We finally have a release date for Mouse: P.I. for Hire. The delightfully animated game, which marks Troy Baker’s first time playing a rodent private eye, is slated for March 19, 2026.
Based on its trailers, you’d be forgiven for viewing Mouse: P.I. for Hire as Cuphead meets Doom. Although it does include FPS action, Engadget’s Jessica Conditt discovered surprising depth behind its whimsical brutality. The game “has more to offer than shock-value cartoon violence,” she wrote. “This is a clue-gathering, photo-snapping, girlfriend-avenging, noir detective simulator that happens to star a bunch of slick-talking mice and rats, and I’m fully into it.”
Baker plays Private Investigator Jack Pepper, the game’s protagonist. When he isn’t hunting clues or sneaking around during the game’s quieter moments, he’ll have a delightful arsenal on hand. This includes wacky ones like a turpentine gun that melts the inked “skin” of your foes. Fun stuff.
Like Cuphead, Mouse‘s most obvious point of comparison, it uses hand-drawn frames to recreate that old-school style. It also deploys an original jazz soundtrack recorded by an orchestral ensemble. It’s all presented in a gritty, film noir aesthetic.
You can check out the release date trailer below. Mouse: P.I. for Hire will launch next March on PC, Switch 2, Switch, PS5/4, Xbox Series X/S and Xbox One.
Once in a while, a remarkable game comes along to the too-often underdeveloped space of VR, that challenges the belief that magic head-goggles are a niche product. Could Batman: Arkham Shadow be one such example? Here’s everything you need to know.
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Early word suggests that like Half Life: Alyx before it, Batman: Arkham Shadow could be a stellar showing for the VR world, that grants full control of the world’s greatest detective as he solves a new mystery in Gotham City—and beats down a bunch of bad guys in the process, obviously. If you’ve been curious about Batman: Arkham Shadow let’s see if we can answer your questions.
Is Batman: Arkham Shadow a direct sequel?
It’s been a long while since we’ve received a game in the Arkham series, so you might be delighted to hear that Batman: Arkham Shadow is set within that same universe.
Taking place between the events of Batman: Arkham Origins and Batman: Arkham Asylum, it casts you as the Caped Crusader once again, as he seeks to protect Gotham City from a fresh threat known as the Rat King. This new villain has abducted a variety of officials from the city, with plans for their execution, giving Batman only a week to rescue them and enact justice once more.
Despite being part of the grander Arkham universe, though, you shouldn’t feel the need to have played the other games in the series. While there are plenty of references and plot points that franchise fans will no doubt pick up on, Batman: Arkham Shadow remains a perfectly enjoyable standalone Gotham adventure.
Who developed Batman: Arkham Shadow?
Batman: Arkham Shadow was developed by Meta-owned developer Camouflaj, the team behind 2020’s fairly well-received PSVR exclusive, Iron Man VR. Before getting bought by Meta to work in-house on VR games, Camouflaj also made episodic stealth game, République.
What platforms is Batman: Arkham Shadow available for?
Batman: Arkham Shadow is exclusively available for the Meta Quest 3 VR headset. As of this writing, Camouflaj has not revealed any plans to bring the game to competing headsets like PlayStation VR2, although given they’re owned by Meta, that seems very unlikely. It’s Meta Quest 3 or nothing if you’re interested in playing it anytime soon.
The good news is that anyone who buys a Meta Quest 3 or Meta Quest 3S before April 25, 2025 will receive Batman: Arkham Shadow included with the purchase of the headset. If you’ve been VR-curious but haven’t taken the plunge yet, I’d say that’s a pretty good incentive!
That being said, the Meta Quest 3 can feel a bit pricey at $499. If you don’t mind the slight (though admittedly noticeable) downgrade in pixel count and resolution, the Meta Quest 3S retains a lot of the same technology for $299.
Who voices Batman in Batman: Arkham Shadow?
Screenshot: Oculus Studios / Kotaku
Fans will be thrilled to hear that Arkham Origins’ Roger Craig Smith returns once again to voice The Dark Knight himself. Smith, also known for voicing popular video game characters like Ezio from Assassin’s Creed and Chris Redfield from Resident Evil, is often rated as one of the best actors to bring life to Bruce Wayne and his ass-kicking detective alter ego, since the sad death of Kevin Conroy in 2022.
Other notable stars in the game include Elijah Wood as Scarecrow, Tara Strong as Harley Quinn, Troy Baker as Harvey Dent, and The Walking Dead’s Khary Payton as The Ratcatcher (not to be confused with the Rat King). All in all, it’s clearly a star-studded cast.
How long is Batman: Arkham Shadow?
Many VR games are on the shorter side, so you may be surprised to hear that Batman: Arkham Shadow can take quite a while to complete. As a matter of fact, clearing the game without any side content can take 8 to 10 hours. If you want to see and do everything in this VR recreation of Gotham City, you can spend up to 15 hours tracking down various types of collectibles and completing unique challenges.
Batman: Arkham Shadow is available now on Meta Quest 3 and Meta Quest 3S for $49.99.
There’s a fairly good chance that you, like us, keep forgetting that Indiana Jones and the Great Circle is a first-person game. Each time we see any footage, it’s a jarring moment to remember that this isn’t a reskinned Tomb Raider or Uncharted, but instead puts us directly inside Dr. Jones’ head. This is exacerbated by so much of the stuff we’ve seen in trailers constantly jumping to cinematic third-person views, given how odd of an angle it is when trying to show off the game. But now we’ve seen ten minutes of in-game footage, and it’s starting to make more sense.
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At this week’s Gamescom, developer MachineGames, the force behind games like 2014’s Wolfenstein: The New Order and its sequel, described what has been shown before as highlighting their approach to “building an immersive narrative, full of twists and turns and exciting set-pieces.” But today we would see the enigmatic “gameplay.” They wanted to show off “what it is like to actually play as Indiana Jones and experience his adventure, to look through his eyes.” So it was perhaps unfortunate that this was immediately followed up by yet more footage of the grave robber smashing an ancient statue to recover a secret doohickey, all via a staged, third-person view.
This continued on as Indy’s thievery caused traps to trigger, closing the doors and filling the room with sand. But lo, a high window eventually comes within reach, and here, at last, we’re actually seeing the world through the behatted one’s eyes and leap forward into…a scripted series of slips and slides as the temple falls down around him.
OK, I’m being mean, but they set me up. After this, we do at last start to see some actual footage of the game as it will be experienced, and it’s a far more controlled and considered game than I was expecting. At some points, it appeared to play more like a first-person adventure game, with Indy inspecting scenes for clues, picking up objects to examine, and attempting to piece together where he needs to be. And where he needs to be is stopping evil Nazi rival explorer Emmerich Voss from finding a series of relics and returning them to his Fuhrer.
This all begins when Voss breaks into the doctor’s Massachusetts university and steals one such relic, and we begin trying to find out what he’s up to. In the aftermath of the break-in, we see Indy picking up photographs, looking through papers, snapping photographs to unlock more details about various items and areas, and arguing with Italian journalist Gina, who is only interested in accompanying him to find her sister.
Screenshot: MachineGames/Lucasfilm
But it’s not all poking around in ancient ruins and halls of academia. The other most joyously repeated theme of what we were shown was hitting bad people on the back of the head with shovels. There seems to be a strong emphasis on improvisation, with objects lying around in the world available to be grabbed and used as a one-off advantage. Those shovels, for instance, shatter at the handle once they’ve been walloped around an unsuspecting head, and Indy tosses the remains aside. The same goes for metal bars used to knock loose bricks out of walls, or staffs thrown across ravines into the rock wall, to then be swung on with Indy’s whip.
Shovels weren’t the only means of combat, of course. The real focus was fisticuffs, with fights playing out as a sort of boxing minigame, you and the enemy exchanging blows, attempting blocks, and general biffing noses. Such moments would often begin with Indiana using his whip to pull at a buddy’s ankle to bring them to the floor, and then engaging in pugilism on their recovery, swapping punches until one of you is down.
Talking of Indy being down, in a highlight of the shown footage we saw our hero losing a fight and falling to the ground, but then thanks to a skill—True Grit—gained and added to his skill tree, he was able to make a last-ditch effort to reach out for his iconic hat and rally himself for one more try. It felt so very, very Indiana Jones.
It’s also worth noting that Indy’s perspective is not stubbornly first-person, after all. When he climbs, it switches out to third-person view, looking extremely like a Tomb Raider game as he Lara Crofts his way around ledges and climbs vines. It’s almost as if…it could have been a better perspective? But the insistence on “seeing through his eyes” prevails. It’ll end up being a combination of the two as we experience the larger challenges, climbing around vast obstacles to solve elaborate puzzles.. At one point we saw Doc Jones pouring wine into ancient bowls to reveal secret numbers, then finding routes to reach a huge raised frieze of Christ and adjusting levers to match the code.
Honestly, watching the footage and realizing that this is a slower, more focused game than the frantic cutscenes we’ve seen before have suggested, has made me much more excited to play it. Stealthing into a room, ker-blamming a baddie with garden equipment, and then using a whip to kwa-ping a gun out of another enemy’s hand looks really rather tremendous, especially when such action is interspersed with both exploration and puzzle solving. As sound director Pete Ward puts it, “The focus of this game is adventure,” with a desire that players find their own uses for the tools the game offers.
I’m much more excited now to return to 1937 having seen this footage, to see how well this mix of approaches can meld together, especially with the good news that Troy Baker’s Harrison Ford impression holds up much better than I’d previously thought. This could…maybe…actually be one to get really excited about. Although I’ve still no idea what’s so great about the circle.
Video game actors are going on strike for the first time since 2017 after months of negotiations with Activision, Epic Games, and other big publishers and studios over higher pay, better safety measures, and protections from new generative AI technologies. They’ll be hitting the picket line a year after Hollywood actors and writers wrapped up their own historic strikes in an escalation that could have big consequences for the development and marketing of some of the industry’s biggest games.
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Members of the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) voted last fall to authorize a strike citing an unwillingness of big game companies to budge on guaranteeing performers rights over how their work is used in training AI or creating AI-generated copies. Roughly 2,600 voice actors and motion capture artists, including talents like Troy Baker from The Last of Us, Jennifer Hale from Mass Effect, and Matt Mercer from The Legend of Zelda: Tears of the Kingdom, have been working without an Interactive Media Agreement since November 2022. The strike starts on July 26 at 12:01 a.m.
“The video game industry generates billions of dollars in profit annually. The driving force behind that success is the creative people who design and create those games,” chief negotiator Duncan Crabtree-Ireland said in a statement. “That includes the SAG-AFTRA members who bring memorable and beloved game characters to life, and they deserve and demand the same fundamental protections as performers in film, television, streaming, and music: fair compensation and the right of informed consent for the A.I. use of their faces, voices, and bodies. Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year – that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that.”
“We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations, spokesperson Audrey Cooling for the companies involved in the Interactive Media Agreement said in an emailed statement. “We have already found common ground on 24 out of 25 proposals, including historic wage increases and additional safety provisions. Our offer is directly responsive to SAG-AFTRA’s concerns and extends meaningful AI protections that include requiring consent and fair compensation to all performers working under the IMA. These terms are among the strongest in the entertainment industry.”
While games set to come out this fall like Dragon Age: The Veilguard, who’s recently revealed voice cast includes several guild members, likely already have their voice and motion-capture work completed, the strike means SAG-AFTRA members would be unavailable for projects that are years out, and wouldn’t be around to record for any potential last-minute re-writes for things that are closer to coming out. Games relied much less on actor performances in the past, but most popular franchises are now fully voice-acted, with the biggest-budget productions using motion capture to transfer actors’ real-life performances, frame by frame, into the game.
The last time video game actors went on strike in 2016, it was primarily over pay rates and lasted a entire year. It’s unclear if the strike this time around will be over any sooner. Unlike with the issue of higher pay, people involved in the current negotiations say that the lack of AI protections poses an existential threat to actors and their creative output. Just this week, Wired reported that companies like Activision Blizzard and Riot Games were moving ahead with using generative AI tools to help create concept art and even potentially assets that would make it into finished games like Call of Duty: Modern Warfare 3.
“Eighteen months of negotiations have shown us that our employers are not interested in fair, reasonable A.I. protections, but rather flagrant exploitation,” said negotiating committee chair Sarah Elmaleh said in a statement. “We refuse this paradigm—we will not leave any of our members behind, nor will we wait for sufficient protection any longer. We look forward to collaborating with teams on our Interim and Independent contracts, which provide A.I. transparency, consent and compensation to all performers, and to continuing to negotiate in good faith with this bargaining group when they are ready to join us in the world we all deserve.”
SAG-AFTRA video game voice actors are set to hold a panel featuring Ashly Burch (Horizon Forbidden West), Noshir Dala (Red Dead Redemption II), and others at San Diego Comicon later this week on July 26.
Update 7/25/2024 3:42 p.m. ET: Added a statement from the game companies.
Were you bummed Final Fantasy VII Rebirth didn’t make an appearance? Well you’re not alone. Good news, though! On February 6, 2024, we’ll be treated to yet another State of Play showing, this time with a closer look at the upcoming second chapter of the Final Fantasy VII remake project.
And that wraps everything we saw at tonight’s State of Play. Which games are you most excited about?
Two weeks ago, news broke that actor Kaitlyn Dever was joining the cast for the second season of HBO’s The Last Of Us TV series—which is still floating along without a release date, with “some time in 2025” the best anybody in TV land can guess. But despite that mild ambiguity, Dever’s casting kicked off a small firestorm of speculation, because it was revealed that she’d be playing a character named Abby Anderson when she joined the Emmy-winning video-game adaptation’s second season—which means The Last Of Us is almost certainly diving whole hog into the story of 2020’s The Last Of Us Part II. And that means things are about to get … messy.
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[Editor’s note: This article contains spoilers for 2020 video gameThe Last Of Us Part II—and, likely, for at least some of the plot elements of the still-filming second season of HBO’s The Last Of UsTV show.]
Because while the critical consensus on Part II has mostly calmed down in the four years since its release—give or take some moderate consternation lately at the fact that Sony has already rolled out a “remastered” version of the hardly retro game, out last week–the game was something of a lightning rod when it first came out. Some of that wasn’t developer Naughty Dog’s fault. (A high-profile leak from the game’s development, showcasing several cutscenes and character models, fired up the kinds of chuds who get angry when female video-game characters aren’t “feminine” enough, to pick one of the more vitriolic examples.) But some of it was in direct to response to the game’s big narrative swings, which were, depending on who you asked, either “bold” or “super-aggressive and kind of manipulative.”
Many of which, we have to assume, will now be inherited by its TV adaptation: Excepting its critically heralded third episode, Craig Mazin’s adaptation of the first game into the show’s first season was almost overwhelmingly faithful–down to the season’s final scene almost exactly mimicking both the dialogue, and the staging, of the game’s famous ending. With game series creative director Neil Druckmann on board for the second season, as he was for the first, it would be shocking to see the series diverge more than a few inches from established canon.
What does that all mean? A few things—all of which could make The Last Of Us’ second season a very weird run of TV.
The Pedro Pascal “issue”
Pedro Pascal, Bella RamsayPhoto: Liane Hentscher/HBO
Anyone hoping to avoid spoilers for either the game series, or the show’s next season, should hop off this train now, because there’s really no way to talk about either without addressing the fungus-encrusted elephant in the room: protagonist Joel Miller’s sudden death, an hour or so into The Last Of Us Part II.
Pedro Pascal, who plays Joel on the show, has, understandably, hedged a bit when asked about this plot element–because how could he not? (Nobody wants the HBO Spoiler Squad on their ass.) But The Last Of Us Part II really doesn’t function as a story without it: Joel’s sudden death, at the hands of a group of survivors who come to the almost ludicrously idyllic community where he and Ellie (Bella Ramsay) have been living out their post-apocalypse, is rooted in both the aftermath of the first game and the narrative obsessions of the second. Everything The Last Of Us Part II wants to say about humanity–and it wants to say a lot—grows out of that early moment of sudden, shocking brutality, one moment of horrifying trauma birthed directly from another.
This was controversial, to say the least, in the games, where Joel was a beloved character played by well-liked voice actor Troy Baker. Applying it to a rising/risen star like Pascal—who did so much work to build a beautiful, broken human out of some fairly stock parts with his performance as Joel in the show’s first season–might be even more disruptive. Pascal and Ramsay both came up through Game Of Thrones, of course, so neither is unfamiliar with being on a series that jettisoned its “star” at a critical early point. But seeing the show’s most marketable star go the way of Logan Roy one episode into its new season is still likely to leave fans a bit discombobulated.
The absolute brutality of Ellie Williams
Bella RamsayPhoto: Liane Hentscher/HBO
If the above paragraphs didn’t clue you in, The Last Of Us Part II is an aggressively grim game. Even its genuine moments of love or levity come with the unavoidable knowledge that something truly awful is right around the corner—and rarely in the form of something as simple as a rampaging fungus monster. That goes doubly true for the character of Ellie, who came of age in the first game/season—and who spends the second game having her last few shreds of innocence sliced off of her piece by piece.
And really, we’re looking forward to seeing what Ramsay, who was excellent in the first season, will do with this material, as Ellie becomes harder and harder, and harder and harder to root for, the further into her need for vengeance she descends. But it’s going to be a lot for audiences, even by the standards of HBO: We’ll be curious to see if the TV show stays true to the moment that would, in a less ugly narrative, be Ellie’s rock bottom—i.e., the confrontation with Mel, for game players—or if it’ll back away from quite that level of character-alienating horror. But either way, we’ll likely depart the show’s second season with very little idea of who, if anyone, we want to see getting what they want out of this broken and miserable world.
A question of perspective
Pedro Pascal, Bella RamsayPhoto: Liane Hentscher/HBO
There’s also a question of structure to be addressed here, requiring us to spoil The Last Of Us Part II’s other big twist: the fact that only about half of the game is played from Ellie’s perspective, with the game rewinding at a major turning point to show what its three violent days in Seattle have been like for Joel’s killer, Abby.
On the one hand, this might actually be easier for the TV show to handle than the game; one of The Last Of Us franchise’s big tricks is adapting techniques from film and media, where they’re less familiar, to the medium of games, and this kind of perspective flip is far closer to old hat for television. That being said, the parts of the game where you play as Abby constitute a huge portion of the game, introducing new characters, stories, motivations, and problems, all to drill in for players that she’s just as much a person, a “protagonist,” as Ellie herself. A 24-hour-long video game can take that kind of time to make its points—a nine-hour TV series, not so much. It’s key to Druckmann’s vision of The Last Of Us Part II that Abby feel as “real” to the player/viewer as Joel or Ellie did. Building that kind of identification, without feeling repetitive or digressive, is going to be a fascinating struggle for the show to handle in a fraction of the time.
Is there room for another “Long, Long Time”?
Nick Offerman, Murray BartlettPhoto: Liane Hentscher/HBO
As we noted above, the first season of The Last Of Us deviated from the game’s plot in only one serious regard—and was rewarded powerfully for it, with critics and viewers alike holding up that digression point, “Long, Long Time” as a series highlight. With Nick Offerman and Murray Bartlett moving mountains to flesh out characters who were, in the game, an asshole and a corpse, respectively, the episode served as a necessary antidote to the grimness of the rest of the season, reminding viewers that there was still the possibility of life, even for “the last of us.”
Mazin, and writer Peter Hoar, could fit that material into the series in part because they were adapting a largely episodic narrative: The first Last Of Us plays out as a series of vignettes as much as it is a more cohesive story, and it was fairly simple to swap out the running and shooting of the game’s “Bill’s Town” segment for something with considerably more heart. Just as importantly, it demonstrated at least some justification for the entire show, dialing into quieter, more human moments, at a distance from Joel and Ellie’s story.
The Last Of Us Part II is a much tighter narrative ship, though, with a big chunk of its power coming from the way it buries you in first Ellie and then Abby’s head. And so it remains to be seen where Mazin and his team can find room for a bit of light to shine through. (Even if you zoom out of the Ellie-Abby conflict, the game’s background plot is about a brutal inter-clan war waged between military despots on the one hand and transphobic religious zealots on the other; there’s not a lot of room for gentler shading there.) We suspect that the Abby material will have to stand in for that kind of digression, but her story is so married and mirrored to Ellie’s that it’ll be difficult to get meaningful breathing room out of it.
All that being said: It’s worth stepping back and remembering that we’re talking about a TV show that hasn’t even been filmed at this point, let alone aired. Speculation can only go so far before it just becomes fortune-telling and just as useful. But The Last Of Us’ nature as an adaptation—and one especially beholden to its source material—invites these kinds of questions. The Last Of Us Part II landed like a bomb in 2020, detonating video-game discourse for months around it. We can only imagine what its adaptation to television will do when it arrives some time next year.
Screenshot: Square Enix, James Lambert, Bethesda / Xbox, Naughty Dog / Kotaku, Image: Disney / Lucasfilm
After a couple sleepy weeks, the gaming hype train of 2024 is finally moving at full steam. We saw the first major showcase of the year with Xbox’s Developer Direct, dug into The Last of Us Part II Remastered, and oogled MachineGames flamin’ hot digital dupe of ‘80s Harrison Ford. These are the week’s most important previews, reviews, and takes.
A Death Stranding player just discovered that if you don’t put up enough of a fight in its climactic boss battle, antagonist Higgs will pull a Mike Tyson and bite your character’s ear off. It’s not just an attack animation, either. Once bitten, a good chunk of Sam’s ear is gone for good.
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On Sunday, Twitter user naven0m uploaded a Death Stranding clip of themself uncovering the hidden gameplay detail in its final climatic boss fight. In the clip, protagonist Sam Porter Bridges (Norman Reedus) is facing villain Higgs Monaghan (Troy Baker) in a knock-down, drag-out battle of fisticuffs. The sequence even has Tekken-like health bars that appear above the characters, making the walking simulator’s climactic face-off feel like something out of a genuine fighting game. It’s kinda wild, but then, it is a Kojima game, after all.
However, if you refuse to jab Higgs in his very punchable face while blocking his attacks, he’ll eventually guard-break Bridges and chomp the tip of his right ear clean off. The presentation and horrifying energy of it all is weirdly reminiscent of what clickers often do to Joel, also played by Troy Baker, when you get killed in The Last Of Us.
In a follow-up post, naven0m posted screenshots of Bridges’ ear post-boss fight, revealing that a sizable chunk of it remains missing. You can check out the gnarly clip below.
According to GamesRadar, the event will only be triggered by players blocking every one of Higgs’ blows and never countering him when prompted. Most players would never stumble upon this, since the game clearly expects you to fight back, and since Higgs is such a dastardly scamp who can’t keep getting away with more demonic acts of terrorism.
Last December, director Hideo Kojima revealed his next project was a direct sequel to Death Stranding titled Death Stranding 2, and he showcased a typically bizarre trailer featuring a noticeably older Bridges, with Léa Seydoux also reprising her role as Fragile. While the game doesn’t have a release date, it’ll be neat to discover if there’s a unique Bridges character model reflecting the possible outcome that players got Sam’s ear noshed off by Higgs.
With just one episode to go, we’re nearing the end of Joel and Ellie’s long journey together. This week’s entry, “When We Are in Need,” corresponds with the game’s winter section, though the HBO adaptation isn’t using the same seasonal structure of the game, and here in TV land, it’s been winter for a while.
When I first played The Last of Us ten years ago, in some ways the winter chapter felt to me like overkill, the game leaning hard into desperation and depravity just to be as gritty and bleak as it could, in order to help sell itself as a “mature,” serious game. “Enough, I get it. Humanity is awful and given half a chance, we’ll all do grotesque, morally reprehensible things.” Replaying the game now alongside the show, the purpose of the chapter within the narrative is clearer to me. Of course it’s common for stories to put characters at their most hopeless and desperate points right before the resolution, but the way The Last of Us does it, separating the characters while both are in dire straits, drives home the importance of their bond to each other. It also, importantly, illustrates that while Joel may have started out as Ellie’s protector on this journey, he now needs her at least as much as she needs him. Let’s take a closer look at this week’s episode, and its similarities to the same stretch of the game.
Ellie meets David in the show vs. the game
This chapter has its own villain in the form of David, a preacher and a predator whose flock reside in the resort town of Silver Lake and are suffering through a particularly harsh winter. In terms of dialogue, it’s one of the show’s more faithful episodes. In fact, it’s almost as if writer Craig Mazin’s screenplay for the episode just took this section of the game, cut out most of the combat sequences, and from there, sought to embellish the dialogue and build on what the game reveals to us about David and his congregation. It continues to be interesting to me how, in the game, combat is perhaps prioritized as the most important element, while in adapting the game to a series, it becomes the least important.
Screenshot: HBO
The winter chapter immediately distinguishes itself from the rest of the game by having you play as Ellie for the first time. (Today, playing through the story in order, you’d play the Left Behind DLC before this, but when the game came out in 2013, this was a surprising shift in perspective.) Desperate for food, Ellie hunts a deer she spots in the woods with her bow and arrows. Nicked and bleeding from multiple arrows, the deer runs, ultimately collapsing, but when Ellie finds it, two others, David and James, have seen it too. Just as in the game, David (voiced here by Nolan North, who plays Nathan Drake in Naughty Dog’s Uncharted games) makes a deal with Ellie: penicillin for some of the deer meat.
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Screenshot: Naughty Dog
What’s unique to the game is that while waiting for James to return with the medicine, you have a multi-stage combat encounter fighting alongside David, involving a few standoffs against multiple waves of infected and a climactic battle with a bloater. Through it all, you might think that David is actually a new friend. He seems genuinely concerned for your welfare, and fighting alongside someone can be an experience that develops trust. Naughty Dog knows how to use combat as a tool for relationship-building, and here, they build up your trust in David a bit just to pull out the rug from under you and remind you that, in this world, the trust between Joel and Ellie is a rare and precious thing.
In the show, by the time Ellie first encounters David (played here by actor Scott Shepherd), we already have our reasons to be suspicious of him. The episode begins with him reading scripture to his flock, in the old steakhouse he’s converted into a church and town hall of sorts, a place where the abundant food of the pre-cordyceps past is sharply contrasted with the desperate circumstances of the present. (It’s an important location in the game as well, one you come to later, and the sign reading WHEN WE ARE IN NEED HE SHALL PROVIDE is a detail straight from the game.) The faces of the congregation’s members are lean and hardened, telling us much at a glance about what a difficult winter they’re having. A grieving daughter asks when her father can be buried and David says that it’s too cold to do so now, they’ll have to wait until spring. And outside after the service, David chides James (played by Troy Baker, the voice of Joel in the games) for his “doubt,” giving off the sense of a man who very much wants to maintain control.
Screenshot: HBO
Notably, in the show, Ellie hunts the deer not with a bow and arrows but with the sniper rifle, recalling in our memories the moment toward the end of episode six when Joel tried to teach her how to use it. When she takes a moment to focus with the deer in her sights, we can sense her recalling Joel’s words and trying to draw on what he taught her.
Both the game and the show have Ellie talking tough when she sees David and James near the deer she killed, with her calling James “buddy boy” and saying that if David tries anything, she’ll “put one right between your eyes.” The show, however, foregrounds David’s role as a preacher in their first conversation far more than the game does. In fact, perhaps the only real hint David gives off in the game that he has certain rigid moral standards might come when, after Ellie swears, he absurdly says, in the midst of a life-and-death battle against waves of infected, that she should watch her language. We definitely pick up on the fact that he’s a preacher eventually, but there’s no real character development done around it.
In the show, however, Ellie asks if David’s “hunger club” is some sort of cult, and he turns on the folksy charm, saying “Well, you sorta kinda got me there,” but saying that what he preaches is “pretty standard Bible stuff.” When Ellie wonders how he can still “believe that stuff” after everything that’s happened, he tells her it was actually after the world ended that he started to believe. “Everything happens for a reason,” he says in both the show and the game, and it’s here that whatever sense of trust you might have felt for David while fighting alongside him likely evaporates. His seeming friendliness reveals itself to be a guise for something more threatening, and he tells her that a “crazy man” killed someone in their flock recently at the university. A crazy man who just happens to be traveling with a “little girl.”
Ellie now understands that David is a threat if she didn’t before, but David lets her ride off with the medicine, telling her that there’s room for her in his group, that he can protect her. It’s almost as if he has some gross designs of his own for her.
Dinnertime at the steakhouse
One of the luxuries of HBO’s adaptation has always been that it can leave the perspective of Joel and Ellie behind entirely when it wants to, and here, we get more development of David’s congregation. In the kitchen, members of the flock lament their dwindling food supplies, and when a man brings in some fresh meat, one of them asks, “What is it?” “Venison,” he replies hesitantly, in a way that may have you asking, “Is it though?” Nonetheless, they put it into the evening’s soup.
Screenshot: Naughty Dog
David and James haul the deer Ellie killed into the restaurant, but the room still seems quiet. Sensing what the tension is about, David tells them that yes, it’s true, “we found the girl who was with the man who took Alec from us.” Come morning, he says, they’ll track her trail, and “bring that man to justice.” The grieving girl from the opening scene raises her voice, saying they should kill both of them. David walks over and, in a moment that shows us just what kind of congregation leader he is, backhands her across the face. Things get worse still a moment later when he tells her that although she may think she doesn’t have a father anymore, “the truth is, Hannah, you always have a father. And you will show him respect when he’s speaking.” Kenneth is not wrong when he saysthe show makes David even more disturbing than he already was.
The scene ends with shots of these hungry people eating their dinners, the thought lingering in our minds that it may be Alec they’re eating.
Hungry…for vengeance!
The next morning, David’s men do indeed come a-huntin’. In both the show and the game, Ellie does the only thing she can think to do: try leading the men away from Joel, who she’s injected with penicillin but who is still hovering on the edge of consciousness. In the show, she presses a knife into his hands and tells him to kill anyone who comes into the house, though he doesn’t even look like he has the strength to sit up.
The show gives us another brief exchange between David and James, as David insists that Ellie be brought in alive. James says he doesn’t mean to question David’s “sense of mercy” but the girl would just be another mouth to feed, and that yes, she may die if left alone out here, but perhaps that’s God’s will. David simply gives him a withering look, but it’s abundantly clear that David’s interest in keeping Ellie alive has nothing to do with mercy.
Ellie rides through the neighborhood on her horse—the neighborhood which, in the game, has a small army of David’s men on the streets—and eventually, her horse is shot out from under her. In the show, it’s James who does this, and David has to stop him and some other men from killing Ellie. Carrying her off himself and ordering a few men to haul the horse carcass, he tells the remainder of his men to go door to door hunting Joel. “You’re so hungry for vengeance? Deliver it.”
In the game, however, another extended combat sequence begins, as Ellie must sneak by or kill a number of David’s men. What we get here that we don’t get so much in the show is a lot of deep dissatisfaction among the flock with David’s leadership, with many men expressing doubt in David and suggesting that soon, his role as leader be put to a vote. Despite your best efforts, though, David does eventually capture and subdue Ellie, while his own delusions of grandeur about his own benevolence continue to manifest. “I’m keeping you alive here,” he says, as he jokes the consciousness out of her.
Ellie left Joel behind
In both the show and the game, Joel finally comes back to life, as if awakened by the cosmos just in Ellie’s hour of need. The Police have a song about that called “Synchronicity I,” but I digress. In the show, some poor bearded sap enters the house where Joel is stashed in the basement. Ellie was smart and hid the door to the basement behind an old piece of furniture, but the poor bastard rolls well on his perception check and notices something’s up. It would have been better for him if he hadn’t.
As he comes down the stairs, spotting the bloody mattress Ellie’s had Joel on for days, we know Joel has finally regained awareness, and is hiding down there somewhere. Yes, it turns out Joel has regained the strength not only to move, but to stab and choke the life out of a man. That’s the Joel we know and love!
Meanwhile, Ellie wakes up in a cage—in the game, to the sight of a man butchering a human body right in front of her, though in the show, it’s just David sitting there, waiting for her to wake up. In the show, which continues working to make David more overtly disturbing than he is in the game, he tells her that she’s in a cage because “you’re a dangerous person, you’ve certainly proven that,” and there’s an unmistakable hint of amusement and even admiration to his comment.
Screenshot: HBO
Joel’s back in action
Joel, desperate to find Ellie, tortures two of David’s men to get her whereabouts. It’s a startling juxtaposition with an exchange between Ellie and David in the game. When Ellie calls David an animal, he protests that she and Joel have killed a great many people too. “They didn’t give us a choice, it’s a video game,” she says. (Well, okay, she doesn’t say that second part.) “And you think we have a choice, is that it?” David says. “You kill to survive. So do we. We have to take care of our own, by any means necessary.”
I don’t really subscribe to that logic, but his words do on some level indict Joel, I think. Some may feel that Joel and David are points of contrast, one’s violence rooted in hate and delusion, the other’s in love and necessity. I certainly don’t think Joel and David are the same, but I also don’t think there’s anything innocent or acceptable about what Joel does here. And I’m fine with that. I want characters in my media who sometimes do awful things. What’s always troubled me about the reaction to Joel, though, is just how many people who played the game seem to think that everything he does is totally justified, while recognizing that the actions of others in the world aren’t. It’s as if we don’t want to closely interrogate the actions of the person we play as, the one we most closely identify with.
This may be a conversation for next week’s finale, but it seems clear to me that the game, and the show, at least want us to think about the lengths Joel goes to here, lengths that include brutally murdering one man after he tells Joel what he wanted to know, and then killing the other, too. When the second man declares that he won’t tell Joel anything, both the game and the show give us the chilling and memorable line in which Joel, referring to the man he just killed, says “That’s okay, I believe him.”
Cordyceps showed David the light
The show expands significantly on David’s conversation with Ellie, and makes it much more unsettling. He speaks to her—a 14-year-old girl—as if he sees her as some kind of equal, a kindred spirit, because they both have “a violent heart.” He fought to restrain his violent heart for a long time, he says, before he was shown the light, not by God, but by cordyceps. “What does cordyceps do? Is it evil? No. It’s fruitful. It multiplies. It feeds and protects its children. And it secures its future with violence, if it must. It loves.” I appreciate the expansion of David’s ideas here, because I think the notion that love and violence can overlap is at the core of The Last of Us, and while David is clearly deranged, the debate over whether Joel’s violence is a manifestation of love rages on.
Screenshot: Naughty Dog
David, plainly a man who is used to having people respond to his charisma, makes the mistake of thinking that Ellie might be seduced by him as well, when, in both the game and the show, he puts his hand on the bars of the cage and makes it clearer still that his ideas about her are, to put it mildly, inappropriate. It’s a deeply sad moment to me, the realization that even in this world where society as we know it has collapsed, Ellie, like most women in our world at one time or another, in one way or another, still has to deal with the threat and the supreme bullshit of predatory men. Both versions punish David for his arrogance and delusion, as Ellie, briefly playing along, takes his hand and then snaps something in it before finally telling David her name. Tell the others, she says, that “Ellie is the little girl that broke your fucking finger!”
Here the game begins to employ the effective device of having us switch back and forth between Joel and Ellie at intervals, as Joel heads into town to find her, killing plenty of David’s men along the way while a blizzard gathers strength, raising the sense of drama and letting you pick off your prey in the low visibility. Yes, of course he’s doing it for her sake, to protect her, to help her, but by now, it also feels very much like he’s doing it because he doesn’t know what he would do without her. Of course historically, games once relied too often on putting underdeveloped women in peril and just focusing on the men who had to rescue them, but The Last of Us earns this setup by humanizing them both, by developing their connection, and by presenting their relationship as one of mutual care and benefit. By now, Ellie has taken care of Joel and saved his life about as much as he’s done for her.
The show also now switches back to Joel’s perspective, showing him heading into town and finding Ellie’s stuff, not to mention human bodies strung up on meathooks. Better hurry, Joel.
The trick up Ellie’s sleeve
In both versions, David (with James’ help, in the show) hauls Ellie out of the cage to cut her up into “little pieces,” since she didn’t take him up on his excellent offer. Just as they’re about to start cleaving, however, she announces that she’s infected, prompting David to roll up her sleeve and reveal the wound on her arm. David says it can’t be real, James says it looks pretty fucking real to him, and that’s the last thing he’ll ever say, as Ellie takes advantage of their moment of hesitation to sink a meat cleaver into James’ neck and dash out of the room.
Screenshot: HBO
Here, the game becomes a kind of boss fight, as Ellie must sneak around the restaurant and stealthily attack David while a fire begins to spread. In the show, his ego more evidently implodes as the restaurant, his church, burns down around him. It’s a breakdown on multiple levels, with this deluded, awful, terrifying man shouting “You don’t know how good I am!” In both cases, it’s up to Ellie to protect herself, to defeat this supremely shitty, predatory man, whose intentions to inflict sexual violence on Ellie, implied but still clear in the game, are made much more explicit in the show. And in both cases, it’s immensely cathartic and satisfying to see her finally kill him, and not just kill him but stab him again and again until she herself is a blood-spattered survivor, a horror movie final girl. But part of what gives the final girl trope its awful potency is that the kinds of sexualized violence these women so often fight against can’t be killed by killing just one bad man. It’s a threat we all face, all the time. Ellie survives, of course, but the stare she gives in the wake of it, the way she reacts at first when Joel approaches her, suggests that she’s forever changed by the experience. Ellie is all of us.
It’s okay, baby girl
Joel shows up just after her fight is won, and as subtle a detail as it is, the fact that in the show, just like in the game, he calls her “baby girl” in the wake of the horror she’s just endured is tender and very meaningful. It tells us that there’s no longer any pretense of division or obligation between them, of Joel doing this just as a job, of her just being cargo.
By putting both characters in such desperate circumstances, and then having them finally come back together in the end, this episode and this stretch of the game are the cementing of the connection between Joel and Ellie that the story needs before it heads into its final chapter. That’s next week, when we’ll finally settle the discourse about whether or not Joel’s actions are justified once and for all. See you then.
Troy Baker knew that stepping onto the set of the HBO adaptation of “The Last of Us” would be an interesting experience. But he didn’t expect it to feel so uniquely “wonderful.”
The actor played Joel in The Last of Us video game franchise, a role that required much more than mere voice acting. As Joel and Ellie, Baker and Ashley Johnson also provided motion capture for their characters, essentially acting out the games’ entire storylines in front of a green screen, for the animators to use as a reference.
Now, as Pedro Pascal embodies the role of Joel in the series, Baker said it’s been a “unique experience” to watch another take on the character.
“What I love is that he’s not trying to ape anything that we’ve done before,” Baker praised Pascal, calling the actor “incredibly kind and incredibly gracious.”
“My goal, and I’ve said this countless times, is I just wanted someone to show me something different,” he continued. “What did I miss? What was underneath the floorboards or what rock did I not pick up?”
The actor also made a lovely analogy in explaining the distinct experience he’s had watching Pascal act in The Last of Us series, recalling a tribute to Irish stage actor Colm Wilkinson, who originated the role of Jean Valjean in the Broadway and West End premieres of Les Misérables.
“They brought him back to do this beautiful tribute to the musical, and they lined up every person that played Jean Valjean, starting with him,” he said of an anniversary celebration of the musical. “And you could see the echoes of his performance in every [actor]… they’re standing on his shoulders.”
“I can’t think of any other actor that’s had this experience, where it’s like, you’ve had kind of authorship of something in a character. You’ve got to see it put out. And now it’s being done by a completely different person,” he added. “And it’s just like, what a great way to pay tribute.”
Noting that he and his game co-stars are “all over those characters” — Baker recalled that Joel’s past ambition of being a singer and Ellie’s interest in space and astronauts came from real-life conversations he and Johnson had with game co-creator Neil Druckmann — the actor also took a moment to pay tribute to the late Annie Wersching, who played Tess in the video game series and died in January after a lengthy battle with cancer.
“So much of who Tess is, the strength that Tess had, was absolutely imbued, by Annie,” he shared. “That’s a big loss. But I’m so grateful for what Anna Torv has done, because now there’s a new opportunity for people to see an entirely different side of that character. I really hope that Annie got to see it, because what Anna did was just incredible.”
Baker makes a cameo in The Last of Us episode 8, playing a very different character than the one he originated in the game series. The actor appears as a member of a group of skeptical — and heavily armed — settlers that Joel and Ellie come across on their travels. However, the actor pointed out, that doesn’t mean his character is necessarily a “bad guy.”
“I’m one of those people that subscribes to the theory that there are no villains,” he explained. “There’s just my hero from a different perspective. I am 100% the hero of that story and I’m living my movie of my own life, and all these other people… they are the antagonist to my protagonist.”
“It’s way more interesting to me to find the empathy in someone and try to understand their perspective,” he added. “I think that you can’t out-hate somebody. That’s why empathy has to be the key.”
So, video game spoilers aside, is there a future for Baker in The Last of Us franchise?
“People always ask, is there gonna be a Last of Us Part III? I have no idea. I didn’t know there was gonna be a Part II,” he admitted with a laugh. “But if Neil has a story that he wants to tell, and he wants me to be a part of it in any way, I am there, seven days a week and twice on Sunday.”