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What The Last Of Us Actually Changed

0h 15m video Transcribed Jun 30, 2026 J Just Write
Intermediate 8 min read For: Fans of The Last of Us, video game adaptation enthusiasts, media critics, and anyone interested in narrative analysis.
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AI Summary

This video analyzes HBO's adaptation of the video game The Last of Us, questioning whether it was necessary given the game's already cinematic nature. It explains that the show differentiates itself by turning the game's subtext into explicit text, especially around themes like climate change and queer representation.

[0:00]
The central question of adaptation

Fans asked 'do we need this' about HBO's The Last of Us, and the showrunners grappled with that same question throughout production.

[0:27]
Game's cinematic nature

The Last of Us was already a linear narrative experience, as close to a film as a game could be, with no player choice in the story outcome.

[1:18]
Subverting player expectations

The game created a moment where players expect a choice but are denied it, making Joel killing the doctor a linear, unavoidable event.

[2:31]
Naughty Dog's cinematic approach

Conversations in the game use performance capture and emphasize subtle emotions, unlike other games with dialogue trees.

[3:19]
Challenge of adaptation

The game's best scenes are already so effective that simply repeating them would be thoughtless; the adaptation must add something new.

[4:36]
Climate change as explicit theme

The show opens with an interview explaining how a fungal pandemic could worsen due to global warming, making the subtext of the game about climate change into text.

[6:29]
From subtext to text

The show justifies its existence by explicitly stating themes that the game left ambiguous, providing answers to questions fans had.

[8:11]
Explicit Joel and Tess relationship

The show confirms a romantic relationship between Joel and Tess, which was only hinted at in the game.

[8:33]
Communism made explicit in Jackson

In the show, characters openly state that their town operates on collective ownership, directly calling out the communism that was subtext in the game.

[9:23]
David's character made worse

The show removes ambiguity about David's threat, explicitly portraying him as a pedophile, going beyond the game's implication.

[10:01]
Bill and Frank's queer love story

The show devotes an entire episode to Bill and Frank's relationship, turning the game's hidden subtext into a central, positive narrative.

[12:36]
Overall adaptation strategy

Raising subtext to text is the main way the show establishes its own identity, but it results in the story having little subtext of its own.

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Study Flashcards (8)

What was the central question fans asked about HBO's The Last of Us adaptation?

easy Click to reveal answer

'Do we need this?' - implying the adaptation seemed unnecessary given the game's cinematic quality.

How did The Last of Us (2013) differ from other major video games at the time?

medium Click to reveal answer

It was a linear narrative with no player choice in the story outcome, unlike other games that offered branching choices.

0:27

What technique did the show use to justify its existence as an adaptation?

medium Click to reveal answer

It turned the game's subtext into explicit text, making themes and character details more overt.

6:29

How did the show explicitly link the fungal pandemic to climate change?

hard Click to reveal answer

An opening interview scene explains that global warming could allow fungi to survive in human hosts, triggering a pandemic.

4:36

What was the biggest narrative departure in the show from the game?

medium Click to reveal answer

The entire third episode tells a standalone love story between Bill and Frank, making their queer relationship central.

12:01

In the game, how was Bill's homosexuality represented?

hard Click to reveal answer

Mostly through subtext (his reaction to Frank's death) and optional content (a note and a porn magazine), easily missed by straight audiences.

10:01

What change did the show make to Joel and Tess's relationship?

easy Click to reveal answer

The show explicitly shows them in a romantic relationship, whereas the game left it ambiguous.

8:11

How did the show alter the depiction of David compared to the game?

hard Click to reveal answer

The show explicitly portrays David as a pedophile, removing the ambiguity present in the game.

9:23

💡 Key Takeaways

📊

Game's linear nature made adaptation challenging

Establishes why the game was already 'cinematic' and why a direct copy would be redundant.

0:27
💡

Climate change as explicit text in the show

Demonstrates the show's strategy of making subtext overt, adding a new layer to the story.

4:36
⚖️

Bill and Frank episode as queer text

Illustrates the show's biggest narrative departure and its handling of representation.

10:01
💡

Trade-off: less subtext in the show

Highlights a potential weakness of the adaptation: by explaining everything, the show loses its own mystery and subtext.

12:36

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[00:00] do we need this that question hangs

[00:02] around HBO's adaptation of the hit video

[00:04] game The Last of Us like a noose there

[00:07] was a tendency among a fair portion of

[00:08] fans of the game to roll their eyes at

[00:11] every new bit of news about this

[00:13] adaptation because of that question and

[00:15] grappling with that question seems to be

[00:16] one of the main things the showrunners

[00:18] themselves were preoccupied by do we

[00:20] need this obviously obviously not right

[00:23] so then why do this okay yeah Fair The

[00:27] Last of Us was a game that was already

[00:28] as close to a movie or a television show

[00:31] as a video game could possibly be it's a

[00:34] linear narrative experience and a pretty

[00:36] much linear gameplay experience too it

[00:38] was technically a video game but in

[00:41] contrast to the rest of the industry it

[00:43] was not one sold on the appeal of the

[00:45] player getting to shape the narrative I

[00:47] suppose you have the choice over

[00:48] precisely how or maybe if you murder

[00:51] each group of enemies as you progress

[00:53] through the game but the corridors

[00:54] themselves Lead You inevitably from

[00:56] point A to point B you will watch all

[00:58] the same cutscenes listen to this same

[01:00] banter see the same ending as anyone

[01:02] else who plays the game it actually kind

[01:04] of melted people's brains at the time

[01:05] because of just how much it went against

[01:06] the grain of what so many other major

[01:08] video game Publishers were doing in

[01:10] 2013. in an era where so many other

[01:12] games let you do a Choose Your Own

[01:14] Adventure pick blue for boring pick red

[01:16] for psychopath style gameplay this

[01:18] sequence at the end of The Last of Us

[01:19] was legitimately surprising and that it

[01:22] uses all of the conventions of those

[01:24] kinds of games and leads up to a moment

[01:25] where you expect to have a choice only

[01:27] to not have a choice Joel kills the

[01:31] Doctor Joel always kills the doctor it's

[01:34] a linear experience and not for nothing

[01:36] a good one so why do this

[01:40] the motivation for adapting a story or

[01:42] at least the most like pure motivation

[01:44] for adapting a story is that you think

[01:45] the story will benefit from the shift in

[01:47] mediums to explore parts of the story

[01:49] that the original just couldn't an audio

[01:51] visual medium provides storytellers new

[01:53] ways to enhance a story told previously

[01:55] as a book or as a comic book music can

[01:57] create a different emotional reaction to

[01:59] a scene and bringing something that was

[02:01] only previously in the realm of

[02:02] imagination into real life can be

[02:04] extremely satisfying but the last of us

[02:06] was already in an audio visual media and

[02:09] it used that Medium to its fullest or

[02:11] rather it used it in a way that ape the

[02:13] conventions of film the composition of

[02:15] its shots the editing the music its

[02:17] motion capture performances all of it

[02:19] working in tandem to create a

[02:21] well-crafted experience that kind of

[02:23] feels like

[02:24] well it kind of feels like a Prestige

[02:26] HBO drama Naughty Dog Games stand up

[02:28] from the rest of the video game industry

[02:29] for this reason when two characters have

[02:31] a conversation in a naughty dog game

[02:32] it's either happening in gameplay or

[02:34] it's a performance captured cutscene

[02:36] that emphasizes the subtleties of each

[02:38] character's emotions they never just

[02:40] have two characters cycle through four

[02:42] or five generic animations while the

[02:44] player chooses from four or five

[02:45] dialogue options that's not a criticism

[02:48] of games that do that but an observation

[02:50] that those games want you to feel like

[02:53] you're interacting with the story while

[02:55] The Last of Us wants you to feel like

[02:57] you're watching a story The Last of Us

[02:59] did all of this extremely well pretty

[03:00] much better than any other video game it

[03:03] created dozens and dozens of really

[03:05] effective moments between characters

[03:07] that have stuck in my mind for a decade

[03:10] you're not my daughter

[03:14] and I sure as hell ain't your dad

[03:17] so if you're adapting a story like this

[03:19] you're in an extremely tough spot

[03:21] because you don't just want to

[03:22] thoughtlessly Echo something like this

[03:24] and yet the scenes are so good on their

[03:26] own your story would be less good if you

[03:28] didn't include them right you're right

[03:32] you're not my daughter

[03:34] I'm not sure as hell ain't your dad oh

[03:37] my God they shot it from a different

[03:39] angle

[03:40] which means that any adaptation of The

[03:42] Last of Us is destined to instantly be

[03:44] cut up by the internet into shot by shot

[03:46] comparisons The Last of Us season one

[03:48] side-by-side scene comparison The Last

[03:49] of Us episode 1 TV show versus game

[03:51] comparison The Last of Us episode 2 TV

[03:54] show vs game comparison episode three

[03:56] four five six seven eight nine TV show

[03:58] versus game comparison so why do this

[04:00] and more importantly how and more

[04:03] importantly why for a moment I just want

[04:05] to set aside the obvious answer to this

[04:07] which is money The Last of Us is an

[04:10] extremely recognizable IP and any

[04:11] adaptation of it good or bad was bound

[04:13] to make HBO a tidy profit but that

[04:16] doesn't really answer why these specific

[04:18] creatives would want to be involved with

[04:20] this Craig Mason the showrunner for The

[04:23] Last of Us was fresh off a huge success

[04:25] with Chernobyl a show that won or was

[04:27] nominated for all of the awards he could

[04:31] presumably have been part of whatever he

[04:33] wanted to make he chose this so why

[04:36] fungal infection of this kind is a real

[04:38] but not in humans true true fungi cannot

[04:41] survive if its host's internal

[04:43] temperature is over 94 degrees and

[04:46] currently there are no reasons for fungi

[04:48] to evolve to be able to withstand higher

[04:50] temperatures but what if that were to

[04:51] change what if

[04:52] for instance the world were to get

[04:55] slightly warmer unlike the game the TV

[04:58] show opens with a lengthy interview

[04:59] scene between a TV show host and a pair

[05:01] of doctors which in my mind immediately

[05:03] seeks to answer the question at the top

[05:05] of this video in the scene one of the

[05:07] doctors outlines how a fungal pandemic

[05:09] could be orders of magnitude worse than

[05:10] a viral pandemic he explains how the

[05:12] fungi could burrow into people's brains

[05:14] and turn them into puppets handling a

[05:15] bunch of the World building for the rest

[05:17] of the show but he also reframes the

[05:19] central Catalyst of the Apocalypse from

[05:21] what it was in the game tying it

[05:23] directly to climate change that Craig

[05:25] Mason would do this is not that

[05:26] surprising when you compare this to what

[05:28] he did in Chernobyl the guest that show

[05:30] is about telling a story around the

[05:31] Chernobyl nuclear disaster but it's not

[05:34] just about that it's about climate

[05:35] change hot take guys Chernobyl had

[05:37] climate change themes institutions

[05:38] repeatedly ignored the warnings of an

[05:40] environmental disaster because of their

[05:42] own political agendas and then in the

[05:44] midst of the crisis attempted to

[05:45] continuously downplay how bad things

[05:47] could get but nuclear radiation doesn't

[05:49] care about International politics or

[05:50] what's happening inside the Kremlin so

[05:52] you know can we please deal with this

[05:53] thing before it kills us all in The Last

[05:55] of Us video game there was no

[05:57] explanation for the apocalypse it was

[05:58] just something that happened but I think

[06:00] you can make a compelling case about the

[06:02] original Last of Us that while it is

[06:03] never explicitly stated to be about

[06:05] climate change that it was subtextually

[06:07] about climate change it's a game where

[06:10] most of the settings are Urban

[06:11] environments that have been reclaimed by

[06:13] Nature where the main enemies are a kind

[06:15] of fungi and where the central themes

[06:17] are all about pitting individual needs

[06:19] against what is good for society as a

[06:22] whole a theme that has some extra

[06:24] resonance when seen through the lens of

[06:27] climate change in the show a guy just

[06:29] says it what if the world was to get

[06:31] slightly warmer he just tweeted it out

[06:34] and it's in this way this method like

[06:36] not just the scene but this way of doing

[06:38] things that the show justifies its own

[06:40] existence if it can't tell the story of

[06:42] The Last of Us better than the last of

[06:43] us already did then it can at least tell

[06:46] the story more explicitly it can make

[06:48] the subtext text I want to make a

[06:51] distinction here for the kind of subtext

[06:52] and talking about I'm not talking about

[06:54] what we could call conversational

[06:55] subtext so in many a well-written scene

[06:58] in both versions of The Last of Us two

[07:00] characters are talking to one another

[07:01] and because they are human beings and

[07:03] not robots when they say things they

[07:04] don't always say everything they mean so

[07:07] Time Heals all wounds I guess

[07:15] Jules puppy dog eyes fill in the blanks

[07:18] of what his words imply the text is it

[07:20] wasn't time that healed his trauma the

[07:22] subtext was that it was meeting and

[07:23] bonding with Ellie that healed his

[07:25] trauma both versions of the story have

[07:26] moments like this which are very good

[07:28] because both versions are very good so

[07:31] when I say HBO is The Last of Us turns

[07:33] the subtext of Sony's The Last of Us

[07:34] into text I don't mean everyone starts

[07:36] saying what they mean literally I'm

[07:38] talking more about the themes and plot

[07:40] points that the game originally left

[07:41] ambiguous cordyceps mutated

[07:44] someone that got into the food supply

[07:46] probably a basic ingredient like flour

[07:49] sugar example number one Joel and Tess

[07:52] now if you're a freak like me when

[07:54] you're playing the original game there

[07:55] are probably a bunch of times during

[07:57] scenes with Joel and Tess when you

[07:58] thought to yourself they [ __ ] come on

[08:02] make this easy for me

[08:04] canonically the answer is probably

[08:06] probably like probably not definitely

[08:09] but but when you watch the show one of

[08:11] the first times you see them together is

[08:13] they're together

[08:17] in the original game there was something

[08:18] ambiguous that players wondered about

[08:20] and now in order to give this new

[08:22] version of the show some kind of

[08:23] identity that is different from the game

[08:25] but which doesn't outright contradict

[08:26] the game the show gives a solid textual

[08:29] answer to that thing that was previously

[08:31] ambiguous example number two communism

[08:33] hey isn't it kind of funny that in the

[08:35] post-apocalypse the healthiest most

[08:38] productive most just and safe place in

[08:40] the entire game is kind of a

[08:42] narco-communist like Tommy and his Pals

[08:44] over here are communists aren't they and

[08:46] isn't it you know doubly funny that we

[08:48] put this location in Jackson Wyoming the

[08:51] state with the heaviest Republican lien

[08:52] in the country 20 years of Apocalypse

[08:54] turned all these Macho conservative

[08:56] Cowboys into Macau bakunan well uh in

[08:58] the show everyone pitches in we rotate

[09:00] patrols food prep repairs hunting

[09:03] harvesting everything you see in our

[09:05] town

[09:06] greenhouses livestock all shared

[09:08] Collective ownership

[09:11] so uh communism

[09:13] ah I didn't like that it is that

[09:16] literally this is the commune we're

[09:17] communists

[09:19] example three David is well even worse

[09:23] than than the game says okay so in the

[09:25] game Joel gets injured and the player

[09:27] gets to play as Ellie for a little bit

[09:28] where she Encounters this guy David who

[09:30] manages to gain Ellie's trust before she

[09:32] learns that he and his gang are a bunch

[09:34] of cannibals who are going to eat her

[09:35] but there are a couple of moments in the

[09:37] game that make you feel like David is

[09:38] even worse than a cannibal like this

[09:40] moment when he tries to regain Ellie's

[09:42] trust and they hold hands or in the

[09:44] final fight scene which can be read as

[09:45] merely David attempting to murder her or

[09:48] is he trying to

[09:49] you know the fighting is a part I like

[09:52] the most there's no fear in love oh okay

[09:55] so he's just full-on pedophile okay got

[09:57] it

[09:59] 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

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[15:17] [Music]

[15:25] thank you

[15:27] [Music]

[15:42] laughs

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