Once Star Wars: The Force Awakensbrought back Luke, Han, and Leia to massive box office success, legacy sequels really started working overtime to keep the original (and available) franchise stars around when possible. Ghostbusters: Afterlife brought back the still-living Ghostbusters from the original two movies, and they’re back again alongside an also-returning Annie Potts for March’s Ghostbusters: Frozen Empire.
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Talking to SFX Magazine, director Gil Kenan promised the fifth film will do right by the original cast by having them be actual characters. Some legacy sequels bring back the older stars just to collect a paycheck, but Kenan promised the veterans would be “more fully fleshed out” here. “We had a duty to make those legendary characters integral to this story.”
Kenan co-wrote both Afterlife and Frozen Empire with Jason Reitman (who directed the former). As a fan of the series, having Winston, Venkman, and Ray show up in Afterlife was “really thrilling,” because he felt the film “redefine itself” with their arrival. “[They]grew and became more fully fleshed out in a way that speaks to the promise of the original Ghostbusters and Ghostbusters 2,” said Kenan. “There’s a direct line from there into who they are now and how they act here in our new story.”
Afterlife was dinged for overly relying on fan service, a criticism that’s stuck to Frozen Empire with some of its marketing so far. If the new film is going to have more to offer than seeing the original cast suit up One Last Time (again), hopefully that’s better conveyed so audiences know what to expect.
Ghostbusters: Frozen Empire releases in theaters on March 22.
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According to Blizzard, these changes were meant to address criticism that Support characters had been enjoying a rise in power since Overwatch 2 launched last year, so almost everyone is seeing some tweaks, mostly in the form of nerfs.
High-impact abilities like Ana’s Biotic Grenade and Kiriko’s Protection Suzu have been given increased cooldowns, while building abilities like Illari’s Healing Pylon and Baptiste’s Immortality Field now have reduced durability and can be more easily destroyed by the enemy team.
Zenyatta, meanwhile, has one of the more notable changes to his Orb of Discord ability. The ability increases damage taken on whichever enemy it’s attached to, giving Zen’s team a chance to focus on them and take them out quickly. Now, it. can’t be reapplied to the same target for seven seconds after it’s removed. This means you can’t just keep spamming it on one high-priority target.
The full patch notes read as follows:
LE SSERAFIM X OVERWATCH 2 LIMITED TIME EVENT
Overwatch 2 is teaming up with K-pop sensation, LE SSERAFIM in an in-game music collaboration. Play Concert Clash, a 3v3 capture-the-flag mode set in a K-pop themed Busan. Play as D.Va, Kiriko, Tracer, Brigitte and Sombra—decked out in LE SSERAFIM-inspired skins—and compete over tickets and capture objectives to turn them in and score points. This limited-time event begins on Wednesday, November 1, at 11:00 AM PDT.
GENERAL UPDATES
ENDORSEMENTS
Endorsement level decay has been reworked to be more forgiving in some circumstances. The endorsement level always decays slightly whenever you finish a match, but that decay is now reduced by the percentage of players who could not have endorsed you. If none of the players in the match could have endorsed you, your Endorsement level would not decay. The following reasons prevent other players from endorsing you:
The player is your friend.
The player endorsed you within the past 24 hours.
Endorsement level decay also no longer occurs when a server shuts down. The most common reason for this is a competitive match shutting down when players leave the match early.
CHALLENGES
Added Legendary, Mythic, and Ultimate Player Title challenges to each hero’s progression challenges.
PROGRESSION
Victory Pose now shows your Progression Level instead of the Hero Level.
Developer Comments: The hero you end the match on isn’t necessarily representative of you as a player. This change is intended to better show off your overall progression.
SOCIAL FEATURES
The default option for match text chat is now set to OFF (previously set to ON) for new players. This can be changed in the Social Options.
The default option for team voice chat is now set to ON (previously set to AUTO-JOIN) for new players. This can be changed in the Social Options.
Current text or voice chat settings for existing players are not changed.
Developer Comments: We will be changing the defaults for both text and voice chat to encourage effective communication through the ping system while reducing the chance of encountering disruptive chat in the game.
HERO UPDATES
Developer comments: This balance patch is largely focused on widening the window of time players have during combat between some impactful cooldowns, such as Bastion’s reconfigure, Cassidy’s grenade, and many of the support utilities.
TANK
D.VA
Developer comments: The added projectile speed to Micro Missiles helps improve their consistency at medium range while the decreased movement speed penalty on Fusion Cannons enable D.Va to stick closer to mobile targets, making her more of a threat when diving into the enemy team.
Fusion Cannons
Movement speed penalty reduced from 40 to 30%.
Micro Missiles
Projectile speed increased from 40 to 50.
DOOMFIST
Developer comments: This change will give the stunned player more opportunities to react to Doomfist following a wall stun.
Rocket Punch
Minimum wall stun duration decreased from 0.25 to 0.15 seconds.
Maximum wall stun duration decreased from 0.75 to 0.6 seconds.
WINSTON
Developer comments: Increasing the range of the alternate fire will give Winston some more flexibility in positioning while dealing damage from range.
Tesla Cannon
Secondary fire range increased from 30 to 40 meters.
DAMAGE
BASTION
Configuration: Assault
Cooldown increased from 10 to 12 seconds.
Weapon spread increased 10%.
CASSIDY
Magnetic Grenade
Cooldown increased from 10 to 12 seconds.
MEI
Developer comments: With some of the recent changes, Mei is now slightly overperforming. Her improved primary fire damage output is good for her role, so rather than adjust that further, we’re instead targeting the more commonly frustrating crowd control aspect of its slowing effect.
Endothermic Blaster
Slow effect decreased from 40 to 30%.
SOMBRA
EMP
Ultimate cost decreased 10%.
SYMMETRA
Developer comments: With Symmetra recently gaining more lethality in her long-ranged secondary fire, she’s no longer as reliant on playing at close range, so we’re reverting her total health back to 200.
Base shield health reduced from 125 to 100 (total 200 HP)
WIDOWMAKER
Developer comments: Recon Visor is taking a long time to charge on average relative to other ultimate abilities so we’re reducing the cost. Widowmaker is also at a more severe disadvantage against Sombra with the recent rework and these changes will add more counterplay.
Widow’s Kiss
Unscoped shots to reach maximum spread increased from 3 to 7.
Infra-Sight
Ultimate cost reduced 10%.
SUPPORT
ANA
Biotic Grenade
Cooldown increased from 10 to 12 seconds.
BAPTISTE
Immortality Field
Health decreased from 150 to 125.
Cooldown increased from 23 to 25 seconds.
ILLARI
Developer comments: Illari’s overall damage output throughout a match is too high so we’re reducing how consistent her Solar Rifle damage is to apply. Her weapon has some other disadvantages such as needing to charge up and a reduced critical damage multiplier, but we’ll be evaluating how much of an effect this change has in combination with the reduced Healing Pylon uptime.
Solar Rifle
Primary fire projectile size reduced from 0.1 to 0.05 meters.
Healing Pylon
Base health reduced from 75 to 50 (total 100 HP).
Cooldown when destroyed increased from 12 to 15 seconds.
KIRIKO
Protection Suzu
Cooldown increased from 14 to 15 seconds.
LIFEWEAVER
Dev Comment: Lifeweaver’s total healing over a match is significantly higher than any other hero so to help bring it more in line we’re making some adjustments to his primary Healing Blossom.
Healing Blossom
Ammo reduced from 20 to 16.
Max heal reduced from 75 to 70.
Life Grip
Cooldown increased from 16 to 19 seconds.
ZENYATTA
Developer comments: The goal of these changes is to add more counterplay against Discord Orb and encourage Zenyatta players to think more about who to place it on. Now, if the effect ends for any reason, the target is temporarily unable to be targeted again by Discord Orb. A new soft-targeting reticle appears when aiming toward an enemy player that cannot be affected by Discord Orb to display the remaining duration before it can be reapplied. This is a significant change both to how the ability feels to use and how clear it is to understand, so we will be keeping a close eye on player feedback.
Base health increased from 50 to 75 (total 225 HP).
Harmony Orb
Time to wear off when not in line-of-sight increased from 3 to 5 seconds.
Orb of Discord
Can no longer be reapplied to the same target for 7 seconds after the effect has been removed.
Range increased from 30 to 40 meters.
HERO CUSTOM CONTROL UPDATES
In addition to the hero balance adjustments in this update, we are implementing additional quality-of-life settings and additional input options for several hero abilities to give you the ability to custom-tailor your experience of playing your favorite heroes.
Sorted many Hero-Specific Options into Advanced Hero Options category.
TANK
DOOMFIST
Added the Hero-Specific Options:
Relative Aim Sensitivity During Power Block – 100% by default.
Relative Gyro Aim Sensitivity During Power Block – 100% by default (Only available on gyro-supported platforms).
SIGMA
Added the Hero-Specific Option:
Rise During Gravitic Flux With Ability 3 – Off by default.
DAMAGE
ECHO
Added the Hero-Specific Options:
Crouch Activates Glide – Off by default.
Rise During Flight With Ability 1 – Off by default.
Flight Cancel Input – Ability 1 by default.
Automatically Toggle Glide After Flight – Off by default.
TORBJÖRN
Added the Hero-Specific Option:
Interact Cancels Deploy Turret – On by default.
SUPPORT
ILLARI
Added the Hero-Specific Option:
Rise During Captive Sun With Ability 3 – Off by default.
LÚCIO
Added the Hero-Specific Options:
Automatically Wall Ride – Off by default, Only available on Console Platforms.
Wall Ride Cares About Movement – Off by default.
MERCY
Added the Hero-Specific Options:
Crouch Activates Glide – On by default.
Automatically Toggle Angelic Decent After Guardian Angel – Off by default.
Rise During Valkyrie With Ability 3 – Off by default.
RUMBLE UPDATES
We’ve gone through and adjusted the Rumble and Trigger Feedback on several abilities for controllers. We looked to make the rumble more dynamic and responsive while also highlighting the unique feel of many abilities.
TANK
D. Va
Reworked Rumble on Primary Fire.
Added rumble on activation of Defense Matrix.
Adjusted trigger feedback on Defense Matrix to account for damage of destroyed projectile.
Added rumble on projectile destruction for Defense Matrix.
Added rumble on Self-Destruct activation.
Added trigger feedback on Boosters.
Added rumble on Call Mech start.
Adjusted rumble on Call Mech.
Added rumble on Call Mech hit.
Added rumble on entering the Mech after Call Mech.
Doomfist
Added rumble on start of Power Block.
Added rumble on Fist Empowerment.
Orisa
Fusion Driver rumble now scales slightly with Heat.
Added rumble on Overheat.
Added rumble on Javelin Spin start.
Added rumble on Javelin Spin duration.
Added rumble on Javelin Spin damaging an enemy.
Added rumble on Javelin Spin end.
Added rumble on Terra Surge start.
Added rumble on Terra Surge charge
Added rumble on Terra Surge activation.
Ramattra
Increase rumble strength and duration on Pummel.
Added rumble on Block activation.
Reinhardt
Added rumble on Barrier activation.
Roadhog
Added rumble on Chain Hook activation.
Added trigger feedback on Chain Hook activation.
Added trigger feedback on Chain Hook impact.
Added trigger feedback on Chain Hook retraction.
Sigma
Added rumble on Accreation fire.
Added rumble on Kinetic Grasp duration.
Added rumble on Kinetic Grasp absorb.
Added rumble on Kinetic Grasp Overhealth gain.
Added rumble on Gravitic Flux intro.
Added rumble on Gravitic Flux searching for targets.
Added rumble on Gravitic Flux found targets.
Added rumble on Gravitic Flux holding targets.
Adjusted rumble on Gravitic Flux slam.
Winston
Added rumble on Jump Pack activation.
Added rumble on Secondary Fire release.
Added rumble on Barrier Projector Activation.
Reworked rumble on Winston’s Primal Rage punch.
Added trigger feedback on Winston’s Primal Rage punch hit.
Wrecking Ball
Added rumble on Roll exit.
Adjusted the rumble on Piledriver impact.
Zarya
Added rumble on Particle Barrier.
Added rumble on Barrier Deploy.
Added rumble on Particle Barrier end.
Increased the rumble strength on Particle Beam while targeting an enemy.
DAMAGE
Ashe
Added rumble on Dynamite.
Added rumble on B.O.B. call.
Added rumble on B.O.B. landing.
Cassidy
Added rumble on Magnetic Grenade.
Added rumble on Deadeye start.
Genji
Added rumble during Dash.
Added rumble on Dash dealing damage.
Added rumble on Deflect start.
Added rumble on Deflect deflection.
Reworked rumble on Dragonblade swing.
Added Trigger Feedback on Dragonblade swing hit.
Added rumble on Wall Climb.
Added rumble on Ledge Climb.
Added rumble on Double Jump.
Hanzo
Added trigger feedback on Bow charge.
Reduced rumble duration on charging arrow to match charge time.
Reduced rumble on holding arrow.
Reduced rumble on arrow fire during Storm Arrows.
Added rumble on Lunge.
Added rumble on Dragonstrike fire.
Added rumble on Wall Climb.
Added rumble on Ledge Climb.
Added rumble on Sonic Arrow Equip.
Junkrat
Adjusted RIP-tire rumble.
Reduced rumble on Concussive Mine when not hitting self.
Increased rumble on Concussive Mine when hitting self.
Added rumble on Concussive Mine fire.
Added rumble on Steel Trap fire.
Mei
Added rumble on Blizzard fire.
Added rumble on Ice Wall start.
Added rumble on Ice Wall destroy.
Pharah
Increased Rumble on Primary Fire.
Added rumble on hitting yourself with Concussive Blast.
Reaper
Swapped the Left and Right Primary Fire rumble.
Increased the rumble on the Left Primary Fire.
Added rumble on Wraith Form activation.
Added rumble on Wraith form ending.
Adjusted Shadowstep’s trigger feedback for player’s input settings.
Added rumble on Shadowstep start.
Sojourn
Increased rumble on Primary Fire.
Adjusted rumble on Secondary Fire.
Added unique rumble on Secondary Fire shots charged above 90.
Added rumble on Power Slide jump.
Soldier: 76
Adjusted rumble on Helix Rockets.
Added rumble on Sprint start.
Added rumble on Spring duration.
Added rumble on Tactical Visor start.
Symmetra
Added rumble on all three levels of Primary Fire on miss.
Added rumble on moving from level 3 to level 2.
Added rumble on moving from level 2 to level 1.
Added rumble on Teleporter start.
Added rumble on Teleporter destroy.
Added rumble on Photon Barrier start.
Lengthened rumble on Photon Barrier fire.
Added rumble on using the teleporter (as any character).
Torbjörn
Added rumble on Turret Deploy.
Added rumble on Turret Destroy.
Widowmaker
Added rumble on Infra-sights.
SUPPORT
Baptiste
Reworked Exo-boots hold rumble.
Shortened Exo-boots charging-up rumble.
Added rumble on Amplification Matrix Start.
Brigitte
Reworked Brigitte’s Primary Fire rumble.
Added rumble on Shield Barrier activation.
Illari
Added rumble on Healing Pylon destroy.
Kiriko
Reworked Healing Ofuda rumble.
Adjusted Healing Ofuda rumble to respond to acquiring targets.
Added rumble on Wall Climb.
Added rumble on Ledge Climb.
Lifeweaver
Reworked Rumble on Rejuvenating Dash to be directional.
Added rumble on Tree of Life start.
Added rumble on Tree of Life destroy.
Lúcio
Added rumble on Amp It Up.
Added rumble on Crossfade.
Added rumble on Wall Ride start.
Added rumble on Wall Ride ride.
Added rumble on Wall Ride jump.
Added rumble on Sound Barrier start.
Added rumble on Sound Barrier.
Reworked rumble on Sound Barrier Fire.
Mercy
Added trigger feedback on Caduceus Staff Secondary Fire.
Added trigger feedback on Caduceus Blaster.
Added rumble on Valkyrie intro.
Moira
Reduced rumble on Secondary Fire.
Zenyatta
Added rumble on Healing Orb.
Added rumble on Discord Orb.
BUG FIXES
GENERAL
Audio
Fixed an issue in the Training Grounds where the Heavy Training Bot’s Shield was playing the incorrect impact effect.
Adjusted the areas in the training grounds in which the default Training Bot’s weapon fire can be heard. This should provide content creators some additional quiet areas for capturing their media.
Hero Mastery
Fixed a bug that could result in a perpetual black screen if you died to enemy damage after a course restart.
Resolved an issue that resulted in no Hero icon being shown in the Results screen during a Replay.
Resolved a bug that could result in ‘New Personal Best’ being displayed for any score.
Fixed a bug that could occur on some platforms that caused the Kill Feed and HUD to vanish if Try Again was selected.
Resolved an issue for Mercy that resulted in Healing not being displayed in the Scoring Details.
Other Fixes
Fixed a bug that would disband your group if you selected ‘Leave as Group’ in a Competitive match.
Fixed a bug in the Hero Gallery that would cause the UI to highlight another cosmetic after equipping one.
Fixed an issue that caused the achievement ‘The Friend Zone’ to not unlock on some platforms despite requirements being met.
Fixed an issue that resulted in enemy team Roles being revealed via the scoreboard in Mystery Heroes.
Fixed a bug that prevented some Player Icons from being equipped.
Fixed a bug that prevented ‘Random From Favorites’ from working during Hero Select.
Fixed a bug with AI bots picking heroes excluded in the Custom Game Settings which would result in empty slots in the match.
MAPS
Antarctic Peninsula
Fixed some areas of the map that could get players stuck.
New Junk City
Moved some environment assets from floating in one of the spawn rooms.
Route 66
Fixed an area of the map that allowed players to stand outside the intended playable space.
Samoa
Fixed some areas that had gaps that caused unintended sight lines.
Fixed some areas that allowed players to stand in unintended locations.
Fixed some areas of the map that allowed turrets to be placed outside the playable space but still attack enemies.
Fixed some areas of that map that could get players stuck.
Fixed lighting in some areas of the map.
HEROES
Illari
Fixed a bug that resulted in the ‘Daybreak’ skin displaying twice in the Skin Selection while in pre-game Hero Select.
Resolved an issue with Healing Pylon that could result in players launching out of it.
Lifeweaver
Fixed a bug that prevented Petal Platform from falling when Hacked.
Lúcio
Fixed a bug with the Hermes skin that caused the sounds played during Wallride to be louder than intended.
Mercy
Fixed an interaction with Sombra that prevented Mercy’s beams not properly fading out when applied to a Stealth Sombra.
Moira
Fixed a bug with the ‘Be Beautiful’ Highlight Intro not displaying the window behind Moira on all platforms.
Sombra
Fixed in a previous update – Resolved an issue that caused Sombra to appear untextured after interacting with Random from Favorites.
Zenyatta
Fixed an issue where sometimes Orbs of Discord and Harmony would not stay attached to the target.
Roadhog is one of Overwatch 2’s quieter heroes. Where some characters like Tracer and Junkrat are real chatterboxes, the chain-slinging, shotgun-toting Tank is a man of few words. That changes with the game’s latest limited-time mode, which makes him the announcer. Not only is he the one to declare your team the victor, but he also has nicknames for several members of the cast at the hero select screen. They’re delicious roasts of nearly every character that also offer a deeper look at a character who doesn’t usually get a ton of spotlight in Overwatch’s grander story.
The PachiMarchi event includes several cosmetics based on the in-universe Pachimari mascot that Roadhog is a big fan of, a few of which originate from when a similar event ran in the first Overwatch back in 2021. However, the new 3v3 deathmatch mode Catch-A-Mari is the real treat because Roadhog voice actor Josh Petersdorf delivers a concise, pitch-perfect roast of most of your faves as you build your team before a match. Unfortunately, there isn’t one for every character. According to senior writer and narrative designer Justin Groot, the nicknames in the mode now were part of an hour-long brainstorming session before deadline, which means a few favorites didn’t get a nickname. But the ones that are here are delightful.
A few standouts include:
Cassidy – Cactus Bootbuckle
Doomfist – Largefist
Genji – 500 Edges
Mei Princess Icicle
Ramattra – Thunko, the Metal Man
Sigma – Gravity Frank
Zarya – Gravity Janice
Soldier: 76 – Legs of America
Widowmaker – Scopetta Baguette
Winston – Mister Nanners
All of these are very funny caricatures of each of these heroes, but my favorite one is Sojourn, who gets her full government name “Former Overwatch Acting Commander Vivian ‘Sojourn’ Chase.” It shows she is not to be fucked with and that Roadhog, despite roasting everyone else, respects her. 500 Edges is such a good name for Genji because he’s got a bunch of sharp weaponry at his disposal, but he’s also an edgelord, and it’s fun to see Overwatch poke fun at itself like this. Legs of America points to Soldier: 76 being from the US of A, but the character’s history has always made him feel like a Captain America analog for the series, so needling his patriotism is a good gag. They could have called him America’s Ass if they really wanted to lean into the comparison, but Soldier famously has no ass.
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It’s a small touch, but it feels like Overwatch 2’s writing has leaned harder into both fleshing out how characters relate to each other and into the fandom’s perception of them, as well. And it’s nice to get a sense of how Roadhog views other heroes, even if the relationships aren’t quite as overt. Hopefully the next time this mode rolls around, the team will add more nicknames for the whole cast.
The release of The Last of Us in 2013 already marked a remarkable shift in narrative tone for big-budget, so-called “AAA” games. However, for some of us, 2014’s DLC chapter, The Last of Us: Left Behind, proved to be even more remarkable. It took mechanics that, in the game proper, had been used in nail-biting sequences of life-or-death desperation and repurposed them as the stuff of bonding and relationship-building, leading us to feel Ellie’s connection with Riley not just through cutscenes and pre-written dialogue but through play, in the purest sense of the word.
Now, the episode of HBO’s adaptation based on Left Behind is here, and it’s very good on its own terms. The storytelling fundamentals still work, even with the interactivity that made the game so striking removed. (A number of sequences built around that interactivity, including one in which Ellie and Riley have a contest in which they throw bricks to break car windows, and one in which they hunt each other with water rifles, are understandably totally absent in the episode.) However, because Left Behind was a particularly remarkable example of what’s possible when AAA mechanics are used in new and exciting ways, I don’t feel that there was really any hope of this episode reaching the same highs. The game was one of the very best, most innovative and moving AAA experiences of the decade in which it was released. This is—and I don’t mean this as an insult at all—a very good episode of a mostly very good TV series, and it does benefit from a few music cues that the game lacks. On top of that, Bella Ramsey and Storm Reid are both exceptional, and defixfnitely make this story and its deeply felt emotions their own. Let’s get into it.
A tale of two malls
First, let me touch on the biggest change between this episode and the game on which it’s based. In both, Joel’s been seriously injured, and Ellie must find some supplies with which to treat his wound. Here in the show, we experience Ellie’s mall flashback while she rummages for supplies in a house where she and Joel are hiding out, and the only real thematic throughline between the action of the “present” and the “past” of the episode is that what Ellie goes through in the past informs our understanding of why she’s so desperate not to lose Joel in the present.
Screenshot: Naughty Dog
In the game, she’s actually got Joel locked up in an old storefront at a Colorado mall, and the flashbacks to her night at the mall with Riley are interspersed with action set in the “present” in which she searches this other mall high and low for medical supplies. Playing the DLC, you probably spend about as much time in the Colorado mall as you do in the Boston one, and as Ellie, you must fight infected stalkers, solve some environmental puzzles, and survive some very challenging combat encounters with men who are hunting Joel and Ellie. The Colorado mall also has a number of details that trigger associations for us as players with the Boston mall. For instance, both have a restaurant chain called Fast Burger, and in the pocket of a body she’s searching, Ellie finds a strip of photos created by the same type of photo booth she and Riley use at the mall in Boston.
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Meanwhile, all TV show Ellie has to do is look in the kitchen for a needle and thread. She doesn’t know how easy she’s got it.
This hopeless situation
In the episode’s opening scene, the injured Joel tells her to leave and she says “Joel shut the fuck up!” reminding us, as the last episode emphasized and this one will drive home, that she has known too much loss already, and she’s not about to give up on him.
He tells her to go to Tommy. She covers him with a jacket, gives him a fuck you look, and walks out of the room, and into the flashback that dominates the episode.
She’s running listlessly in circles in a high school gymnasium. On her Walkman (yes, an actual Sony Walkman, which she also has in the game) she’s listening to “All or None” by Pearl Jam. It’s from the 2002 album Riot Act, so it would exist in the show’s timeline where the outbreak occurred in 2003. Without spoiling anything for those who haven’t played The Last of Us Part II, Pearl Jam does figure into the game in a way that likely won’t, for timeline reasons, play out the same in the show, so this at least lets the band’s work be heard in the TV series.
Screenshot: HBO
(Incidentally, none of this stuff with Ellie in school is from the game. Some of it may be based on material in the comic book series The Last of Us: American Dreams, but as I haven’t read that series, I can’t say for sure.)
Soon, a bigger girl starts giving Ellie shit, telling her to pick up the pace so that the whole group doesn’t get punished. When Ellie says she doesn’t want to fight about it, the girl says tauntingly, “You don’t fight. Your friend fights. She’s not here anymore, is she?” With that, Ellie decides she does want to fight after all.
Cut to some time later, and Ellie’s sporting a nasty shiner. A FEDRA official, Cpt. Kwong, notes that her behavior has been particularly bad for the past few weeks and that his bad-cop approach in response—tossing her in the hole multiple times—hasn’t worked, so he tries the good-cop approach, giving her a heartfelt talk in which he suggests that she’s too smart to throw her life away, but that seems like exactly what she’s determined to do. She can either keep misbehaving and end up a grunt, doing grunt work until she dies in one unfortunate circumstance or another, he says, or she can swallow her pride and someday become an officer. His impulse is rooted in a bleak view of humanity—”if we go down, the people in this zone will starve or murder each other, that much I know”—but Ellie nonetheless seems persuaded, for the moment.
Ellie’s room, featuring a poster for Mortal Kombat II
Later, Ellie’s in her room as the rain falls outside. She’s reading an issue of Savage Starlight, the significance of which I first talked about in my recap of episode five.
Setting the comic down, she stares at the vacant bed across the room before a lights out call prompts her to try going to sleep. For a bit, the camera lingers on details in the room, like a small stack of cassettes that includes A-ha’s greatest hits compilation and an Etta James tape, both of which feature songs we’ll be hearing before the night is out. Also on Ellie’s wall are dinosaur drawings, space shuttle diagrams, and, amusingly, a poster for the 1987 sci-fi comedy Innerspacestarring Martin Short, Meg Ryan, and Dennis Quaid.
We also see a poster for Mortal Kombat II. Yes, this reflects one of the biggest changes to the source material that we’ll get to later in the episode. However, what you may not know is that, when Left Behind was remade for The Last of Us Part I, the developers also snuck a Mortal Kombat II poster into Ellie’s room there, confirming (via retcon) that the game does at least exist in the game’s universe as well, likely because they knew by that point that MKII was going to be taking the place of The Turning in the TV adaptation.
Riley and Ellie’s reunion gets off to a rough start when Riley (Storm Reid, Euphoria) sneaks into the room and puts her hand over the mouth of the sleeping Ellie. Ellie panics, knocks Riley to the floor, and grabs her switchblade before she realizes who her attacker is. When she sees that it’s actually her best friend, the exposition starts flying fast. Riley’s been gone for three weeks because, after a long time spent “talking about liberating the QZ,” she’s actually decided to do something.
Screenshot: Naughty Dog
This triggers complicated feelings in Ellie, who refuses Riley’s request to come with her and have “the best night of your life” because she has to get up in a few hours for drills “where we learn to kill Fireflies.” Yeah, these friends are in a tough spot, seemingly on opposite sides of an ideological (and real) conflict. As Riley predicted, though, Ellie quickly relents, the chance to spend a few hours with the friend she’s been missing so much apparently too tough to pass up.
What’s FEDRA vs. Fireflies between friends?
After they make their escape, Ellie is surprised that Riley seems less inclined toward conflict than usual, telling her, “You can’t fight everything and everyone. You can pick and choose what’s important.” “Are they teaching you this at Firefly University?” Ellie asks, and it turns out they are. A minute later, as they’re sneaking through an old apartment building, Ellie’s flashlight starts giving out. “Firefly lights are better,” Riley teases. When Ellie declares that “one point for the anarchists,” Riley says, “We prefer freedom fighters.”
In a moment that’s new for the show, Ellie and Riley find a man’s body in a hallway, with some pills and a bottle of hard liquor nearby, which they snag and take swigs from on the rooftop. In the game, they instead raid the camp of a man they were on friendly terms with named Winston, who, remarkably for someone in their world, died of natural causes. He has some booze in a cooler that you can drink. The show’s Ellie handles the liquor much better than her game counterpart, who spits it out.
After begging Riley to let her hold her gun, Ellie asks, “So, what happened, you started dating some Firefly dude and was like, ‘Uhhh, this is cool, I think I’ll be a terrorist’?” It’s a striking line because it’s both an obvious joke and it also seems to be Ellie perhaps trying to feel out Riley’s attitude toward boys, as if she’s trying to determine if there’s any chance Riley reciprocates her feelings. (Nothing like this is said in the game.) Soon, Riley tells the truth: she encountered a woman—Marlene—who asked her what she thought of FEDRA. Riley replied with her honest opinion, “they’re fascist dickbags,” and with that, she was in. Ellie starts to push back, regurgitating some of the same bullshit Cpt. Kwong told her earlier about FEDRA holding everything together, but rather than let it devolve into an argument, Riley says they’re on a mission, and leads them onward, hopping across many a rooftop on the way to their destination: the mall.
Screenshot: HBO
When they arrive, Riley arranges a pretty cool reveal for Ellie, having her friend stand in the darkened shrine to capitalism before flipping on the power. Ellie gazes in awe as everything becomes illuminated. Riley promises to show her “the four wonders of the mall,” and their adventure truly begins.
Take on me
The Last of Us becomes the latest prestige TV series to use the A-ha hit “Take on Me,” a song that also figures into the game’s sequel, as Ellie experiences the wonder of escalators, or as she calls them at first, “electric stairs,” for the first time. Amazed by the contraption, she races down them, races back up them, walks in place, and, perhaps trying to impress her crush and probably feeling the effects of that swig of alcohol she took earlier, just generally acts like a total goofball.
As they make their way toward Riley’s first wonder (which is now the second wonder because Ellie was so wowed by the escalator), they pass a movie theater with a poster out front for a film in the Dawn of the Wolf series, the Last of Us universe’s stand-in for Twilight. Briefly stopping to regard the display at a Victoria’s Secret, Riley comments on how strange it is to her that people once wanted that stuff, then starts laughing while trying to imagine Ellie wearing the lacy lingerie. Riley moves on, but Ellie takes a moment to check her look in the window, clearly concerned about the impression she might make on Riley tonight.
Just like heaven
Riley tells Ellie to close her eyes, and as she leads her by the hand to the mall’s next wonder, we’ve gotten enough insight into Ellie’s feelings that we can imagine how exciting it must be for her, that high school electricity you might feel at the slightest physical contact with the person you’ve been dreaming about.
Screenshot: Naughty Dog
The wonder is indeed worthy of the build-up: a stunning carousel, lit up in golden lights. This is, of course, straight out of the DLC, the source of some of its most iconic images, but new here is the fact that the carousel plays a music-box version of The Cure’s “Just Like Heaven,” and I think the lyrics of that song sum up how Ellie feels in this moment pretty well. Like the game on which it’s based, this episode is full of unspoken emotion, which makes it all the more effective. Ellie’s smile, beaming at Riley as the carousel spins, says more than words ever could. Find someone who looks at you the way Ellie looks at Riley here. The two have another drink, and Ellie continues to bask in Riley’s presence.
But such moments never last, and as the carousel grinds to a halt, Ellie’s mind is interfering with what her heart feels, turning over questions again about Riley’s allegiance to the Fireflies. “Did you really leave because you actually think you can liberate this place?” she asks, making the question sound every bit as dismissive as it reads. When Riley protests that it’s not a fantasy, that the Fireflies have set things right in other QZs, Ellie tells her that they could do that too, “if you come back. We’re, like, the future.”
Screenshot: HBO
Riley doesn’t seem hopeful about her prospects with FEDRA, telling Ellie that Kwong has her lined up for sewage detail. To Kwong, Riley is doomed to the kind of grunt work she told Ellie she could avoid if she plays her cards right. This is new for the show, and makes it that much more clear why Riley wants a life outside of what FEDRA has in store for her.
Pictures of you
Next up on Riley’s tour of wonders is the photo booth, another classic moment from the game. When the DLC first launched in 2014, this moment felt impactful because it featured some then-novel Facebook integration, allowing you to upload images of the specific poses you had Ellie and Riley strike to your feed. It was a way for people to share the experience and connect over their feelings about it. It’s a bit strange to see a moment that was initially designed not just for interactivity but for social media integration be recreated without these elements that once made it so special. It’s still a sweet scene, of course, but this is one case where the game will always be the definitive experience for me. At least the show’s Ellie and Riley actually get a printout of their photos, albeit faded and colorless. The game’s duo got only their memories of the experience.
As they head to the next wonder, Riley talks it up, saying “it’s pretty dang awesome and it might break you.” Ellie tells her not to oversell it, but she hasn’t. She tells Ellie to stop and listen, and in the distance is the unmistakable cacophony of a video arcade. Yeah, Ellie is stoked. Standing before Raja’s Arcade in all its noisy glory, she says, “This is the most beautiful thing I’ve ever seen.”
Mortal Kombat II vs. The Turning
The arcade’s got Centipede and Tetris, Frogger and Daytona USA, all alive and ready to be played. But there’s one game they want to play most: Mortal Kombat II.
This is one of the episode’s biggest departures from the game. There, the machines in the arcade remain off, and the most Ellie can do is imagine playing with them. (As I discovered when re-playing Left Behind for this recap, there’s a hidden trophy you can get here, a little self-deprecating joke from Naughty Dog. If you approach and interact with a Jak X Combat Racing arcade machine in the back corner, Ellie will imagine playing it for a bit. When she’s done, she comments to herself, “That game is stupid,” and you get the trophy, called Nobody’s Perfect. Oof, was Jak X really that bad?)
Screenshot: Naughty Dog
In the game, it’s not Mortal Kombat II that they play, but a fictional fighting game called The Turning, and Ellie can only play it with her imagination. As Riley narrates the action, and as Ellie imagines it so vividly that she can hear the game’s announcer as well as the sound effects of battle, you enter a series of onscreen inputs to pull off attacks, blocks, dodges, and, finally, an ultra kill. Yes, The Turning was clearly inspired by Mortal Kombat, so the genuine article makes for a pretty fitting replacement.
In his own commentary piece, my colleague Kenneth makes a strong argument that something is lost by having the characters actually play a game, rather than merely imagining one. I definitely agree that the way it plays out in the game is much more poignant. It’s just one more thing that Ellie will never get to really experience. At the same time, I think the interactivity of the sequence was central to its impact, that just seeing Ellie imagine the game and input sequences would have little of the same effect that the scene conjures through the device of having you do it, and in lieu of that, I think swapping in Mortal Kombat II, a game so many of us have our own memories of playing, allows us to feel some deeper connection to the scene. For me, it’s another instance, like the photo booth, where the TV show was never going to fully recapture the power of the game on which it’s based.
Screenshot: HBO
Kiss me, kill me
Bella Ramsey does a great job of capturing the intense excitement and supreme cluelessness of a gamer girl who’s literally never played an arcade game before, and it’s fun to watch both her and Reid react to the game’s legendary sound effects, and to Mileena’s famous fatality. Eventually, playing as Baraka, Ellie gets a win on Riley, who tells her how to do his fatality. Baraka impales Mileena on his blades and the girls lose it, and in the excitement, we can tell, even if Riley can’t, that Ellie really wants to kiss her. The moment passes, though, and Ellie protests that she has to be back home in bed soon. However, Riley tells her that she got her a gift, and that’s enough to get Ellie to tag along for a bit longer.
In the food court, Riley’s got a little camp, where she gives Ellie volume two (actually “volume too” lol) of Will Livingston’s series of pun books, the same one she’s been torturing Joel with throughout the series. In the game, Riley gives it to Ellie just after you ride the carousel, and you can spend a while reading jokes to Riley if you like. (My favorite of the bunch: What’s a pirate’s favorite letter? ‘Tis the C.)
In the show, however, Ellie’s delight in the new treasure trove of punny goodness is short-lived, as she finds a bunch of explosives Riley has made. Riley says that she would never let them be used on or anywhere near Ellie, but Ellie doubts that her supervisors would care what Riley has to say about that, and she storms off.
Riley gives chase and tells Ellie that she’s leaving, that this is her last day in Boston, which is enough to get Ellie to stop. “I asked if you could join so we could go together,” Riley says, “but Marlene said no.” In the game, Riley phrases this sentiment a bit differently, telling Ellie that Marlene “wants you safe at that stupid school. I’m not even supposed to come see you.” The reasons why Marlene might be looking out for Ellie from afar—even before knowing Ellie was immune to cordyceps—will become clear in time, if you don’t know them already. Despite Riley’s heartfelt plea, expressing her desire to spend some of her little time left in Boston with Ellie and to say goodbye on good terms, Ellie remains furious, and storms off again.
Love and truth in the Halloween shop
She thinks better of it, though, and turns around before she gets too far. Trudging back through the mall, she hears screams and fears the worst. Charging into the store the screams are coming from, she’s confronted with a spooky sight indeed: some sort of mechanical Halloween jumpscare device letting out the pre-recorded shrieks. Here it is, the Halloween store, the final wonder Riley had in store for her. (In the game, you actually enter the Halloween store first upon arriving at the mall. This scene effectively combines that one and one near the end of the DLC.)
Riley’s hiding out in the Halloween store, and tells Ellie she was saving it for last because she thought she’d like it the best. “I guess it was stupid,” she says. “I’m fucking stupid.” Ellie sits down. It’s time to talk about some real shit.
Screenshot: Naughty Dog
“So you leave me. I think you’re dead. All of a sudden, you’re alive. And you give me this night. This amazing fucking night. And now you’re leaving again, forever, to join some cause I don’t even think you understand. Tell me I’m wrong.” Yeah, I can see how Ellie’s got some emotional turmoil going on at the moment.
Riley tells Ellie that she doesn’t know everything. Unlike Ellie, Riley remembers what it was to have a family, for a little while at least, and the real sense of belonging that came with that. Now the Fireflies have chosen her, and she senses a chance for that kind of belonging and purpose again. “I matter to them.”
Screenshot: HBO
Ellie softens a bit, and tells Riley that she’s her best friend and that she’ll miss her. Riley proposes “one last thing,” and Ellie agrees, before Riley tosses her a werewolf mask and grabs a spooky clown mask for herself, masks they both also wear in the game. She puts on Etta James’ “I Got You Babe,” the same song that features so prominently in the game at this pivotal moment, and begins dancing atop the display case.
For a while they just enjoy the moment, but what Ellie is feeling is too strong to be contained, so she takes off her mask and pleads with Riley, “Don’t go.” Just as in the game, Riley agrees, almost as if she’s been waiting, hoping that Ellie would ask her this. Ellie kisses her, then apologizes, to which Riley responds, “For what?” It’s a beautiful and cathartic moment, and a painful one, too, since we know their happiness ends even before it has a chance to start. It makes for a fascinating contrast with the third episode, which charted the love story of Bill and Frank across decades. Here, we get the love story of Ellie and Riley, not quite in real time but not too far off. This night lasts only a matter of hours, and yet the memory of it will be with Ellie forever.
I feel like “don’t go” is a bigger ask on Ellie’s part here in the show than it is in the game, since she knows that FEDRA has Riley pegged for grunt work, and it’s a lot to ask someone you love to resign themselves to a life of such limited possibility just to be with you. But I’m sure that in that moment, she thinks that together, they can create something better. And who knows, maybe they could have.
They barely even get a chance to imagine what that future might look like, however, before the infected we saw earlier roars and runs in, putting up one hell of a fight before Ellie finally finishes it with her switchblade. Not before both of them are bitten, however, and just like that, their dream future evaporates.
“I’m not letting you go”
Screenshot: Naughty Dog
And while future Ellie rummages desperately in the house for something to help Joel with, past Ellie, thinking her fate is sealed, smashes shit in a rage before collapsing next to Riley. Riley says they could just off themselves with her gun, but she’s not a fan of that idea. Taking Ellie’s hand, she says, “Whether it’s two minutes or two days, we don’t give that up. I don’t want to give that up.”
Screenshot: HBO
Rummaging in the kitchen, Ellie finds some needle and thread and returns to Joel. For a moment, she takes his hand, interlocking her fingers with hers. She’s not letting him go. Then, she begins to sew.
Overwatch 2has two ways to stand in line as you wait to be let into a game: open queue, which lets you maintain a loose team composition, like one that has two DPS and three tanks; and defined role queue, which brand-new players need to unlock by completing five open-queue games. It seems open-queue players are finding themselves stuck in messy matches with no support, and disgruntled role-queue players, particularly those playing DPS or tank, are sitting through long queue times waiting for healers to float down on a ray of sunshine.
“The players can start by not taking out their life problems on support characters,” a Blizzard forum user wrote. “Maybe then more people would be willing to try the role.”
“There are plenty of people who want to play support (I’m one of them),” said another commenter in the Blizzard forum. “But whether or not it’s currently viable to play support in pub matches with the game’s current climate is, I think, the real issue.”
We’re feeling it too. “In my experience with Overwatch 2—as someone who mostly plays support for the XP boost and fast matchmaking—I’ve experienced Winstons and Reapers zooming past me and the other support player, only to wind up dead moments later, putting the entire team in a bad spot,” Kotaku staffer Zack Zwiezen wrote recently.
Some players hope that adding new support heroes, including Kiriko—Overwatch 2’s new ninja healer, who currently lives beneath the game’s fresh battle pass for most people—will help even out support queue times. More likely, players will keep finding things to be annoyed about, and developer Activision Blizzard will keep union busting.