us to the end of the story told in the first game. Even the episode’s title, “Look for the Light,” neatly closes the loop opened by that of the first episode, “When You’re Lost In the Darkness.” Deeply faithful to the game’s provocative, morally ambiguous ending and other famous story beats in its final chapter, the episode nonetheless departs from the source material in a few key ways, starting with its opening. Let’s start with the beginning of the end.

    Ashley Johnson as Ellie’s mother Anna

    Notably, this is the first entry since episode two that begins with a cold-open prologue rather than the title sequence. After the first two episodes, I actually thought this was something the show might be committed to in the long term, with each episode kicking off with a different, relevant glimpse of life before the pandemic or some other thread that could inform our understanding of what was to come. But no, the device fell away early on, only to make one last return for the season finale, with a flashback that doesn’t exist in the game and that gives us a new perspective on two key characters: Marlene, and Anna, Ellie’s mother.

    A few days ago, Neil Druckmann, co-creator of the game The Last of Us and one of the showrunners of HBO’s prediction, tweeted this:

    The image here is not a reference to a real thing that exists in our world. Rather, it’s a fictional comic book referenced in Uncharted 4, the final game in Naughty Dog’s other big franchise of the past 15+ years. But it speaks to the idea that Anna, Ellie’s mother, is a character who the writers of the game (and now the show) have thought a lot about, even if, until now, she’s never actually been seen. Players of the game will know that she and Marlene were friends, that Marlene promised Anna she’d look after Ellie, and that Anna was alongside Marlene in the fight for a better world, but this is her first actual appearance in official The Last of Us media, and the actor playing her is none other than Ashley Johnson, who plays Ellie in the games.

    We see Anna running through a forest, pursued by shrieking infected. As if that weren’t tough enough, she’s pregnant and going into labor. She emerges into a vast clearing dominated by a farmhouse, the Firefly insignia emblazoned on the nearby grain silo.

    Racing to the top of the house, Anna barricades the door with a chair and draws a familiar-looking switchblade. Tragically, the determined infected busts through, and though Anna plunges the switchblade into its neck, it’s not before she’s bitten, sealing her fate. Ellie is born, and Anna cuts the umbilical cord. It must be something about the timing of all this that resulted in Ellie’s immunity.

    Anna takes a moment to bond with her daughter, as we watch, knowing she has a few hours at best to spend with the child. And the credits roll.

    One lie comes before another

    Night falls, and three lights cut through the darkness, a possible visual nod to the Firefly slogan. Marlene and two men find Anna still in that room, quietly singing to baby Ellie. The song she’s singing is “The Sun Always Shines On T.V.” by A-ha. It’s a song we know Ellie hears later in life, as she has a cassette tape of A-ha’s greatest hits in episode seven, which makes use of the band’s “Take On Me” at one point. (Interestingly, though “Take On Me” was a bigger hit in the U.S., “The Sun Always Shines On T.V.” outperformed it in the UK.)

    Ashley Johnson as Anna in HBO's The Last of Us.

    Screenshot: HBO

    Marlene immediately sees the bite on Anna’s leg, and here’s where something extraordinary happens: Anna says she cut Ellie’s umbilical cord before she was bitten. Of course it’s perfectly understandable. She did cut it only moments after, and whatever survival instinct she may have once had for herself has likely now transferred onto her daughter. She wants to give her daughter a chance. But as a thematic device, it’s significant because it bookends this final episode with lies. Ellie’s life begins with a lie, and later, it’s changed by one, both from people who, in their own ways and for their own reasons, are very invested in keeping her alive.

    Anna, reminding Marlene that they’ve been friends for their whole lives, tells Marlene to kill her and to take care of Ellie, and to give her the switchblade. Marlene protests that she can’t, she can’t do any of those things, she especially can’t kill her friend, but then she musters the strength to do so. She is no stranger to gritting her teeth and doing what must be done in the struggle for a better world. You can tell it eats her up inside, but the world of The Last of Us offers little alternative for one who is truly, deeply committed to making a difference.

    Outside Salt Lake City

    Now the show leaps into its approximation of the game’s final chapter. In both, Joel is uncharacteristically chatty, his bond with Ellie no longer in doubt after all they’ve been through together and especially after the harrowing events of episode eight. Ellie, by contrast, is preoccupied, remote, distracted perhaps by the magnitude of what their arrival in Salt Lake City could mean. While the Joel of the game talks about what a beautiful day it is, TV Joel excitedly shows Ellie that he found a can of Chef Boyardee, calling back to their campfire meal in episode four when the good chef’s awesomeness was one of the few things they could agree on. Both Joels talk about one day teaching Ellie guitar, and though she says she’d like that, it’s clear that right now, she has other things on her mind.

    Joel and Ellie walk down a highway outside Salt Lake City while Joel comments on the breeze in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    One interesting detail from the game that’s omitted from the show is a dream that Ellie tells Joel about, in which she’s on a plane and it’s going down, so she busts into the cabin only to find that there’s no captain. So she takes the controls but she doesn’t know what she’s doing, and just as the plane is about to crash, she wakes up. It’s a pretty typical anxiety dream—I actually have nightmares about plane crashes from time to time myself—and it makes sense that Ellie would feel that her life is out of control, but she remarks on the strangeness of having a dream set on a flying plane when she’s never flown on a plane in real life. She never got to experience the pre-cordyceps world, and yet the ghost of it is everywhere around her.

    The famous giraffe scene

    Joel and Ellie cut through a building on their way to the hospital, and in the show, for what I’m pretty sure is the first and only time, Joel does something he does repeatedly in the game: he boosts Ellie up, here so she can lower a ladder for him. However, the usually attentive Ellie is caught off guard by something and instead ends up just dropping the ladder and running off to look at something. Joel pursues her, perhaps worried at first that she’s in danger, and what follows is one of the game’s most famous moments, faithfully recreated in the show.

    Joel looks on happily as Ellie feeds a giraffe in a moment from HBO's The Last of Us.

    Screenshot: HBO

    What he finds is Ellie, standing awestruck by the sight of a giraffe, peacefully munching on some leaves growing on the building. In the game, Joel encourages Ellie to pet the giraffe. In the show, he encourages her to grab some leaves and feed it a little bit, and the sight of its long tongue reaching out for that green goodness is pretty great. For Joel, though, the best sight here is the sight of Ellie enjoying this moment. You can tell, particularly in the show thanks to Pedro Pascal’s acting, that Joel is happy to be alive to witness and share in this moment with her. So often, it’s not the thing itself that matters, so much as it is the sharing of it with someone.

    Read More: The Last Of Us Show Tries To Change What The Game Tells Us About Joel

    Perhaps part of why we’re drawn to apocalypse stories is the way they can help us focus on what really matters. There’s a line in last year’s HBO post-apocalypse prestige drama Station Eleven (based on the novel by Emily St. Mandel) from central character Jeevan who says, “Having just one person, it’s a big deal. Just one other person.” I’m reminded of that in this scene. Like Station Eleven, The Last of Us is deeply concerned with what makes our lives mean something, and in my experience, that’s always tied up in connection with others, in one way or another.

    Joel and Ellie stand looking out on an overgrown balcony in the game The Last of Us.

    Screenshot: Naughty Dog

    Joel and Ellie stand looking out on a balcony in a moment from HBO's The Last of Us.

    Screenshot: HBO

    Moving to another spot which lets them watch the whole giraffe family walk off into the distance, Joel asks Ellie a question he asked her much earlier in the game, or, in the case of the show, way back in episode two, as they stood looking toward the capitol building in Boston. “So, is it everything you hoped for?” Ellie recalls that moment too and says it’s had its ups and downs before repeating something she said back then as well: “You can’t deny that view.” It’s a moment that makes us feel the journey they’ve been on, all the ground they’ve covered, the time that’s passed, and all the ways in which things between them have changed from that moment so much earlier, when all Ellie was to Joel was some human cargo he resented having to deal with. Coming to this moment in the game again as I replayed it for this recap, knowing what was coming, I almost wanted to linger there forever, to let them linger there forever, and spare us all the pain ahead.

    Now, he doesn’t want to imagine his life without her again, and so he tells her that she doesn’t have to go through with this. In both the game and the show, her response is the same: “After all we’ve been through, everything that I’ve done, it can’t be for nothing.” She tells him that once this is done, they can go wherever he wants, but “there’s no halfway with this.” In the game, Joel looks up just in time to see the last giraffe disappear into the distance. The moment has passed. Their choice is made.

    Joel confronts the past

    Next, their journey to the hospital takes them through a triage camp the army set up in the days immediately following the outbreak. In both the game and the show, this is the site for a confrontation of sorts with Joel’s past, though that takes very different forms in each version.

    Joel holds a photograph of himself with his daughter Sarah at a soccer game from the game The Last of Us.

    Screenshot: Naughty Dog

    In the game, Joel mentions having been in a similar camp after the outbreak. When Ellie asks if it was after he lost Sarah, he says yes, and she tells him how sorry she is for his loss. Previously, Joel’s forbidden Ellie from mentioning any of his losses, from talking about Tess or his daughter, but this time, he says “That’s okay, Ellie.” A short time later, Ellie gives Joel the same photograph of himself with Sarah that he refused earlier when Tommy offered it to him. Ellie says Maria showed it to her back at the dam and she stole it. Joel, obviously moved, says, “Well, no matter how hard you try, I guess you can’t escape your past. Thank you.”

    In the show, however, we return to something first teased back in episode three. At the time, Joel said that the scar on his forehead was from someone shooting at him and missing. Now, he tells Ellie that the wound is what landed him in triage, and also that “I was the guy that shot and missed.” After Sarah’s death, he “couldn’t see the point anymore,” he says, but he flinched when he pulled the trigger. “So time heals all wounds, I guess?” Ellie asks. Joel says “It wasn’t time that did it” and gives her a meaningful look.

    Ellie reads from her book of puns in a moment from episode 9 of HBO's The Last of Us.

    Screenshot: HBO

    After this emotionally heavy moment, Joel seeks to lighten things up by actually requesting some shitty puns. It’s a great little exchange, with Joel and Ellie disagreeing on the quality of some of the jokes—one she declares “actually good” and he calls “a zero out of ten”—but my favorite bit is when Ellie says “People are making apocalypse jokes like there’s no tomorrow.” Joel at first looks scandalized but when Ellie asks, “Too soon?” Joel says, “No, it’s topical.” Joke time is soon interrupted, though, when some kind of gas grenade gets tossed their way, Ellie is dragged off, and Joel is conked on the head with a rifle.

    One last dance with infected before all is said and done

    This episode and its differences from the game’s corresponding sequence reveal some interesting differences in how the game and the show approach pacing and combat. In the show, episode eight was the final crucible, the peril and terror of that situation solidifying Joel and Ellie’s bond, and it likely would have been anticlimactic for the two to have another encounter with infected at this point. The dramatic purpose of such encounters has already been fulfilled. There’s really nowhere else for them to go. In the game, however, as a mainstream commercial product released in 2013, it would have been strange for there not to be one final encounter with infected. For many players, such combat is first and foremost what they come to a game like this for. So you do have one final encounter with a whole mess of infected (including multiple bloaters) in the partially flooded tunnels near the hospital. Once they’re all finished off, Joel utters Ellie’s favorite catchphrase, “Endure and survive.”

    Underwater, Joel sees Ellie framed by light in the distance in a moment from the game The Last of Us.

    Look for the light.
    Screenshot: Naughty Dog

    They’re not out of the woods yet, though. A bit later, Joel gets stuck in a bus that’s rapidly filling with water. Ellie (who can’t swim) attempts to rescue him, but is herself swept away. The current carries Joel toward her and he sees her, framed by light, before pulling her up out of the water and attempting to resuscitate her. This is where the Fireflies find them, and knock Joel unconscious.

    Marlene and morality

    Joel wakes up in a room with Marlene (Merle Dandridge in both the game and the show), who marvels at the fact that the two of them came all this way and survived, that Joel actually managed to deliver Ellie there, when the same journey cost the lives of so many of her people. “It was (all) her,” Joel says. “She fought like hell to get here.”

    Marlene speaks to Joel (not pictured) in a moment from HBO's The Last of Us.

    Screenshot: HBO

    When Joel insists on seeing Ellie, Marlene tells him he can’t. “She’s being prepped for surgery.” When Joel realizes that cordyceps grows in the brain and that the surgery Marlene is describing means Ellie’s death, well, he knows what he has to do.

    Notably, in the show, Marlene offers a more detailed explanation of Ellie’s immunity, and how the doctor intends to use that to create a cure. I suspect that this, along with Joel’s line back in episode six suggesting that if Marlene says they can make a cure, they can do it, are meant to deflect the fairly common response to the show’s central moral dilemma, a response I saw as recently as this past weekend on Twitter, that says “They probably wouldn’t have been able to make a cure anyway.”

    My issue with this response is that I view it as a reluctance or refusal to engage with The Last of Us on its own terms. I think it’s a copout, a way to more easily justify what Joel does by saying “the stakes weren’t that big anyway” by disregarding the internal logic of the work itself. Sure, if you view The Last of Us in “realistic” terms, you can say that the odds of a vaccine being made weren’t great, but that’s not the moral dilemma we’re being asked to engage with here. The game and the show both work to establish this as a situation in which a vaccine is clearly possible.

    The game does this in part through an audio diary you can find in the hospital in which the lead surgeon rattles off a bunch of whatever the medical equivalent of technobabble is, terms and phrases that are meant to sound legitimate within the fiction of the game and establish that the surgeon knows what he’s talking about. He then says, “We’re about to hit a milestone in human history equal to…the discovery of penicillin. After years of wandering in circles, we’re about to come home…All our sacrifices, and the hundreds of men and women who’ve bled for this cause, or worse, will not be in vain.” We are meant to view what Joel does as in opposition to that, as overriding all of that. That’s not to say that we can’t still conclude that Joel is right to do what he does. But we should at least consider it within the moral calculus that the game and the show actually establish.

    Marlene speaks to Joel (not pictured) in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    Ten years ago, I felt that so many players’ reaction to the game’s climax was not just one of agreeing with Joel but one of cheering “Fuck yeah!” while he did what he does, of reveling in his undoing of everything the Fireflies have done, in his murder of Marlene, and I wonder if some of that isn’t just because it’s very easy to feel fully aligned with someone when you’ve spent so long walking in their shoes. But I can imagine a game focused on Marlene, one that follows her for years and years, from establishing the Fireflies, working with and then tragically losing Ellie’s mother Anna, watching over Ellie from afar while trying to undermine FEDRA and seeking a cure or some way to unfuck the world, all the while seeing her fellow passionate believers fight and die alongside her, and then coming to the heartbreaking moment where her own best friend’s daughter is the world’s last best hope. I wonder if, given the chance to experience Marlene’s struggle that way, to see things from her perspective, some people who see the ending of The Last of Us in very simple terms might find their view of it complicated.

    And this was Anna’s fight as well. You can find an audio log that’s effectively Marlene speaking to Anna, to the memory of her friend, and in it she says “Here’s a chance to save us…all of us. This is what we were after…what you were after.” I don’t think any of this is at all easy for Marlene. I think she’s just learned by now how to do even the things she finds very, very hard, if she believes it supports the greater good.

    None of this is simple. I’m conflicted about it myself, and I do sometimes put one life ahead of many. (It’s just a game, of course, but you’d better believe that at the end of Life Is Strange, I made the choice to save the one person I felt close to and cared about deeply over a town full of others.) And I have no problem with Joel doing what he does. As I’ve said before, I want art and media that depicts human beings doing questionable or complicated or awful things sometimes. I just want people to actually engage with that complexity, rather than acting as if feeling at all conflicted about how all this plays out is silly and that Joel does the only reasonable thing he could have done.

    Saving Ellie, dooming the world

    Marlene, sensing that Joel is gonna be a problem, tries to have him escorted out of the building. However, he kills his escort, and fights his way through the hospital to save Ellie. In the game, I find this sequence quite challenging. The hospital provides your Firefly enemies with so many opportunities to flank you. The Joel in the TV show seems to have it considerably easier. (And in case anyone is wondering, yes, in the game you do get a new weapon, the assault rifle, here, just like Joel does in the show.) In any case, he kills a whole mess of dudes on his way to Ellie.

    A surgeon tries to fend Joel off with a scalpel in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    Arriving in the operating room, Joel orders the doctor to unhook her. He grabs a scalpel and stands in Joel’s way. Joel kills him, too. Yes, the doctor was about to take her life. By doing this, though, Joel has taken the life of someone who was deeply loved by somebody else. And how many of the people he killed on his way up here will also leave a void in the lives of people after today? God, what a moral mess.

    Joel has one last encounter before he makes his escape, this time with Marlene. In both the show and the game, Marlene asks Joel to consider what Ellie herself would want. The look that plays across his face in both cases shows that he knows what he’s doing isn’t what she’d want.

    After years and years of working tirelessly for a shot like this at a better world, after sacrificing so much, Marlene, too, is killed. “You’d just come after her,” Joel says, before pulling the trigger.

    Joel’s lie near Jackson

    Ellie wakes up in the back of a car, still in her hospital gown. Joel’s driving them to Jackson, and when she asks him what happened, he feeds her a lie about there being dozens of people who share her immunity, and the doctors not being able to make any use of it all, to the point that “they’ve stopped looking for a cure.” Ellie is obviously crushed.

    Significantly, in the game’s short final sequence, you play as Ellie as she and Joel walk the last bit of distance toward Jackson. Joel, ready for his life with Ellie to begin in earnest, starts talking about how much he thinks Sarah would have liked him. Ellie is, of course, preoccupied, and eventually she stops Joel, and starts talking about how she lost Riley.

    Ellie looks pleadingly at Joel in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    The point of the story, I think, is that Ellie felt left behind (sorry) by Riley’s death, that she would have rather died if it could have meant a cure than being alive, and that she suspects Joel made a choice of his own accord to save her rather than let that happen. Joel, perhaps sensing where this is going, tries to offer some of his old-fashioned wisdom about how it can be tough to come to grips with surviving but you keep finding things to live for. But she demands a straight answer, asking him to swear that everything he said about the Fireflies is true. “I swear,” he says.

    Joel looks at Ellie (not pictured) in the final moments of HBO's The Last of Us (season one).

    Screenshot: HBO

    There’s a long pause. Is she doubting him? Deciding whether she can trust him? Debating telling him that he’s full of shit? Where would any of that leave her now, in this world where everything she thought she was living and fighting for has now evaporated into nothing?

    “Okay,” she says.

    Final thoughts

    Playing through the game again alongside watching the series gave me a lot to think about. Perhaps most of all, I thought about how, just by virtue of being an interactive experience that’s set in perhaps the most lovingly rendered vision of the post-apocalypse ever created, the game The Last of Us is much more about the haunted world than the show is. Naughty Dog clearly approached designing the locations you pass through very thoughtfully. They didn’t just design some assets and then toss them together. Quite the opposite. For every house or apartment you enter, you can tell that Naughty Dog asked themselves questions like: Who lived here? What was their cultural background? What did they do for a living? Did they have any pets? Most of us probably know the sense of emptiness a person can leave behind when they die. Closets filled with clothes they’ll never wear again. A toothbrush in the bathroom. This is a world filled with that emptiness.

    On the other hand, I appreciate that the television show found a few opportunities, here and there, to remind us that even in its world, love is possible, and by extension, lives of meaning are possible. The game, with its framing of Bill and Frank’s relationship, with the tragedy of Henry and Sam, leans so relentlessly into loss and tragedy, with little dramatic counterpoint to remind us what love in this world—any kind of love, the love between a man and his adopted daughter, for instance—can even look like. Of course episode three—the Bill and Frank episode—was the most radical instance of the show departing from the game to offer an image of love, but it wasn’t the only one. Marlon and Florence in episode six got so little screen time, but there, too, thanks to the two wonderful actors cast in those roles, we got a sense of a real, lived-in relationship, people being there for each other across decades.

    All of this is to say that I appreciate that the creative team behind the HBO show approached this undertaking as an adaptation, not merely a retelling or recreation. Now the wait begins for the show’s next season, when I look forward to finding out how they continue to not just re-tell the exact same story we’ve already experienced, but adapt it for a new medium.

    [ad_2]

    Carolyn Petit

    Source link

  • The Last of Us Show Destroyed Everyone With Two Words: Baby Girl

    The Last of Us Show Destroyed Everyone With Two Words: Baby Girl

    [ad_1]

    Screenshot: HBO / Kotaku

    The latest episode of HBO’s The Last of Us is full of standout scenes. While episode 8, “When We Are In Need, is full of tension, drama, and even a bit more action than the show typically gets into, the moment that has viewers in a chokehold right now is one of its quietest: when Pedro Pascal’s Joel calls Bella Ramsey’s Ellie “baby girl.” It’s just one line, but in the overarching story of The Last of Us, it means everything.

    Why it matters that Joel called Ellie “baby girl”

    In both HBO’s show and Naughty Dog’s game, the relationship Joel and Ellie have fostered throughout their cross-country odyssey doesn’t culminate until winter sets in. At long last they’ve finally moved past their initial grievances about traveling together, and have started to really open up about their pasts and their hopes for the future. While the specifics of when and where differ between the show and game, Joel and Ellie have talked about grief, shared the things they wish they could have done in a world not overtaken by the cordyceps fungus, and openly shown care for each other. They’ve fought and survived together for a long time, but now seem able to drop their guard. Ellie finds the companionship she’s been missing in this desecrated world, and Joel opens himself up to care for someone in a way he hasn’t in 20 years.

    He finally acknowledges this with words when he calls Ellie “baby girl,” which was a term of endearment he used for his daughter Sarah before she was killed by the military during the initial cordyceps outbreak, as seen in the first episode. Before this week, The Last of Us made several references big and small that suggested Joel’s initially guarded attitude toward Ellie was deeply rooted in his own grief. Consider his occasional glances at his broken watch, which Sarah gave to him the night she died.

    While Joel and Ellie shared some brief moments of connection before, Joel’s already loved and taken care of a young girl once in his life, only to have her ripped away in the most traumatic way possible. The show made this explicit in episode six by having Joel and his brother Tommy discuss how his growing attachment to Ellie made him fearful for her life and his ability to protect her. This was to the point where Joel was ready to leave her in his brother’s care because he feared he would fail Ellie the way he feels he failed Sarah.

    By the time we get to the final scene of this week’s episode eight, Ellie has protected Joel in the same way he protected her. The gap between them has been fully bridged, and Ellie has had to survive the traumatic events of fighting through a group of cannibals and predators without Joel’s help. So when Joel finds her bloody and scared in the winter cold, he holds her and calls her “baby girl.” In a simple nickname, Joel and Ellie’s burgeoning relationship becomes indelible.

    The fan reaction to Joel calling Ellie “baby girl”

    Meanwhile, fans are having a moment about it.

    And who could blame them? Pascal and Ramsey put their entire The Last of Ussy into that scene. They both sold that shit. Now that all The Last of Us newcomers watching are properly invested in Joel and Ellie’s relationship, I’m excited to see how these fans feel about the events of next week’s finale, which I’m sure will be universally accepted and not at all divisive.

    [ad_2]

    Kenneth Shepard

    Source link

  • The Last Of Us Episode 6 Recap: Ellie The Goodbye Girl

    The Last Of Us Episode 6 Recap: Ellie The Goodbye Girl

    [ad_1]

    Screenshot: HBO

    Last week’s episode of The Last of Us was perhaps the show at its most bleak and devastating. Thankfully, episode six, entitled “Kin,” offers us a bit of a tonal reprieve, with enough scenes of hope and possibility for life in the post-cordyceps world to remind us that it is still possible to carve out lives worth living. That’s not to say that it lacks for emotional impact, however. On the contrary, it contains the scene that arguably serves as the crux for the emotional journey that Joel and Ellie go on together, and it represents the show at its most faithful to the game that inspired it, recreating the scene beat for beat and almost word for word. It’s a good thing, too, as it’s one of those moments that works so well in the game that it’s best left alone. However, the episode also departs from the game in a number of key ways, making it a particularly interesting one to compare and contrast with Naughty Dog’s original version of the tale.

    Marlon and Florence

    The episode begins by briefly making us re-witness the horrible tragedy that ended episode five. From there, it’s THREE MONTHS LATER, and a landscape covered in snow. Interestingly, the events of this episode correspond to the game’s fall chapter, but the show transplants them to winter. A man is bringing white rabbits he’s killed back to a cabin, perhaps a nod to the scene that opens the game’s winter section, in which a white rabbit emerges from a mound of snow only to be pierced by one of Ellie’s arrows.

    At first, I wondered if this might be Joel, thinking maybe he and Ellie had found a place to wait out the harshness of winter. But no, it’s someone else, a man named Marlon, and as he enters the cabin, we see his face: it’s the great actor Graham Greene. Perhaps best known for his performance in Dances with Wolves, Greene is one of those actors who I always felt deserved a more robust and prominent career. Sadly his role here is small, but he makes the most of his screen time.

    Actor Graham Greene as Marlon appears apprehensive in a moment from HBO's The Last of Us.

    Screenshot: HBO

    Waiting for him in the cabin is a woman named Florence (played by the also-fantastic Elaine Miles of Northern Exposure), who tries to tell Marlon something with her eyes. (Neither Marlon nor Florence’s names are spoken in the show, but HBO has revealed them in casting announcements.) As he sets down his bow and takes off his coat, Joel makes his presence known, stepping out with a gun and telling the man to get rid of his. But what makes this scene a pleasure is the way that neither of the cabin’s residents seem all that shaken by Joel’s presence. It’s just one more thing for the two of them to bicker over.

    It’s almost comedic, how unaffected they are by Joel’s efforts to be a fairly intimidating interrogator. When Joel says he’s looking for his brother, Marlon immediately says “Well, I ain’t seen him.” When Joel asks him to point out where they are on a map, he says “If you’ve got a map, why are you lost?” When Ellie, hiding out above, asks if she can come down, Joel says no but she does it anyway, prompting Florence to look at Marlon and laugh. Yep, Joel doesn’t exactly have great control of the situation, but these are decent people.

    My favorite moment in this scene comes when Joel tells Marlon that he’s found a great place to hide. Marlon says he’s been there since before Joel was born, that he came there to “get the hell away from everybody,” to which Florence volunteers that she didn’t want to, and Marlon sighs and waves his hand dismissively at her. You get a sense of the understanding these two have of each other, having shared a lifetime together. They have great “old married couple” vibes, and after the bleakness of last week’s episode, it’s a welcome reminder that there are still people, here and there, living lives of love and meaning.

    They leave Joel and Ellie with a sense of foreboding, however, painting a picture of nearby towns swarming with infected, and when asked for advice on the best way west, Marlon says “go east.” In particular, he warns Joel and Ellie not to go past a nearby river. “We never seen who’s out there, but we seen the bodies they leave behind,” Florence says. “If your brother’s west of the river, he’s gone.”

    A more vulnerable Joel

    As Joel and Ellie leave the cabin, something alarming happens: Joel has some kind of episode, perhaps a panic attack, that finds him leaning against a post and clutching his chest. Ellie seems concerned about him but in the moment, she may be more worried about herself. “Just a reminder that if you’re dead, I’m fucked,” she says. In the game, Joel doesn’t seem susceptible to issues like this, generally seeming far more physically capable than most people in their mid-50s and only ever appearing physically distressed when he’s seriously injured (more on that later).

    Pedro Pascal as Joel leans against a post with his eyes closed in a moment from HBO's The Last of Us.

    Screenshot: HBO

    This moment works to make Joel seem more human and vulnerable to viewers, and to set up a crisis of self-confidence that he tells his brother about later. It also reminds us of just how much Ellie is relying on him to remain alive and capable, as it crystallizes just how much is at stake for Ellie later when Joel does find himself in real peril. For now, though, Joel soon brushes it off, attributing the fleeting issue to “the cold air all of a sudden,” and Ellie urges them onward in their quest to find Tommy and the Fireflies. “All we have to do is cross the River of Death,” she says.

    Ellie the dream astronaut

    The corresponding section of the game is just bursting with natural beauty, as Joel and Ellie make their way through a rainy autumn landscape, following a rolling river. I missed that a bit in the more spare but still striking winter landscapes we see Joel and Ellie traverse here, soon passing above what Ellie says is the River of Death Marlon warned them about. They set up camp, where Joel wraps duct tape around his boots, a moment that made me imagine a game mechanic in which you had to do this every so often or Joel would start taking damage from walking around in shoes that were falling apart. It’s not exactly something that happens in the game, but it is one of the show’s rare images of Joel using scrounged supplies as a resource.

    Joel looks out at rocky, tree-covered hills and a wide river in a shot from the game The Last of Us.

    Screenshot: Naughty Dog

    Ellie’s standing on a nearby rock gazing at the northern lights, leading Joel to say one of the most dad-like things he’s said to Ellie thus far: “Come down from there, you’re gonna break your neck.” And after they share a swig from Joel’s flask (I love Ellie’s little “cheers” gesture before she drinks), she poses a thought experiment: what are we gonna do if the cure works? He pushes back on “we” so fine, she asks what he would like to do. He says maybe get a ranch somewhere—some land, some sheep.

    Ellie’s stated desire is one she also voices in the game, and it explains her fascination with the starry sky: if things were different, she would have wanted to be an astronaut. The show’s writers add a nice bit of specificity to it, though, as she names a bunch of famous astronauts she read about in school before asking Joel if he knows who her favorite is. “Sally Ride,” he guesses correctly. “Sally fuckin’ Ride,” she replies. “Best astronaut name ever.” Absolutely.

    Remembering Sam

    Here’s another contrast between the game and the show that highlights their different approaches to Joel, and by extension, the relationship between Joel and Ellie. Dreaming of a better world in which her blood has made cordyceps a thing of the past, her thoughts turn to Sam, who she couldn’t save. “I tried, with Sam,” she tells Joel, saying that she rubbed some of her blood into Sam’s bite, hoping it would save him. Joel gives space to her feelings and, wanting to say something supportive, tells Ellie that if Marlene says the Fireflies can make a cure, they can do it.

    A screenshot from the game The Last of Us shows Joel and Ellie standing near a grave marked by a teddy bear, as Joel says "Things happen and we move on."

    Screenshot: Naughty Dog

    In the game, Ellie also brings up Sam, but Joel reacts very differently. You can stumble on a grave marked with a teddy bear, which prompts Ellie to mention that she forgot to leave a toy robot she’d picked up earlier on Sam’s grave. Joel shuts her down. Ellie protests that she wants to talk about it, which is the most understandable thing in the world. Joel forbids it, saying “Things happen and we move on.” Ellie relents, saying “You’re right, I’m sorry,” even though he’s not right at all. It’s just how Joel has coped with the suffering he’s endured, by not thinking or talking about it at all.

    I think both dynamics work well for their respective mediums. In the game, we’re left aching for Joel’s facade to crack a bit, for him to finally start showing a little genuine compassion and tenderness to Ellie. In the show, Joel’s hardly warm, but he’s at least less quick to force her to deny her own feelings, which pulls us into their relationship in a different way: we’re starting to see the possibility for connection between them, which makes it that much more painful later in the episode when Joel does shun Ellie.

    Welcome to Jackson

    Joel and Ellie press on, at one point overlooking a dam, the show’s way of acknowledging the dam that plays prominently in this stretch of the game. Ellie says “Dam!” to which Joel responds that she’s no Will Livingston, the writer of her trusty book of puns.

    Soon they walk past another river, at which point Ellie has an alarming thought: what if this is the River of Death? And sure enough, no sooner does she voice this thought than they find themselves surrounded by riders on horseback, holding them at gunpoint. There’s a harrowing moment in which a dog sniffs them both for signs of infection, and we don’t know if Ellie’s immunity also neutralizes any such signs or if the pup is about to sink his teeth into her neck, but the moment passes as the dog happily licks her face and she laughs. After Joel says that he’s looking for his brother, a woman asks Joel his name. It seems the name Joel means something to her, as they all promptly ride on horseback into the town of Jackson.

    Joel and other people are seen on horseback riding down a wide, snowy street in a bustling town in a scene from HBO's The Last of Us.

    Screenshot: HBO

    This is a significant departure from the game, in which the existence of Jackson is mentioned, but Joel and Ellie don’t actually enter the town. As players, we don’t get a good look at it until Part II. But here, we get to see the settlement now, a place where many families live a fairly normal life in the post-cordyceps world. It’s quite a sight, six episodes in, to see a street busy with foot traffic in a place where children frolic and people are working cooperatively. Among the people laboring on the street is Tommy, Joel’s brother, and the two share a heartfelt reunion. When Tommy asks what the fuck Joel is doing here, he says “I came here to save you,” before laughing at the absurdity of Tommy needing saving.

    “We’re communists”

    Joel and Ellie wolf down a meal while Tommy and the woman, whose name we learn is Maria, look on. At one moment, another girl furtively looks at Ellie, until Ellie loudly says “What?!” and scares her off. I imagine this was just a random Jackson resident, but I couldn’t help but think of Dina, a character who, in the second game, comes to play an important role in Ellie’s life. When Joel asks for a moment alone with family, Tommy tells him that Maria is family. The extremely unenthusiastic “congrats” that Joel eventually offers up is one of the funnier moments in the series.

    Tommy and Maria give them a tour that covers the exposition bases, explaining how the town got started, how they stay safe from infected, and how it functions day in and day out. “Everything you see in our town—greenhouses, livestock—all shared. Collective ownership,” Tommy says. “So, uh, communism,” Joel says. “It ain’t like that,” Tommy refutes, but Maria corrects him. “It is that. Literally. This is a commune. We’re communists.” I appreciate the matter-of-factness of Maria’s statement, and the depiction of communism as a system that, when applied properly, can be beneficial to all. That’s not something you see in media very often.

    Joel and Tommy, reunited

    In both the show and the game, Joel and Tommy find themselves with some time to privately catch up as Maria and Ellie also spend a bit of time together. In both cases, tensions between the brothers run high, but there are some key differences as well.

    Joel holds a photo of himself with his daughter Sarah in a moment from the game The Last of Us.

    Screenshot: Naughty Dog

    In the game, Joel’s stated hope is that Tommy will take Ellie off his hands and deliver her to his former Firefly buddies. Joel’s loss of Sarah is front and center in the scene, as Tommy says he went back down to Texas some time ago and found a photo of Joel and Sarah, which he offers to Joel. “I’m good,” Joel says, refusing the photo. The two get heated when Joel suggests Tommy owes him this favor for the things he did to keep them alive after the pandemic started, and Tommy replies that the horrendous things they did weren’t worth it, that all he has from that time is nightmares. Their argument is interrupted by an attack of marauders before anything can be settled.

    Tommy stands behind a bar facing Joel in a scene from HBO's The Last of Us.

    Screenshot: HBO

    In the show, rather than saying he wants Tommy to take Ellie off his hands, Joel says he wants Tommy to accompany him in delivering Ellie to the Fireflies. He lies to Tommy on multiple counts, both telling him that Tess is fine and that Ellie is the daughter of a high-ranking Firefly who he’s trying to reunite with her family. Here, too, Joel tries to use the violence he committed years ago as leverage. Tommy’s more forgiving here than his video game counterpart, but still remains ashamed of what they did. And as in the game, the memory of Sarah is close at hand, but not because of a photograph. Rather, Tommy tells Joel that he can’t go with him to the Firefly base in Colorado because he’s going to be a father. When Tommy says “I feel like I’d be a good dad,” Joel, obviously deep in his own feelings about Sarah, responds with a cold “I guess we’ll find out.” Tommy doesn’t take it well, and says that just because life stopped for Joel, that’s no reason it has to stop for him.

    As he heads out into the cold, Joel once again clutches his chest and leans against a pole for support. He sees a woman nearby who, from behind, bears a striking resemblance to Sarah, but of course it’s not her.

    Ellie learns about Sarah

    In the game, we don’t witness the time Ellie and Maria spend together while Joel and Tommy are talking, but we do later find out that Maria tells Ellie about Sarah. In the show, we see how this discovery takes place.

    After taking a shower and emerging to find that Maria has left her new clothes and a menstrual cup (which she finds both gross and amusing), Ellie heads across the street in search of her. She enters Maria and Tommy’s house and sees names and dates written on a chalkboard marking the lives of two people who died young: someone named Kevin, who died at the age of three shortly after Outbreak Day, and someone named Sarah, who died on Outbreak Day at 14.

    A chalkboard serves as a makeshift memorial for two children in a scene from HBO's The Last of Us.

    Screenshot: HBO

    Maria insists on giving Ellie’s hair a trim, and tells her that she’s always liked cutting hair. “Maybe it was a mom thing,” she says, before mentioning “the little memorial Tommy made” in the living room. “I’m sorry about your kids,” Ellie says, and Maria says only Kevin was hers, Sarah was Joel’s daughter. The heavy silence that follows tells Maria that Ellie didn’t know that before.

    “I guess that explains him a little,” Ellie says. Maria, with a sense of cool practicality and likely a wariness of Joel based on the stories Tommy’s told her, expresses concern about Ellie being with him, but the teen remains typically testy. “Tommy [killed people] too, are you worried about him?” she asks. Maria says that Tommy was following Joel, “the way you are now,” seemingly seeing Joel as a bad influence, someone who pulls people into his orbit and leaves harm in his wake. “Be careful who you put your faith in,” she warns Ellie. “The only people who can betray us are the ones we trust.” Ellie clearly resents the advice and Maria’s distrust of Joel, perhaps because she senses there’s good reason for it and doesn’t want to admit it to herself.

    The Goodbye Girl

    In the town hall, Ellie joins the other youngsters at a screening of the 1977 film The Goodbye Girl. (Jackson likely has a pretty limited selection of film reels on hand.) However, despite the novelty of seeing an actual movie projected on an actual screen, Ellie remains distracted, paying more attention to Tommy and Maria talking nearby than to the wit of Neil Simon’s screenplay.

    The show’s writers clearly didn’t pick The Goodbye Girl at random. The plot involves an actor, played by Richard Dreyfuss, forming a connection with a dancer and her ten-year-old daughter. The woman has a history of being abandoned by the men in her life (hence the title), and fears that the actor will do the same. Ellie herself has a history of being left as we’ll soon learn, and her fears of being abandoned by Joel are at a peak in this episode.

    Image for article titled The Last Of Us Episode 6 Recap: Ellie The Goodbye Girl

    Screenshot: HBO

    Meanwhile, Joel is alone in a workshop, struggling to repair his boots and getting immensely frustrated. Tommy comes in with a peace offering of new boots and an apology for his earlier behavior, saying “I know you’re happy for me, it’s just…it’s complicated for you.” Joel asks Tommy for more details on whether the trip to the University of Eastern Colorado where the Firefly base is located is survivable, and finally offers him the truth: Ellie is immune.

    As he tells the story of his journey with Ellie thus far, he appears much more vulnerable than the Joel of the game ever does. No action hero, he admits to being far less capable of recognizing and reacting to threats than he used to be, and to sometimes being paralyzed by fear. “I’m not who I was. I’m weak,” he says, describing those moments where “the fear comes up out of nowhere and my heart feels like it’s stopped.” He’s haunted by dreams he can’t remember but that leave him with the feeling that he’s lost something.

    The Joel of the game also tries to pass Ellie off onto Tommy because he’s afraid of the pain of emotional involvement, of potentially losing someone again, but he’s much more guarded about it. This Joel is more overtly shaken, riddled with self-doubt and a crippling fear of failure. He seems to honestly believe, when he says “I have to leave her,” that it would be for Ellie’s own good, that he’s incapable of being the person she needs him to be. He presents it to Tommy as a chance to make up for the awful things they both did, “to bring your kid into a better world.” I think it’s definitely a more emotionally persuasive appeal than the one Joel makes in the game, where Tommy just seems to change his mind and decide that taking Ellie on to Colorado is something he has to do.

    When Tommy returns to the town hall after speaking with Joel, the look he gives Maria tells her everything, and the look she gives in response tells us everything about how she feels: That bastard Joel has done it again.

    Meanwhile, back at the ranch

    And now we come to the scene that may be the emotional heart of both the game and the show, a crucial turning point in the central relationship. In the game, Ellie senses that Joel is abandoning her, steals a horse, and rides off to a nearby ranch. Joel and Tommy pursue her, and within the faded normalcy of the old house, she and Joel have an argument that reflects the crisis point in their relationship.

    There’s no ranch here in the show, but the house in Jackson they’re staying at offers a similar backdrop of pre-pandemic life, and the conversation between them starts the same way, with Ellie reading an old diary and saying, “Is this really all they had to worry about? Boys? Movies? Deciding which shirt goes with which skirt?”

    Ellie reads a book near a window as Joel faces her in a scene from HBO's The Last of Us.

    Screenshot: HBO

    “If you’re gonna ditch me, ditch me,” she says, telling him that she overheard some of his conversation with Tommy in the workshop. And soon, after asking him what he’s so afraid of, she says “I’m not her, you know,” another line straight from the game and in some ways the emotional excavation of past anguish that both the game and the show have been building up to all along. It’s a scene on which so much hinges in the development of their relationship, and so it’s little surprise that it’s recreated so faithfully here.

    Ellie sits reading a book in a scene from the game The Last of Us.

    Screenshot: Naughty Dog

    In both cases, Ellie tells Joel that she’s sorry about his daughter but that she has lost people too, and in both cases, he says “You have no idea what loss is,” a pretty awful (and incorrect) thing for him to say. And in both, she tells him that everyone she’s ever cared about has either died or left her, “everyone—fucking except for you. So don’t tell me that I would be safer with someone else because the truth is that I would just be more scared.” Joel’s painful response: “You’re right, you’re not my daughter, and I sure as hell ain’t your dad.” Both Joels say that soon, they’re going their separate ways. Ellie’s a goodbye girl, all right.

    Ellie the human cargo

    The next morning, Tommy comes to collect Ellie, who sits with no display of emotion, her things packed, waiting to be carried along on her journey. It made me recall Joel’s comment to her in an earlier episode, “You’re cargo.” The feeling I got here is that this is now how Ellie feels about herself: she’s a thing that needs to be taken to a place for the good of humanity, but as a person there is nobody to whom she means anything, nobody who cares about her for her sake, only for what she might mean for humanity.

    Joel and Ellie sit on a horse looking at Tommy (not pictured) as Joel says "You take care of that wife of yours." in a scene from the game The Last of Us.

    Screenshot: Naughty Dog

    But when they get to the stables, Joel is saddling up one of the horses. He says he got there 30 minutes ago with the intention of stealing the horse and being on his way, but now, he’s decided Ellie deserves a choice. “I still think you’d be better off with Tommy,” he starts to say before Ellie cuts him off, shoves her stuff into his arms and says “Let’s go.” In the game, Joel just decides he’s continuing on with Ellie. He says to Tommy that his wife kinda scares him and he doesn’t want her coming after him, but it’s obvious that that’s just something he’s saying, and that he’s decided that he belongs by Ellie’s side, for a little longer, at least.

    Joel and Tommy share a hug, and as in the game, Tommy tells them that there’s a place in Jackson for them.

    To the University of Eastern Colorado

    An amusing interlude finds Joel trying to give Ellie a lesson in using a sniper rifle. All her shots miss and she’s convinced the gun doesn’t aim right. As he talks about proper technique, she asks him if he’s trying to shoot the target or get it pregnant. Of course, he hits the target dead on, to which she says “You dick!” as he shrugs and smiles.

    Joel also talks a bit about being a contractor. “The Contractor,” Ellie says in a deep voice, as if she’s imagining some kind of construction-oriented superhero. “That’s pretty cool.” “Yeah, we were cool. Everybody loved contractors,” he says. And then, mirroring a conversation from the game, we hear Joel explaining some of the basic rules of football to Ellie.

    Joel shrugs nonchalantly at an exasperated Ellie in a scene from HBO's The Last of Us.

    Screenshot: HBO

    As they explore the campus of the fictional University of Eastern Colorado, Joel volunteers that, more than running a sheep ranch, he wanted to be a singer, but of course he refuses Ellie’s request that he sing something. (He admits this in the game as well, and without going into specifics, I will say that it becomes more than just a throwaway detail later in the series.) In another moment straight from the game, a group of monkeys scurry away from them as they approach and Ellie confirms that it’s her “first time seeing a monkey.” Soon, though, the stillness of the campus starts to feel ominous, and it’s clear things aren’t quite right.

    After finding a map indicating that the Fireflies packed up and headed for Salt Lake City, they see a group of men prowling the campus and attempt to make their escape. But before they can safely leave, a man attacks Joel with a baseball bat which breaks as he strikes a tree. Joel breaks the man’s neck, but in the struggle, the sharp wooden hilt of the bat gets stuck in his abdomen. In the game, Joel is severely injured when he and an attacker go toppling over a railing and he gets impaled on a bit of rebar, leading to a sequence in which Ellie must be Joel’s protector for a time, killing attackers as he limps weakly toward the horse. Even in his injured state, he’s still Joel, though. She says that if she gets him out of this, he really owes her a song and he responds with a dry “You wish.”

    Soon they’re safely free of their attackers, but Joel falls off his horse and into the snow, and for the moment at least, Ellie’s worst fear is realized, a fear she admitted to Sam at the end of the previous episode. Just as the two seem to have come to some understanding about their importance to each other, he leaves her. “I can’t fucking do this without you,” she says. “I don’t know where the fuck I’m going or what the fuck I’m gonna do. Joel, please.” But she is alone, as a moody cover of Depeche Mode’s “Never Let Me Down Again” plays, the song that ended the show’s first episode. That choice, the moody cover callback, struck me as a bit cliche, the show going through the motions of doing what we expect prestige TV to do, but given that much of this episode rang emotionally true, I guess I’ll allow it.

    [ad_2]

    Carolyn Petit

    Source link

  • HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

    HBO’s The Last Of Us Show Just Nailed One Of The Game’s Best Moments

    [ad_1]

    Image: HBO / Kotaku

    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.

    Read More: The Last of Us Show Might Be Better If It Worked More Like The Game

    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.

    Read More: 16 Of The Best Action Games You Can Play In 2023

    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.

    Joel hangs upside down in a garage while aiming a gun at infected enemies.

    Screenshot: Sony / Kotaku

    Read More: The Last of Us Fans Are Creating Amazing Bill And Frank Fan Art

    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.

    Read More: The Last of Us Episode 4 Recap: A Return To The Familiar

    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.

    Pedro Pascal as Joel holds a sniper rifle in HBO's The Last of Us.

    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.

    Read More: Who Are Kathleen and Perry In HBO’s The Last of Us?

    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.

    Melanie Lynskey as Kathleen stands with fiery wreckage behind her in a scene from HBO's The Last of Us.

    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.

    [ad_2]

    Claire Jackson

    Source link

  • The Last Of Us Episode One Recap: Taking A Ride

    The Last Of Us Episode One Recap: Taking A Ride

    [ad_1]

    “I’m taking a ride with my best friend.”

    Read more…

    [ad_2]

    Carolyn Petit

    Source link