[0:00] do we need this that question hangs [0:02] around HBO's adaptation of the hit video [0:04] game The Last of Us like a noose there [0:07] was a tendency among a fair portion of [0:08] fans of the game to roll their eyes at [0:11] every new bit of news about this [0:13] adaptation because of that question and [0:15] grappling with that question seems to be [0:16] one of the main things the showrunners [0:18] themselves were preoccupied by do we [0:20] need this obviously obviously not right [0:23] so then why do this okay yeah Fair The [0:27] Last of Us was a game that was already [0:28] as close to a movie or a television show [0:31] as a video game could possibly be it's a [0:34] linear narrative experience and a pretty [0:36] much linear gameplay experience too it [0:38] was technically a video game but in [0:41] contrast to the rest of the industry it [0:43] was not one sold on the appeal of the [0:45] player getting to shape the narrative I [0:47] suppose you have the choice over [0:48] precisely how or maybe if you murder [0:51] each group of enemies as you progress [0:53] through the game but the corridors [0:54] themselves Lead You inevitably from [0:56] point A to point B you will watch all [0:58] the same cutscenes listen to this same [1:00] banter see the same ending as anyone [1:02] else who plays the game it actually kind [1:04] of melted people's brains at the time [1:05] because of just how much it went against [1:06] the grain of what so many other major [1:08] video game Publishers were doing in [1:10] 2013. in an era where so many other [1:12] games let you do a Choose Your Own [1:14] Adventure pick blue for boring pick red [1:16] for psychopath style gameplay this [1:18] sequence at the end of The Last of Us [1:19] was legitimately surprising and that it [1:22] uses all of the conventions of those [1:24] kinds of games and leads up to a moment [1:25] where you expect to have a choice only [1:27] to not have a choice Joel kills the [1:31] Doctor Joel always kills the doctor it's [1:34] a linear experience and not for nothing [1:36] a good one so why do this [1:40] the motivation for adapting a story or [1:42] at least the most like pure motivation [1:44] for adapting a story is that you think [1:45] the story will benefit from the shift in [1:47] mediums to explore parts of the story [1:49] that the original just couldn't an audio [1:51] visual medium provides storytellers new [1:53] ways to enhance a story told previously [1:55] as a book or as a comic book music can [1:57] create a different emotional reaction to [1:59] a scene and bringing something that was [2:01] only previously in the realm of [2:02] imagination into real life can be [2:04] extremely satisfying but the last of us [2:06] was already in an audio visual media and [2:09] it used that Medium to its fullest or [2:11] rather it used it in a way that ape the [2:13] conventions of film the composition of [2:15] its shots the editing the music its [2:17] motion capture performances all of it [2:19] working in tandem to create a [2:21] well-crafted experience that kind of [2:23] feels like [2:24] well it kind of feels like a Prestige [2:26] HBO drama Naughty Dog Games stand up [2:28] from the rest of the video game industry [2:29] for this reason when two characters have [2:31] a conversation in a naughty dog game [2:32] it's either happening in gameplay or [2:34] it's a performance captured cutscene [2:36] that emphasizes the subtleties of each [2:38] character's emotions they never just [2:40] have two characters cycle through four [2:42] or five generic animations while the [2:44] player chooses from four or five [2:45] dialogue options that's not a criticism [2:48] of games that do that but an observation [2:50] that those games want you to feel like [2:53] you're interacting with the story while [2:55] The Last of Us wants you to feel like [2:57] you're watching a story The Last of Us [2:59] did all of this extremely well pretty [3:00] much better than any other video game it [3:03] created dozens and dozens of really [3:05] effective moments between characters [3:07] that have stuck in my mind for a decade [3:10] you're not my daughter [3:14] and I sure as hell ain't your dad [3:17] so if you're adapting a story like this [3:19] you're in an extremely tough spot [3:21] because you don't just want to [3:22] thoughtlessly Echo something like this [3:24] and yet the scenes are so good on their [3:26] own your story would be less good if you [3:28] didn't include them right you're right [3:32] you're not my daughter [3:34] I'm not sure as hell ain't your dad oh [3:37] my God they shot it from a different [3:39] angle [3:40] which means that any adaptation of The [3:42] Last of Us is destined to instantly be [3:44] cut up by the internet into shot by shot [3:46] comparisons The Last of Us season one [3:48] side-by-side scene comparison The Last [3:49] of Us episode 1 TV show versus game [3:51] comparison The Last of Us episode 2 TV [3:54] show vs game comparison episode three [3:56] four five six seven eight nine TV show [3:58] versus game comparison so why do this [4:00] and more importantly how and more [4:03] importantly why for a moment I just want [4:05] to set aside the obvious answer to this [4:07] which is money The Last of Us is an [4:10] extremely recognizable IP and any [4:11] adaptation of it good or bad was bound [4:13] to make HBO a tidy profit but that [4:16] doesn't really answer why these specific [4:18] creatives would want to be involved with [4:20] this Craig Mason the showrunner for The [4:23] Last of Us was fresh off a huge success [4:25] with Chernobyl a show that won or was [4:27] nominated for all of the awards he could [4:31] presumably have been part of whatever he [4:33] wanted to make he chose this so why [4:36] fungal infection of this kind is a real [4:38] but not in humans true true fungi cannot [4:41] survive if its host's internal [4:43] temperature is over 94 degrees and [4:46] currently there are no reasons for fungi [4:48] to evolve to be able to withstand higher [4:50] temperatures but what if that were to [4:51] change what if [4:52] for instance the world were to get [4:55] slightly warmer unlike the game the TV [4:58] show opens with a lengthy interview [4:59] scene between a TV show host and a pair [5:01] of doctors which in my mind immediately [5:03] seeks to answer the question at the top [5:05] of this video in the scene one of the [5:07] doctors outlines how a fungal pandemic [5:09] could be orders of magnitude worse than [5:10] a viral pandemic he explains how the [5:12] fungi could burrow into people's brains [5:14] and turn them into puppets handling a [5:15] bunch of the World building for the rest [5:17] of the show but he also reframes the [5:19] central Catalyst of the Apocalypse from [5:21] what it was in the game tying it [5:23] directly to climate change that Craig [5:25] Mason would do this is not that [5:26] surprising when you compare this to what [5:28] he did in Chernobyl the guest that show [5:30] is about telling a story around the [5:31] Chernobyl nuclear disaster but it's not [5:34] just about that it's about climate [5:35] change hot take guys Chernobyl had [5:37] climate change themes institutions [5:38] repeatedly ignored the warnings of an [5:40] environmental disaster because of their [5:42] own political agendas and then in the [5:44] midst of the crisis attempted to [5:45] continuously downplay how bad things [5:47] could get but nuclear radiation doesn't [5:49] care about International politics or [5:50] what's happening inside the Kremlin so [5:52] you know can we please deal with this [5:53] thing before it kills us all in The Last [5:55] of Us video game there was no [5:57] explanation for the apocalypse it was [5:58] just something that happened but I think [6:00] you can make a compelling case about the [6:02] original Last of Us that while it is [6:03] never explicitly stated to be about [6:05] climate change that it was subtextually [6:07] about climate change it's a game where [6:10] most of the settings are Urban [6:11] environments that have been reclaimed by [6:13] Nature where the main enemies are a kind [6:15] of fungi and where the central themes [6:17] are all about pitting individual needs [6:19] against what is good for society as a [6:22] whole a theme that has some extra [6:24] resonance when seen through the lens of [6:27] climate change in the show a guy just [6:29] says it what if the world was to get [6:31] slightly warmer he just tweeted it out [6:34] and it's in this way this method like [6:36] not just the scene but this way of doing [6:38] things that the show justifies its own [6:40] existence if it can't tell the story of [6:42] The Last of Us better than the last of [6:43] us already did then it can at least tell [6:46] the story more explicitly it can make [6:48] the subtext text I want to make a [6:51] distinction here for the kind of subtext [6:52] and talking about I'm not talking about [6:54] what we could call conversational [6:55] subtext so in many a well-written scene [6:58] in both versions of The Last of Us two [7:00] characters are talking to one another [7:01] and because they are human beings and [7:03] not robots when they say things they [7:04] don't always say everything they mean so [7:07] Time Heals all wounds I guess [7:15] Jules puppy dog eyes fill in the blanks [7:18] of what his words imply the text is it [7:20] wasn't time that healed his trauma the [7:22] subtext was that it was meeting and [7:23] bonding with Ellie that healed his [7:25] trauma both versions of the story have [7:26] moments like this which are very good [7:28] because both versions are very good so [7:31] when I say HBO is The Last of Us turns [7:33] the subtext of Sony's The Last of Us [7:34] into text I don't mean everyone starts [7:36] saying what they mean literally I'm [7:38] talking more about the themes and plot [7:40] points that the game originally left [7:41] ambiguous cordyceps mutated [7:44] someone that got into the food supply [7:46] probably a basic ingredient like flour [7:49] sugar example number one Joel and Tess [7:52] now if you're a freak like me when [7:54] you're playing the original game there [7:55] are probably a bunch of times during [7:57] scenes with Joel and Tess when you [7:58] thought to yourself they [ __ ] come on [8:02] make this easy for me [8:04] canonically the answer is probably [8:06] probably like probably not definitely [8:09] but but when you watch the show one of [8:11] the first times you see them together is [8:13] they're together [8:17] in the original game there was something [8:18] ambiguous that players wondered about [8:20] and now in order to give this new [8:22] version of the show some kind of [8:23] identity that is different from the game [8:25] but which doesn't outright contradict [8:26] the game the show gives a solid textual [8:29] answer to that thing that was previously [8:31] ambiguous example number two communism [8:33] hey isn't it kind of funny that in the [8:35] post-apocalypse the healthiest most [8:38] productive most just and safe place in [8:40] the entire game is kind of a [8:42] narco-communist like Tommy and his Pals [8:44] over here are communists aren't they and [8:46] isn't it you know doubly funny that we [8:48] put this location in Jackson Wyoming the [8:51] state with the heaviest Republican lien [8:52] in the country 20 years of Apocalypse [8:54] turned all these Macho conservative [8:56] Cowboys into Macau bakunan well uh in [8:58] the show everyone pitches in we rotate [9:00] patrols food prep repairs hunting [9:03] harvesting everything you see in our [9:05] town [9:06] greenhouses livestock all shared [9:08] Collective ownership [9:11] so uh communism [9:13] ah I didn't like that it is that [9:16] literally this is the commune we're [9:17] communists [9:19] example three David is well even worse [9:23] than than the game says okay so in the [9:25] game Joel gets injured and the player [9:27] gets to play as Ellie for a little bit [9:28] where she Encounters this guy David who [9:30] manages to gain Ellie's trust before she [9:32] learns that he and his gang are a bunch [9:34] of cannibals who are going to eat her [9:35] but there are a couple of moments in the [9:37] game that make you feel like David is [9:38] even worse than a cannibal like this [9:40] moment when he tries to regain Ellie's [9:42] trust and they hold hands or in the [9:44] final fight scene which can be read as [9:45] merely David attempting to murder her or [9:48] is he trying to [9:49] you know the fighting is a part I like [9:52] the most there's no fear in love oh okay [9:55] so he's just full-on pedophile okay got [9:57] it [9:59] example four Bill and Frank now I take [10:01] the master stroke of the series is how [10:03] they handle its queer representation in [10:05] the game Joel and Ellie meet one of [10:06] Joel's old friends a complete [ __ ] [10:08] named Bill Bill lives in almost total [10:10] isolation and has protected himself from [10:12] the outside world with a series of booby [10:14] traps in his level of the game the three [10:15] of them work together to make it to the [10:17] other side of town so that they can [10:18] acquire a car battery bill has exactly [10:20] one friend named Frank who lives on that [10:22] side of town but they find that he has [10:24] hanged himself when they get there for [10:25] many players it's pretty easy to miss [10:27] the fact that bill is a gay man because [10:28] that fact exists mostly in the subtext [10:31] of how Bill reacts to Frank's death [10:32] which could imply a romantic connection [10:34] between the two of them but can also [10:36] very easily be read by a straight [10:38] audience as just a man mourning his [10:41] friend [10:42] he was my partner but Bill squaredness [10:44] also exists as non-mandatory content in [10:47] Frank's house the player might find a [10:49] note from Frank to bill which expresses [10:51] Frank's growing resentment towards bills [10:53] stuck in his Way's Behavior again the [10:55] player needs to read between the lines [10:56] here to understand that this is a queer [10:58] relationship [11:00] I'm sure your friend will be missing [11:02] this tonight [11:04] the only tangible piece of evidence of [11:05] Phil's homosexuality is when Joel and [11:07] Ellie are driving to Pittsburgh and [11:09] Ellie starts looking at a magazine she [11:10] got from Bill's house which is a male [11:12] porn magazine in each case it does [11:14] require the player to think about what [11:16] they're seeing in order to come to the [11:18] conclusion that bill is gay now this is [11:20] all a bit [11:23] problematic the fact alone that Bill's [11:25] queerness is hidden to this degree is [11:27] worth criticizing and it was like in a [11:30] game which again was almost entirely [11:32] linear the one important character [11:34] detail that's consigned to optional [11:36] content or blinking you'll miss its [11:38] story beats being the pieces of evidence [11:40] that lets you know that there's a queer [11:42] relationship going on here at all is not [11:44] exactly what you'd call good queer [11:46] representation it's the kind of [11:47] representation that is slipped in so [11:49] that it's not noticed by most [11:51] heterosexual audiences because that way [11:54] the game avoids a reactionary backlash I [11:56] guess but come on is that really [11:58] something to worry about oh yeah I guess [12:00] so now arguably this moment of queer [12:01] representation is better than nothing [12:03] but the showrunner is wisely understood [12:05] that they had to do more than this in [12:07] the adaptation so in the third episode [12:08] of the show they raised the queer [12:10] subtext to queer text it's the biggest [12:12] narrative departure from the game by far [12:15] the writer's craft an entire episode [12:16] that is almost completely separate from [12:19] Joel and Ellie's Journey telling a [12:21] positive impactful story worry about [12:23] Bill and Frank falling in love with one [12:24] another it's a very good episode but [12:27] it's also a little irritating that in [12:29] order for them to tell a good queer Love [12:30] Story it seems it has to be entirely [12:32] sequestered away from the rest of the [12:34] narrative so what are we to make of all [12:37] these decisions in the case of the bill [12:38] and Frank episode the show adds so much [12:40] more to the story than anyone expected [12:42] that it sort of ceases to be an [12:44] adaptation of The Last of Us and more of [12:46] a standalone one-hour movie that happens [12:48] to cross over with the last of us with [12:50] that exception though the general [12:51] strategy of raising the subtext up to [12:54] the level of the text is pretty much the [12:56] only way that this adaptation is able to [12:58] establish its own identity separate from [13:00] the game but are these really ideal [13:03] changes I sometimes vote while watching [13:05] the show that I was less watching HBO's [13:07] Last of Us than I was reading Craig [13:09] Mason's PhD level thesis on the Last of [13:12] Us The Last of Us climate change and the [13:14] decay of American Community The Last of [13:16] Us querying the post post-apocalypse the [13:19] last of subtexts oh wait that's mine in [13:21] calling out all of the sub text of the [13:23] original story though HBO is The Last of [13:25] Us doesn't have much subtext of its own [13:27] all of its Mysteries are thoroughly [13:28] explained all of its character [13:30] relationships explicitly detailed and I [13:33] don't know it's it's fine or whatever [13:35] but like do we need this [13:39] one of the things I love about the last [13:41] of us is its unique World building all [13:43] these interesting fungal creatures in a [13:45] world with different factions it's just [13:48] a well-realized post-apocalyptic story [13:50] for me World building is one of the most [13:52] enjoyable parts of writing and if you're [13:54] a writer who needs a little help [13:55] organizing their ideas then I recommend [13:58] checking out World Anvil the sponsor of [14:00] this video World Anvil is an [14:02] award-winning tool set used by millions [14:03] of writers that helps you to create [14:05] store and organize the setting for your [14:08] world you can track timelines family [14:10] trees diplomatic relationships and more [14:12] for me the hardest part of World [14:14] building is keeping all the different [14:15] elements connected to one another and in [14:18] World Anvil you can link from one idea [14:20] to the next pretty easily it's a great [14:22] solution to get your next story [14:23] organized you can check out World Anvil [14:25] right now absolutely free for a limited [14:28] time you can also receive 40 off any [14:30] annual membership by using the code just [14:32] right 40 off wow we thanks sage no thank [14:37] you because using that code supports [14:39] this channel wouldn't you know it once [14:41] again that's code just right for 40 off [14:44] any annual membership a big thank you to [14:46] all of my patrons for supporting me on [14:47] patreon including Michael Moss Mitch [14:49] mcarat Zachary Gidding and dog best dog [14:52] if you want to help me make more videos [14:53] like this one then head over to [14:55] patreon.com just right and keep writing [14:58] everyone [15:17] [Music] [15:25] thank you [15:27] [Music] [15:42] laughs