Is The Last of Us Better as a Game?

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The Last of Us has one of the most emotional  opening sequences of any video game.  In a complete subversion of the game’s marketing  materials, you’re thrust into the shoes of Sarah,   the young daughter of Joel, who’s meant  to be this game’s playable protagonist.   Over the next 15 to 30 minutes, you get  to see more of Sarah and Joel’s lives,   follow as they try to escape  the oncoming apocalyptic danger,   swap control over to Joel, and then watch  as Sarah is shot and dies in Joel’s arms.  [Joel: “Don’t do this to me, baby.  Don’t do this to me, baby. Come on.”]  What strikes me about this scene is the  subtlety of Joel’s reaction. It’s clear   that he’s absolutely distraught, and his world  has come crashing down—but there’s no screaming,   no inherently visible rage, no dramatic  declarations of revenge. There’s just a   man who has lost the most important thing in  his world. And I think it’s this subtlety—this   lack of an overly-dramatic performance—that  makes it so much more heartbreaking to me.  But it wasn’t always going to be like that.  [Troy Baker as Joel: “Don’t do this,  don’t do this, please God no! Oh God no!”]  Troy Baker, who portrays Joel in the games,  originally played this scene with a lot more   emotion, a decision he later attributed to simply  wanting a more impressive performance. Co-director   Neil Druckmann, meanwhile, wanted a more subdued,  real reaction—which is eventually what they got.  Almost ten years later, we get a new version  of the performance: this time by Pedro Pascal,   in the television adaptation for HBO. [Joel: “I know, baby. I know, I know,   I know, I know, I know, I know,  I know, I know. Tommy, help me!”]  Not to overanalyse such a beautifully tragic  moment, but Joel’s little outburst to Tommy is   not present in the game, and I suspect it’s the  kind of thing that might have been removed in   the effort to make it more subdued. Yet, both  versions work—the game is improved by being   restrained, and the TV series is improved  by adding this one minor outburst. To me,   neither feels notably better or worse due to  the inclusion or omission of this element.  I think that this scene in the episode—and  the preceding 30 minutes—demonstrates an   effective way to adapt something: to be willing  to change to fit the medium or the different flow,   while still maintaining the core, the heart  of the narrative. And I think it provides   the opportunity not only for an interesting  comparison of an adaptation of a video game,   but also such a detailed comparison, with  so many specific scenes and moments copied,   mirrored, or outright removed—for better,  or, as we might discover, for worse. I think one example of the show actually somewhat  improving the story is right at the beginning with   Sarah. On paper, it makes sense for the game to  be more emotional here—you actually enter the   shoes of Sarah, after all, as opposed to simply  observing her. But I think the writers probably   understood this, and, consequently, we get to  spend the entire day with Sarah before the main   events start to kick off, including several  cute character moments with her and Joel.   I don’t think this is something that would even  really work in the game—15 minutes of sitting   at school, fixing a watch, and baking cookies  probably isn’t the most exciting way to start   a game, let alone a 2013 triple-A game from  the developer of Uncharted—but I think this   really shows the power of adaptations, and  the types of changes they should be making.  One such change is the Boston Quarantine  Zone, after the 20-year time jump. This   is a great example of both versions using  their medium well. The game puts a lot of its   worldbuilding in the areas around you: looking at  the buildings, listening to random conversations,   witnessing soldiers executing civilians.  It’s all content that can be easily ignored,   but it exists to help the player understand  the world if that’s what they want to do.  The show, meanwhile, is afforded the  opportunity to show alternative perspectives;   it’s not limited to a third-person camera only  following Joel. This is evident from the very   first shots after the time jump, following a  random young boy stumbling upon the ruins of   Boston. The environmental storytelling alone gives  an indication of life after these 20 years, with   the raised walls of the Quarantine Zone, military  checkpoints and towers, repurposed traffic lights.  Then there are brief scenes following Joel  and other characters that continue to expand   the world without really saying much:  the workforce, the economy, security,   everyday life, military justice,  communication, smuggling. Even small,   seemingly irrelevant details give substance  to this world and its circumstances—like the   fact that Joel wants the bag back, reinforcing the  scarcity of resources within the Quarantine Zone.  Of course, scenes like this weren’t really  impossible in the game, but they make a lot   more sense here—not just because of the medium,  but because of the shift in story direction:   instead of simply wanting some guns back,  Joel wants information (and later a vehicle)   to track down his brother, Tommy, in Wyoming. Again, I think this change makes sense too.   In the game, Joel decides to track down Tommy at  the behest of Tess; he doesn’t want to look after   Ellie, and he barely even wants to see Tommy, but  he ultimately does it because it was Tess’s dying   wish. In the series, though, Joel already wants  to head to Wyoming to find Tommy, so it makes   sense for him to agree for Ellie to come along  for the ride; Tess’s prompting only serves as   an additional push, both as a promise to her and a  way to make up for not being able to protect her.  I don’t think the game actively suffers for  its version of events, but I think using the   adaptation to change elements like this gives the  story a bit more logic, especially under scrutiny.  Another logical change in these opening  episodes—and ultimately repeated   throughout the show—is the reduction  of the stealth and action sequences.   The escape from Boston is more intense  in the game since it’s played out as an   extended stealth sequence—but I don’t think this  makes for very entertaining television so it’s a   logical removal. The same can be said about the  skyscraper and museum scenes, which is really   the first time our main characters encounter  infected face-to-face since the time jump.  In the game, the player encounters around 30  different infected in these scenes—including   a dozen in the museum alone—and kills most  (if not all) of them. This makes sense—too   few and the game becomes too easy, too many and  it loses its more realistic and grounded nature.   Meanwhile, in the museum sequence in the show’s  second episode, the group kill two clickers,   and struggle to do so. This makes sense too—if  we see our main characters take out a dozen   infected and survive, even if they struggle  to do so, it lowers the stakes later on.  That’s not to say that video games shouldn’t  have stakes—I think the fate of almost every   secondary character in the game makes it  clear that there are very high stakes here—but   in a medium where losing a fight against a clicker  means hitting the ‘Continue’ button to try it all   again, the stakes were never going to be as high,  so the series compensates in its own ways, and   decreasing the number of infected is one way—what  I find to be an effective way—of doing so.  On the other end of the spectrum, the show  actually increases the number of infected in   the second episode’s final scene, replacing the  game’s pursuing FEDRA soldiers with an oncoming   horde. And while I think FEDRA makes sense in the  game to allow for some variety in enemies, I think   it’s also a logical decision to replace them with  infected, for several reasons: it makes a bit more   sense than having the military still hanging  around dead Fireflies; it provides a working   example of the communication methods of the  infected in the series; and, ultimately, it makes   the creatures more terrifying, perhaps making up  for their reduced numbers elsewhere in the season.  Following the infected during Tess’s final  moments increases this terror even more and   makes her death more heartbreaking.  But this “kiss” led to some division,   and I understand both sides. On the one  hand, the kiss is more terrifying than   simply being ripped apart. It represents  the fungus’s lack of consent and control,   as well as its peacefulness before turning  to violence—both elements that will come up   later in the series, particularly in episode 8. On the other hand, this moment does kind of feel   like an attempt at making an image that shocks  people. Of course, Tess loses either way—and her   final stand in both the game and episode  is heroic—but replacing ‘taking out some   FEDRA soldiers before getting shot down’ with  ‘gets quietly assaulted before barely igniting   a lighter’ is certainly an interesting choice,  and I’m not surprised it was met with opposition.  Speaking of a bold choice  being met with opposition… When the first season reviews for The  Last of Us were published before it aired,   it was obvious that the third  episode was the critical darling,   the best of the best—and this became  overwhelmingly clear after the episode aired,   capturing the attention of audiences throughout  the industry. Naturally, this meant it also   caught the attention of those outside of its  target audience, who seemingly weren’t thrilled   with a mainstream television series taking a  serious, nuanced approach to a gay relationship.  Of course, these bad-faith voices being as loud  as they are, it unfortunately prevented some   people from being able to share their genuine  thoughts and feedback on the episode—and I’ve   seen some understandable criticisms, perhaps  the most logical being that the episode takes   too much time away from Joel and Ellie  and doesn’t advance the narrative overall.  Wanting more Joel and Ellie makes sense—they’re  great characters played by great actors and   seeing more interactions with them at this  early point, particularly after Tess’s death,   is an understandable desire—but we still get 30  minutes of scenes between them, divided between   the beginning and ending of the episode, so  this isn’t something that bothers me personally.  What makes less sense to me, though, is  the idea that the episode doesn’t advance   the narrative. Sure, it doesn’t immediately propel  the story towards its direct conclusion, but then,   most scenes don’t; if we only wanted moments that  directly advance the story, then the show would   probably be like half the length and far less  engaging. It’s okay to take the long way round.  But also, I think it ultimately does advance  the narrative, in several ways. Bill and Frank   are reflections of Joel and Ellie, even if  it’s not entirely clear at this point in the   series—the misanthropic, untrusting man whose  life completely changes and enlightens after   meeting someone so full of joy and love. And  Bill’s letter to Joel fuels his feelings of   failure, which comes up again later in the  series—particularly episode 6—and serves as   part of his inspiration to continue travelling  with Ellie, at least until they find Tommy.  And sure, the episode could have just consisted  of Joel and Ellie showing up and finding Bill’s   letter, and the story still would have  advanced—Joel would have felt his failure,   he would have agreed to continue with Ellie, and  they’d have gotten the truck and supplies from   Bill. But, again, that’s not engaging; it’s not as  believable. You can’t just tell the audience that   “Bill was a misanthrope until he found someone  worth caring for, and now Joel should do the   same”—well, I guess you can, but that sounds like  the least entertaining version of events. Instead,   taking the time to tell Bill and Frank’s story  makes the letter believable, it makes Joel’s   failures and inspirations believable, and overall,  it’s just a really beautiful, well-told story.  If people want to see Bill from the game,  then I understand: W. Earl Brown’s performance   is memorable, and that character is great;  personally, I just think it would have been   fantastic to see Bella Ramsey and Nick Offerman  interact similar to Ellie and Bill in the game.   But the game still exists. That character  hasn’t disappeared: he’s still in the game,   and a lot of his personality is still in the  show too—this is especially clear while having   lunch with Joel and Tess. But it’s a different  version of events, and I think that’s okay.   That’s the beauty of adaptations: you can make  changes that ultimately benefit the story and   the medium generally, and in my opinion this is  a great example of that. It’s not a story that   was one-hundred percent necessary—the game works  fine without it—but in retrospect it just feels   right. If a beautiful story like this requires  a slight detour from the original material,   then I think it’s the right thing to do. I would also take an entire season—or a   game—of this post-apocalyptic cottagecore,  please and thank you. I’m not even joking. I would also take a full season of just  Joel and Ellie driving across the United   States on a road trip. I’m still not joking. The first 15 minutes of episode 4 are among   my favourite in the entire series. Watching Joel  and Ellie sit and talk, while driving throughout   the day or camping at night, is so engaging to  me—in no small part due to their performances,   but also the writing, and, perhaps  most stunningly, the cinematography.  In the game, this driving scene is great, but it  barely lasts two minutes—which is understandable,   since the game always prefers to get the player  back into gameplay, rather than a cutscene. But   I like that the episode takes its time with  this sequence, letting us actually see Joel   and Ellie in their downtime, especially as they  camp at night—because, logically, they had to   do the same in the game too, but, outside of  some concept art, we just never get to see it.  Speaking of not seeing things: [head crunch] This ambush and fight with the hunters in the   game is really well done; it shows the brutality  of the world and lets us know that this brutality   spreads far beyond Boston. It also shows Joel  and Ellie working together more, really for   the first time by themselves besides a brief  sequence between Tess’s death and finding Bill.  I really like that the TV episode, then, was able  to take this effective gameplay sequence and turn   it into an emotional scene. There’s roughly  an hour of gameplay—mostly traversal, combat,   and some small puzzles—that is turned into a  five-minute scene (so kind of the opposite of   the car sequences). And I think it makes a lot  of sense here, especially with the changes to   the story direction and characterisation. Ellie shooting the gun for the first time   here fuels Joel’s feelings of failure later in the  season. They don’t make their way through the city   fighting hunters for over an hour before Ellie  saves Joel’s life, like in the game; no, in the   show, all it takes is their first encounter—only  the third attacker—for Joel to need Ellie’s   help. And I know that some game fans might take  this as making Joel weaker or more emasculated,   but I think it makes him more human. The Last  of Us is pretty grounded for a video game,   especially compared to Naughty Dog’s previous  work, but it’s still a video game, so players   know there will likely be some disconnect from  reality. The television series evidently wants   to bridge that disconnect, and I think decisions  like this—cutting an hour of fighting and puzzles   down into five minutes and making the consequences  absolutely dire for our protagonists—are effective   at making the world feel more grounded. To a lesser extent, Ellie being less   accustomed to shooting feels like a step in this  direction too. Making Ellie feel somewhat guilty   about shooting someone wouldn’t feel completely  out of place in the game, but it doesn’t quite   work with gameplay—if she felt really bad about  killing for the first time, it wouldn’t be likely   for her to start stabbing people and jumping on  them to save Joel, for example. But, of course,   this gameplay feature doesn’t happen in the  show, so making her feel guilty is logical: it   makes the scene more emotional, and her reaction  alone fuels Joel’s feeling of guilt and failure.  It also furthers their relationship: in the  game, I think players are more likely to feel   close to Ellie based on gameplay alone—not  just by her helping detect or attack enemies,   but even through the quieter moments where  you’re just traversing the world, whether it’s   an optional conversation, non-optional line of  dialogue, or simply being in this world together.   The show doesn’t get that near-instant  connection; it needs to earn it,   and I think making her—and consequently Joel—feel  more human through their actions and reactions,   which are mostly in service of each  other, is a step towards earning this.  But I still think I consider the game a step  ahead in this regard. This first hour or two   in Pittsburgh (replaced in the series by Kansas  City) is possibly the most important for Joel   and Ellie’s relationship: Joel beginning to  drop hints about his life, Ellie helping him   in fights or puzzles, Joel helping her cross  the water, the minor dialogue and optional   conversations like Ellie learning to whistle  or reading her pun book or asking about hotels.   By the time Ellie saves Joel, I mean  they’re not incredibly close or anything,   but they’ve bonded enough that I personally  find myself feeling guilty and annoyed by   the Joel immediately treats her. When he  basically thanks her (in his own way),   it feels like a weight off my chest—and with  that tension out of the way, the subsequent   gameplay sequence helps the two bond even  more, resulting in Joel giving Ellie a gun.  In lieu of these extended gameplay  sequences, the episode features shorter,   more emotional moments. Instead of Joel being  outwardly annoyed at Ellie’s recklessness   before slowly easing up and giving her a gun, he  (relatively quickly) takes accountability for his   mistake and apologises before giving her a gun  and teaching her how to use it. Personally, I   find that it loses some of these effective bonding  moments, but it’s a logical change, replacing the   action with more of an emotional tension, and  allowing them to bond quicker than otherwise.   I think the episode’s final scene is a great  example of this: we actually see Joel laugh.   Joel has occasional chuckles in the game,  but never like this, so to see him properly   laugh here—at one of Ellie’s jokes, no less—just  shows how much softer he is in this adaptation. Taking a step away from Joel and Ellie, I think  both versions really take advantage of their   mediums to show the brutality of the hunters. As  it must, the game does it through Joel and Ellie’s   perspective: the ambush, dead bodies, gun-mounted  truck, shooting people in the street, not to   mention their conversations between each other and  the notes and letters found throughout the city.  Meanwhile, the TV series best shows their  brutality in the opening moments of episode 5,   in flashbacks set before Joel and Ellie even  set foot in the city—something that the game   can’t really do. But it’s not just random  clips to demonstrate how brutal they are;   it specifically connects to Henry and Sam’s story,  giving context to these two characters who are   now rather important to our main story. Not only that, but I think the episode   juxtaposes the hunters with FEDRA even better;  they’re meant to be the saviours from FEDRA,   but it turns out they’re just as oppressive  (if not more so) anyway. This is also the   case in the game, but it’s only something we  see weeks, months, or years after the fact,   so taking advantage of the show’s ability to  follow different perspectives to show the hunters’   brutality immediately after overtaking FEDRA  is a clever and effective use of the medium.  Another great example of a beneficial  change is Henry and Sam. In the game,   the brothers are an intentional mirroring of  Joel and Ellie, and it’s an effective choice.   But while this is still the case in the show,  I think the small changes to Sam’s character   in particular make this mirroring a little more  subtle, which works to its advantage. Sam being   five years younger shifts the dynamic, not only  between him and Henry but him and Ellie. Instead   of just being friends around the same age, now  Ellie is almost like a big sister, and it allows   us to see more of her caring and joyful side. Sam’s younger age—as well as his leukemia and   deafness—gives a sense of quietness and intimacy  to the scenes, and make the character feel more   vulnerable, helping the viewer feel attached to  him more quickly, as well as understand Henry’s   decisions and sacrifices almost immediately. Speaking of which, giving Henry more of a   backstory with Kathleen adds more logic to their  story—not that the game lacked logic in this   regard, but I think it just makes a little more  sense for the story and characters. And connecting   Henry’s story with the fall of FEDRA and the  rise of the hunters not only makes both Henry   and Kathleen’s stories more interesting, but it  also gives more nuance to the narrative. Knowing   that Henry snitched on Kathleen’s brother in order  to save Sam clearly demonstrates his love for him   from the very first moment. But it also raises  questions about whether or not one person’s life   is more important than another—a question that  will become especially important in episode 9.  If there’s one scene from the game that I  think really could have worked in the episode,   it’s the quiet stroll through the suburbs just  before the sniper sequence. For some reason,   this is often one of the areas that always  pops into my head when I think of The Last   of Us. I think it really demonstrates what a lot  of areas across the country likely looked like   in the aftermath of the outbreak—and it’s one  of the few times we actually get to hear Joel   talk about that time, as well as Henry’s  brief stories of life before the outbreak,   and some small, cute moments between Ellie and  Sam, particularly as they play darts and Ellie   discovers the truth about ice cream vans. It’s a  small, personal thing—and not an omission that I’m   particularly upset or concerned about—but I guess  that’s just another benefit for the game players.  [sniper shot] Interestingly, when I think about   the big action sequence at the end of the episode,  it almost feels like a new scene—but, in reality,   it actually follows the game pretty closely: a  sniper shoots at the group, Joel sneaks around to   the house and kills him, the hunters show up, Joel  causes their truck to crash into a house which   catches on fire, a horde of infected show up from  the commotion, Joel protects the group by shooting   at the infected, and they all manage to make  it back to the house before escaping the horde.  The major differences in the episode include:  a night setting, instead of day; Joel doesn’t   really shoot at any of the hunters, besides the  truck, as opposed to fighting them both before   and after he gets the sniper; and the horde of  infected attack the hunters, whereas in the game   they showed up separately. And, of course, we  have different perspectives in the episode,   rather than the first-person view from Joel’s  sniper scope. Being able to follow the group   on the ground makes the scene more intense, and  following Ellie’s perspective specifically makes   Joel feel more heroic, more like a protector: it’s  nice to see them essentially work together as Joel   helps to clear her path, and it reinforces  his proficiency with a gun and, to an extent,   her reliance on him to help keep her safe. Kathleen’s presence adds an additional threat too,   and it’s great to finally get a confrontation  between her and Henry—improved in no small   part by both of the actors here. [Henry: “He’s just a fucking kid!”]  Mind you, this sequence might be  about as tropey as the series gets:   the good guys are backed into a corner, the ‘hero’  moves to sacrifice himself to save the others;   just as he’s about to be executed, something  in the background takes everyone by surprise:   a bigger evil who kills the bad guys, giving a  chance for the good guys to get away. That being   said, it’s not like the infected randomly show  up—their underground presence is established in   the previous episode, and the truck destroying  the house a couple minutes beforehand gives   them reason to show up at that particular  location at that particular time. And this   is just about the only action sequence of  this type throughout the whole season—and   a beautifully crafted one, at that—so I  think it can (and does) get away with it.  Speaking of getting away with it, our group of  heroes manage to escape mostly unharmed—or so   it seems. As sad as it is, I think Henry and  Sam’s deaths have to happen in this story,   and they have to happen this way. The writers  have even talked about how they had long   discussions about possible alternatives,  but ultimately they came back to the game,   and that was absolutely the right  call. Changing the events just doesn’t   quite get the same point across—a point that  becomes especially clear in this adaptation.  Having Sam show his bite to Ellie, and  consequently have Ellie attempt to save him   with her blood, just makes the scene so much more  heartbreaking. She doesn’t just lose her friend;   she specifically, at least in her mind, fails  to save him—and not only does this makes her   survivor’s guilt even worse, but it makes her  mission to save the world even stronger, and   it means that she has more emotional investment in  ensuring she sees this mission through to the end.  In the next room, meanwhile, Henry’s actions  reflect Joel in two ways. Although the   circumstances are vastly different, of course,  and more of a split-second necessity than a   calculated decision, Henry chooses to kill his  brother to save the lives of others—a decision   that Joel will have to make later in the season.  As a result of this shock, and seemingly without   much thought beyond regret and disbelief,  Henry shoots himself in the head—something   that Joel also attempted after losing his  daughter 20 years earlier. And—I don’t know,   maybe I’m clutching at straws here, but—Henry’s  immediate regret and disbelief at his own actions,   of killing the one he loves to save the lives of  others, is similarly reflected by Joel’s decision   not to do the same thing in episode 9. As for the scene itself: they’re both so   beautifully tragic. Brandon Scott’s performance  still sticks with me after all these years,   and I can still hear Henry’s final words  even if I go years without playing the game.   [Henry: “It’s all your fault!”] And  Lamar Johnson absolutely blew me away,   throughout the entire episode but definitely  in this scene. [Henry: “What did I do?”]  In both versions, Henry’s suicide happens  off-screen or out-of-focus. In the game,   we get to see Joel’s reaction, and seeing him  so emotionally caught off-guard—really for the   first time since Tess’s death, or perhaps even  Sarah’s—is so impactful. In the episode, we see   Ellie’s reaction, and Bella Ramsey’s performance  makes the scene so much sadder and more impactful   than it already was—their performance in  this scene alone stuck with me for weeks.  It's a beautiful piece of writing—both  times around—and, again, shows the power   of knowing when to adapt certain elements almost  identically, and when to change them. It manages   to find a balance perfectly. Despite perhaps  not allowing as much emotional attachment to   Henry and Sam in the show as in the game, due to  a much more limited screen time, it ends up being   possibly more effective, and has a much bigger  impact on Ellie and Joel’s journey overall.   Besides maybe episode 3, I think episode  6 probably features some of the biggest   changes in the entire series—yet it also keeps  quite a lot of the original scenes intact.  The first notable change is the removal of  the dam—or, at least, as a location that Joel   and Ellie interact with. I think this is another  example of adapting to fit the medium. The small   ‘puzzle’ (if you can call it that) at the dam  is a quick but effective way for Joel and Ellie   to bond a little more, and the high-five at the  end is the cherry on top—they’re clearly closer   than they once were, and it’s useful to remind  the audience of this after the brief time jump.  A puzzle like that doesn’t really work for the  episode, though, or for this version of Joel,   so instead the writers demonstrate Joel and  Ellie’s bond in other ways, namely through   dialogue like their conversation about their  interests, and through their shared concern of the   added tension in the episode, like Joel’s panic  attacks, the ‘river of death’, and the sniffer   dog. I think Joel’s panic attacks in particular  are a fascinating and effective addition,   providing more emotional tension and ultimately  supporting his later monologue to Tommy.  Speaking of which, I think making Joel and Tommy  even happier to see each other in the series is a   beautiful change, and Joel’s reaction to seeing  his brother again might be my favourite line   delivery in the entire season. [Joel: “Tommy!”]  I also think changing the topic of their argument   from ‘the last 20 years’ to Tommy having a child  is more thematically appropriate, tying into   Joel’s loss of Sarah and his fear of losing and  failing Ellie. It also leads to Joel’s monologue,   which really feels like what a lot of moments  in the show have been leading up to. It’s so   beautifully written and beautifully performed—and,  again, the core of the character remains,   but making him more emotionally vulnerable  feels like a great choice for the adaptation,   and really adds depth to his relationship  with Ellie in a new and interesting way.  Another new and interesting change is the  fact that this episode takes place in Jackson,   instead of at the hydroelectric power  plant—possibly one of the biggest visual   changes the series makes. For the most part,  I think it really works. The raiders attacking   the dam in the game is more intense and  ties into the goal of protecting Ellie,   but I think it’s a logical exclusion since  they’re really trying to establish Jackson as a   safe community (and I think the idea of protecting  Ellie is emphasised during the monologue anyway).   It makes sense to have a truly safe stop right  around the middle of the season—it’s believable   that this is where Joel would hand Ellie over  to Tommy. And it also provides an opportunity   to tie season 1 in with season 2 physically  and visually, which I think will pay off.  However, I think there are some scenes here that  the game just does better—and I think the change   in location may have played a role in that. Though  its brief, I find Joel and Ellie’s interaction   after the dam ambush particularly important for  their relationship, as well as for pushing Tommy   to agree to take Ellie—the episode mostly makes  up for this in other ways, but it’s just something   that I’ve always liked. Ellie stealing a horse  and running away in the game feels more emotional   than simply sitting in her room in the episode;  it shows how desperate and upset she is, which   explains her outburst, whereas I’m not sure this  is truly clear in the episode until her argument   with Joel. I also like that we can basically  see her working out Joel’s plan in the game,   whereas in the show we’re basically just told  that she eavesdropped without actually seeing it.  I also think Ellie running away makes Joel more  emotionally charged, which explains and kind of   justifies his anger during their argument even  more. That being said, their argument might be my   favourite scene from the whole game, so perhaps  it’s an unfair comparison since it was probably   always going to impossible to match in my mind.  Some show-only viewers might feel the same about   the scene in the episode as I do about the one  in the game, and that’s fair enough—it’s still   incredibly impactful, and in no small part due  to Pedro Pascal and Bella Ramsey’s performances.  Perhaps my least favourite change in the  series—and, I don’t know, maybe I’m just   looking at it wrong—is when Joel changes his  mind about continuing the journey with Ellie.   In the game, after their argument, they fight  a few remaining raiders before riding off in   silence. And you can see Joel’s face of sadness  and regret; you can see that he’s thinking about   Ellie and about Sarah; and, by the time they make  it to the hill near Jackson, Joel’s already made   up his mind. [Joel: “Ellie, get off your horse.”] In the episode, after their argument,   Joel slams the door and goes to his own room.  We can see Joel’s face of sadness and regret,   and we can see that he’s thinking about Ellie and  about Sarah—and then they actually just show us   that he’s thinking about Sarah. Instead of letting  us come to our own conclusions, the show spells   it out to us clearly. And we don’t actually see  that he’s made up his mind until the next morning.  I also think that scene—of him making the  decision—is more engaging in the game. He doesn’t   really explicitly say what’s happening; he talks  around it instead, asking Tommy about the location   of the Fireflies and telling Ellie to get off her  horse without outright saying what he’s doing.   In the episode, meanwhile, he lets Ellie decide.  Now, I can appreciate why that decision was made:   rather than the two older men making the decision,  I think it’s good to let Ellie have some agency.   And, of course, it ties into the finale, where  Joel (again) makes a decision for Ellie despite   knowing that he should be letting her decide.  To that end, I can appreciate that, here, he   cares for her too much already that he feels the  need to let her go; and in the finale, he cares   for her even more, to the point where he lies to  her in order not to lose her—the juxtaposition is   fascinating, and if that’s what the writers  were going for, then I can appreciate that.  But I personally just think the game handled  it better. Ellie’s decision was never in   question—their big argument made it very clear  what her decision was. The conflict was Joel not   wanting to go. And perhaps I’m interpreting it  wrong, but her decision almost plays as a quick,   comedic moment in the episode — [Joel: “You deserve a choice.   I still think you’d be better off  with Tommy–”] [Ellie: “Let’s go”] —  whereas the game plays it as an emotional  crescendo of sorts, essentially the conclusion   of this chapter of the game, and the final  step in their father-daughter relationship.  I also think that Game Tommy protesting a little  is more in-character: as Joel says in episode 4,   Tommy’s a “joiner”. It makes sense that he’s  not incredibly keen to take Joel’s place,   particularly with a kid on the way in the TV  show, but I think it makes more sense for him   to at least say something, rather than just nod.  But this is minor, and I still think the emotions   in Joel and Tommy’s goodbyes and embrace show  their love for each other, which is something   I’m glad the series decided to explore more. [Ellie (TV): “Okay, so if you mess up your fourth   down, you give the ball to the other team?”] [Joel (TV):   “Right, it’s called a turnover.”] [Ellie (TV): “Turnover…”]  [Ellie (game): “And if you clear the ten  yards, then you’re back in first down?”]  [Joel (game): “First down, that’s right.”] [Ellie (game): “Man, that’s confusing”]  In the game, the university sequence usually takes  at least half an hour—though it’s so big and open   that it can easily take over an hour in full. In  the episode, the full sequence takes around seven   minutes, preceded by three minutes of travelling,  so about a ten-minute sequence in total.   For the most part, I think cutting this  down was a good idea. If viewers want to   explore the university, they can do it in  the game (and they should, it’s great).  I think seeing more scenes with Joel and Ellie  travelling is a great way to not only show the   passage of time but show that they’re bonding  more as the days go on and show that Ellie   is getting more lessons on how to use a gun. I  actually would have liked to see more of this—in   the game, we gradually get more conversations  between them as they traverse the university,   and that bonding makes Joel’s injury  even more disruptive and emotional.  But I think the place this sequence suffers the  most is after Joel’s injury. The adaptation of   the injury itself is great. I love the drama  of Joel falling off a balcony—and that makes   sense in a game where you get shot a bunch—but  the stab is much more realistic and shows how   fragile this world and its characters are. But  I think the sequence would have benefited from   another minute or so of Ellie helping Joel—not  necessarily protecting him, since that would   take away from the final scene and her fear  of ‘not being able to do it without him’,   but maybe just helping him get through a  room or two until they reach their horse.  It helps to demonstrate how much Ellie already  loves and cares for Joel. And, importantly,   it would give an opportunity to show Ellie  struggling to help him to their horse, which   would give the final scene even more weight—she’s  clearly not cut out for this. The game shows this:   sure, Ellie’s capable, and she’s able to get  Joel to the horse—but it’s not easy for her,   and trying to survive without a respondent Joel  by her side isn’t going to be easy for her either.   As it stands in the episode,  Ellie helps Joel on the horse,   and shoots at (and misses) her pursuers.  There’s nothing inherently wrong with it,   but it’s neither helpful nor helpless, and I  think the game balances it a little better.  That being said, the tension of the final  scene—Joel falling off his horse—matches the game,   even with a tone that’s more sombre than  desperate—and Jessica Mazin’s cover in the   credits is one of the most beautiful  things to come out of this series. [Riley:   “Come with me for a few hours and  have the best night of your life.”]  Episode 7 is an interesting one, both in  terms of its content and the reactions.   Critics quite liked it—on average scoring it  around the middle of the season overall—and I   wouldn’t say any rational fans hated it, but, like  episode 3, it did draw out some strong negative   reactions, currently sitting with the lowest  user score on IMDb by quite some margin. And,   again, I do think a sizable portion of the lowest  reviews can be attributed to homophobia—which,   as a game fan, I find interesting, since  this is a story we saw told in almost the   same way more than nine years prior. But I  think that some of the middle-of-the-road   reviews do have some legitimate criticisms  of the episode: namely that, like episode 3,   it consists almost entirely of a  flashback and doesn’t immediately   advance Joel and Ellie’s story. And  like with episode 3, I disagree.  First of all, just like the third episode added  primarily to Joel’s story, the seventh adds so   much to Ellie’s, providing context for events and  characterisation throughout the season so far,   including this episode, as well as likely  in the second season, at least thematically.   Secondly, jumping straight from episode 6  to 8 would remove so much of the tension:   seeing Joel almost die at the end of  one episode, only to be back on his feet   about halfway through the next, is… fine,  but I like that the extra episode allows   more tension here. It makes the previous  episode’s cliffhanger feel more earned.  Thirdly, I think the episode thematically makes  sense as well. Episode 6 was about Joel deciding   to continue his journey with Ellie despite it  probably being in his own self-interest not to.   Episode 7, meanwhile, is about Ellie deciding  to continue her journey with Joel despite it   making sense not to. To fully understand both  of their decisions, we need to understand their   pasts—we’ve seen Joel’s, so now we need to  see Ellie’s. And, you know, it’s entertaining,   well-written, and well-performed, so I’m  not complaining. Bella Ramsey’s reaction   to getting bitten is a particular acting  standout for me. [Ellie: “No, no, no, no,   no! No!”] As an adaptation,   I think it does a really good job. The  game is a particularly great example of   using gameplay features in a different  manner than their original intention,   but in a way that advances the story in an  effective way: particularly with throwing   bricks at the car (instead of enemies) and  shooting water guns (instead of real guns)   at your friend (instead of enemies). But  these are specifically suited to the game,   not for passive entertainment like television, so  they’re logical omissions. Instead, they kept some   of the less gameplay-focused elements, like the  carousel, joke book, photo booth, and arcade—and   adapted them to fit the story and medium. Another logical change is the infected:   in the game, it makes sense that it would be  a horde that finally got to Ellie and Riley,   whereas in the show, it only took one infected.  Not only is this more realistic and more dramatic,   but it also shows that a single creature can  destroy an entire life in this world—something   that comes up several times throughout the series,  both in terms of infected and living humans.  And, of course, in case the reason behind  the flashback episode wasn’t already clear:   it’s Riley’s final monologue that pushes Ellie  to stay and protect Joel, giving more weight to   the present-day storyline and ultimately to the  rest of the season—especially the next episode. [David:   “Everything happens for a reason.”] If there’s one thing that I think the   show doesn’t do right—at least  from the perspective of someone   intimately familiar with the game—it’s that  we never really get a chance to trust David.  In both versions of this sequence, Ellie takes  David’s gun, and they start a fire. In the game,   their fireside chat is interrupted by a horde of  infected, from which David helps to defend Ellie,   most notably when he shoots a clicker  with a gun he had hidden on him. Sure,   the gun could be interpreted as an untrustworthy  act from David—he kept a gun hidden from her,   after all—but personally, I interpret it  as him specifically keeping a gun on him to   protect himself instead of using it to threaten  Ellie when he easily could have. This is only   strengthened by the gameplay sequence where  they help to protect each other—it wouldn’t   be too difficult for David to betray Ellie here  and escape, but instead he continues to help her.  When David finally reveals that it was  his group who attacked Joel and Ellie,   then, it feels like a proper betrayal—like he’s  intentionally kept this information hidden from   us the whole time. Ellie clearly feels the same  way, judging by the fact that she’s fully put her   gun down and is warming herself up in this moment. In the episode, meanwhile, this information almost   feels like an inevitability—it’s not even that  the opening scene reveals that David is a bad guy,   because it doesn’t really, but it’s just that  we never even get an opportunity to warm up to   him. His conversation with Ellie is a step in that  direction, but we don’t see her get as comfortable   around him: she’s still basically pointing the  gun at him by the time he reveals the information.  I think Ellie’s reaction is the key to this too,  actually. Even if the player doesn’t personally   feel betrayed—even if they were already a  few steps ahead and could tell that David   was inevitably going to be a bad guy in the  game—seeing Ellie’s reaction, seeing her get   comfortable before the information is revealed,  adds more tension that, in my opinion, is simply   missing from the episode. But I don’t know, maybe  viewers unfamiliar with the game feel otherwise.  That being said, there are some things that I  think the episode does actually improve, or at   least effectively adapt in its own way, like when  Ellie leads David’s group away from Joel: I enjoy   the gameplay sequence of escaping and fighting,  but on television I think it’s more logical that   she would actually get caught pretty quickly here. Ellie’s discovery that David’s group are cannibals   is also done with a little more subtlety in the  episode. The game reveals this by showing a man   cutting a dead body into pieces, and a full arm  dropping to the floor; the episode reveals it   by just having Ellie notice an ear in the corner  of the room. It’s still obvious—it’s not really   trying not to be—but it feels more subtle. Mind  you, it’s also afforded the opportunity to be more   subtle by showing perspectives of David’s group,  where you can tell that something is going on,   which isn’t really something the game can  do, so it makes sense in both instances.  As for things that weren’t really changed,  I love the adaptation of Joel’s recovery,   and of Ellie in the cell. Both of these are pretty  similar to their original game versions and that’s   great—there’s no reason to change them. They  were mostly cutscenes in the game anyway,   so they already work as passive entertainment.  I will say, though, that I really like the   addition of David’s speech about having a  violent heart, and his reaction to Ellie   fighting back. [David (TV): “You little cunt.”] [David (game): “It’s gonna be alright.”] I always   seem to forget how genuinely terrifying this fight  with David is. (These are my notes from this part   of the game.) David’s ability to hide where you  can’t see him is so scary, and it really feels   like the tables are turned on you for once. I don’t think the show was ever going to be   able to match this terror, at least to me,  because you’re no longer in Ellie’s shoes;   you’re essentially a bystander, a viewer. Instead,  they made the character appear more terrifying by   showing the perspective of his group, and how he  treats them. And then the fight itself is more   terrifying just due to David’s dialogue. On paper,  it almost reads like a cliché comic book or horror   movie character or something, but Scott Shepherd  just makes it work—it’s absolutely believable, and   completely terrifying. And Bella Ramsey absolutely  kills it (and him) in David’s death scene.  I love that (especially in the game)  it basically looks like we’re going to   have a heroic moment where Joel saves  Ellie—but then it just doesn’t happen:   Ellie saves herself. I think it  says a lot about Ellie’s strength,   especially after everything she’s overcome so far  throughout their journey, and really reminds us   that she is capable. The scenes themselves,  though, end up being somewhat different.  In both versions, Ellie overpowers David and  kills him, then continues attacking his dead   body. In the game, Joel arrives and pulls her  off to snap her out of it, finally calling   her “Baby girl” and reassuring her with words  that we’re not able to hear, before leaving.   In the episode, Ellie stops herself and is clearly  traumatised, and then removes herself from the   building, where she is grabbed by Joel, who calls  her “Baby girl” and reassures her before leaving.   I’m in two minds about this. On the one hand, I like that the episode   puts more power in Ellie’s hands—obviously she  saves herself in both versions, but in the episode   she saves herself emotionally as well, removing  herself from the building. On the other hand, the   game version is just so beautiful and emotional,  and the words flow so naturally; there’s something   so beautiful and tragic about not being able  to hear what Joel is saying to Ellie, because   we don’t need to hear it: their faces say  it all. It also feeds into the fact that,   while Ellie capable of protecting herself, perhaps  it’s good that she has someone like Joel to keep   her in check emotionally—something that I suspect  will become more relevant in future seasons.  But I suppose I can also justify both versions to  myself. In the game, we already know that Ellie   is capable of protecting herself—we’ve just seen  her take out (or at least evade) at least like 25   men with guns; we don’t need evidence of her being  able to save herself physically—so it makes sense   for Joel to help save her emotionally. In the  show, though, Ellie has really only just killed   two people for the first time—like, we know that  she is probably capable, but she’s only really   just taken this action—so allowing her to save  herself and remove herself from the situation here   is basically just an alternative of those gameplay  sequences. It’s evidence of her capability in   a way that the game provides elsewhere. At the end of the day, I’m glad that both   versions exist—they’re both beautiful in their  own ways. That’s the power of adaptations! Another great benefit afforded by adaptations  is the ability to add useful contextual scenes;   this is especially true for The Last of Us, since  the game follows Joel and Ellie at all times.   In addition to previous episodes,  of course—like with Bill and Frank,   Kathleen and Perry, and David and James—I’m  particularly referring to the three cold opens.  Episode 1, set in 1968, gives useful context  for the series in a real-world setting,   and sets the tone for the series in the  opening minutes. Episode 2, set in 2003,   shows us some of the origins of the fungus,  and reinforces why it’s so terrifying from   a modern scientific standpoint. Both are  chilling, in their writing and performances.   And episode 9, of course, set around 2008  or 2009, shows Ellie’s birth, possibly   most importantly giving context to Marlene’s  relationship with Ellie but also showing us the   likely reason that she is immune, and perhaps  even some context behind her fiery spirit.   [Anna: “You fuckin’ tell ‘em, Ellie.”] Also, you know, how beautiful to have   Ashley Johnson, the original mother of  Ellie, play Anna, the real mother of Ellie?  Everything that follows in the next 15  minutes of the episode, in my opinion,   is perfect. Ellie feeling distant is really  well-written and well-performed—I like that   she isn’t really rude or dismissive, just  distracted. She doesn’t act annoyed at Joel,   because at this point she has no reason to;  she’s just got other things on her mind. And   it’s conveyed really well in both the episode and  the game—I especially love this use of a standard   gameplay feature to reinforce her preoccupation. I also think the giraffe scene is just   perfect in the game, so adapting it  almost identically felt necessary.   I probably would have been annoyed if it wasn’t. And a fairly logical change is the scene where   Ellie gives Joel the photograph of him and  Sarah. It makes sense in the game because   it took advantage of a gameplay tool—looking  at artefacts—in a more story-focused way. And   by comparing it to when Tommy tried to  give him the photo earlier in the game,   it shows us that Joel is now finally more willing  to share his emotions and talk about Sarah.  In the episode, I think this is  still effectively demonstrated,   but it’s done so through Joel and Ellie’s  conversation, particularly Joel’s confession   about the gunshot that impacted his hearing.  [Joel: “I was the guy who shot and missed.”]   It shows that he’s more willing to share  his emotions and talk about Sarah and does   so in a way that shows how close he is to Ellie,  particularly in that he feels that she saved him,   in a way. And for me, to an extent, Joel’s  story almost feels like the show’s equivalent   of the tunnel sequence from the game. Weird take, I know. Let me explain.  In the game, there’s a sequence in a subway tunnel  in Salt Lake City, where the player is forced to   fight or evade a small horde of infected,  including several clickers and bloaters. I   understand the disappointment brought upon by its  omission, but I think it’s a logical one. I mean,   perhaps they could have sneaked past  or killed one or two infected, but,   I don’t know, narratively and emotionally it  didn’t really fit at this point in the episode.  In the game, the tunnels sequence is basically one  big ‘finale’ fight with the infected before the   hospital sequence. The difference with the show  is that we haven’t really gotten infected fights,   because it doesn’t quite fit the more grounded  version of this story in this medium—we already   had one big infected sequence in episode 5 and  Joel and Ellie were lucky enough to escape that;   if they’d have done it again here, I can  see why it may have felt repetitious.  In the show, meanwhile, infected sequences (and  a lot of the fight scenes in general) have been   replaced by mental and emotional challenges for  the characters: they’ve had to overcome their   own emotions more than a giant sporous creature.  To that end, the logical ‘finale’ sequence for   these mental and emotional challenges would be  the biggest of all, at least for Joel: talking   about what happened after Sarah died. Personally,  I think it helps that it’s beautifully written,   and beautifully acted. Obviously Pedro Pascal  nails it—his delivery is perfect—but Bella   Ramsey is also so perfect: Ellie’s reaction shows  the weight of what Joel has just said to her. She   doesn’t really know what to say in response, and  Bella’s performance shows that. And as silly as   it is, I think Joel admitting that he wants to  hear Ellie’s puns now, really drives home that,   unlike his dismissal of the book in episode  4, he’s fully on board with her now.  Another sequence that was significantly  trimmed in the show is the hospital sequence,   particularly Joel fighting his way to the  operating room. In the game, this tends to   take players around 10 to 20 minutes (or shorter  if they’re experienced, longer if they’re not);   but in the episode, it takes about three minutes. Now, I think this makes sense. It’s beautifully   portrayed in the show: it’s not an epic rescue  sequence where a father saves his daughter from   the evil people trying to kill her; it’s a  sad and brutal scene where a man is reduced   to murdering people for his own personal reasons.  I think that’s a great way to adapt that scene,   and I couldn’t really say what else could have  been included here. But players can go 20 to   30 minutes or more between leaving Marlene and  seeing her again, and viewers only get about six   minutes—so I think it makes sense that players  might feel like there’s something else missing.  One thing that I do think is missing is Joel  carrying Ellie out of the hospital. To me,   the whole point of this sequence in the game  is to mirror Joel running with Sarah in the   opening—only this time, he successfully saves  his ‘daughter’ from the soldiers. Now, of course,   it doesn’t quite make sense to have dozens of  soldiers shooting at Joel as he runs, because   a) they would kill him, b) based on the sequence  before, there’s not many (if any) soldiers left,   and c) I don’t think Joel can run while  carrying another person, considering how   the show continues to emphasise his aging body. But I think the scene still would have worked   with Joel walking out of the hospital with Ellie  in his arms. In the first episode, Joel runs with   his daughter away from infected, someone else has  to step in to save them from the creature, and   Joel ultimately loses his daughter anyway. But in  the final episode, Joel no longer needs to run, he   doesn’t need anyone to save him from any pursuers,  and he’s not losing his daughter this time.  I just think the sequence is so well done in  the game, and I personally think it’s something   that viewers miss out on by only watching  the show—but, again, it’s an adaptation,   not a copy or even a remake, so if that  scene is only for the game, then that’s okay.   Ultimately, the heart of the episode is still  intact, so even if I think it does feel a little   short (especially for a season finale), it’s  still true to the nature of the narrative.  And I think that’s proven by the final  scene—possibly the most important—which   is almost identical to the game. Besides the  great writing and performances, of course,   the reason it works so well is that  the preceding scenes still feel true   to the source material and the narrative,  and that’s probably what matters most. And I think that’s kind of the gist of  how I feel about the series in general.  The first time I watched it, I felt that we  didn’t quite get enough time with Joel and Ellie   to really justify some of the heavier emotional  beats—particularly their argument in episode 6,   reunion in episode 8, and maybe even Joel’s  revelation in episode 9. But on subsequent   viewings, with a little more distance  since my last playthrough of the game,   I felt that maybe this wasn’t quite the case:   there really was quite some time centred on their  relationship, especially in quieter moments,   and those emotional beats did feel at least  a little more earned than I remembered.  I think all the different perspectives—beautifully  written, performed, and filmed—add so much to the   overall world and I thoroughly appreciate them  for that. And I don’t think they actually take   away from Joel and Ellie’s journey at all; for  the most part, I think they actually add to it.  But coming from someone who is pretty intimately  familiar with the game, its story, its characters,   its production, and even most of its  individual lines of dialogue, I think   that the show maybe doesn’t quite make up for the  time that’s lost in following those perspectives.  Like, I love episode 3 and I would never want  to remove it—if anything I want more of Bill   and Frank—but the game scenes with Bill still  actively add to Joel and Ellie’s relationship,   and there’s not a huge amount put in its place  in the episode. Same with my comments about Ellie   not really building trust for David in episode  8: we lose gameplay and consequently we lose a   bit of the narrative; I don’t think there’s  a lot I would change, but perhaps there’s   something that could have been added. Do I think  I know what to put in its place? Definitely not,   I’m far less talented than every single person  who works on this show. But the point of this   video isn’t to criticise their work or rewrite  the show; it’s just to give my perspective.  Like, I know that some viewers were somewhat upset  by the lack of infected in the second half of the   series, and I think it’s understandable—there  are only two infected in the last four episodes,   and both are in flashbacks—but I also think it’s  an understandable omission, ultimately not really   a big deal, and something that is certainly  going to be addressed in season 2 anyway.  And I think the lack of infected actually says  something about the nature of the world of The   Last of Us: when the world falls apart, it’s not  just the monsters who are monsters—the people are   arguably worse. And ultimately, in a weird kind  of roundabout way, I think that proves that,   at its heart, the television adaptation is  still true to the nature of the narrative   and its characters, and I think it’s an  incredible addition to this franchise.  Every element of it is phenomenal—writing, acting,  music, editing, production design, costumes,   makeup, prosthetics, visual effects—and  I think it’s a testament to the medium of   video games that such an incredible television  production can be the product of something that   was on the PlayStation 3, in itself inspired  by games dating much further back than that.  But I also think it’s a testament to video  games that such a video game exists in the   first place—I know a lot of people will (and  already have) looked at the series and were   impressed by what video games are capable of,  suspecting that we’ve somehow been gatekeeping   these stories. The truth is, we weren’t—we’ve been  yelling about the incredible narratives of video   games for decades. It’s kind of annoying that it  took a television adaptation for people to notice   and listen, but at least they finally know. And while they’re here, they should check out   all the other incredible narrative-focused video  games, because there are plenty out there—The Last   of Us is great, but it’s definitely not the only  one, and some would argue it’s far from the best.  Personally, though, I’d definitely rank it  up there with the best. Over ten years after   its release, it still has some of the best  performances in any video game, some of the   most interesting characters to encounter, and  some of the most mature and nuanced writing,   despite a relatively simple story concept  overall. It just feels so real, like we’re   really following these people across the United  States, albeit in the post-apocalypse, and I think   it will forever be one of my favourite games. So, was the television adaptation worth it? Yes, I   think so—if only to bring more people to the game,  and to the medium of games; to allow us to see new   perspectives and story ideas almost ten years on;  to give us a new way to experience this narrative.  Do I think it’s better than the game? Well, in  some ways, yeah, I think it’s an improvement;   but in other ways, I think it proves that  video games are really an equally effective   and sometimes even superior storytelling  medium—and I know that’s not what you   want to hear, but it’s– [Ellie: “Swear to me.”   Swear to me that everything that  you said [in this video] is true.”]  [Joel: “I swear.”] [Ellie: “Okay.”]
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Channel: Real Pixels
Views: 517,106
Rating: undefined out of 5
Keywords: Real Pixels, RDR2, R2D2, Red Dead, Read Dead, Red Ded, Read Dead Redemption, Red Dead Redemption, RDR, Read Dead Redemption 2, Red Dead Redemption 2, Rockstar, R*, GTA, GTA 5, GTA5, GTAV, GTA V, Grand Theft Auto, Grand Theft Auto 5, Grand Theft Auto V, GTA Online, GTAO, GTAOnline, Grand Theft Auto Online, The Last of Us, Last of Us, TLOU, Pedro Pascal, Bella Ramsey, Pedor Pascal, Pedro Pescal, LOU, LTOU, lastofus, last ofus, lastof us, thelastofus, thelast of us, naughty dog, druckmann
Id: Tg5zwj__WiQ
Channel Id: undefined
Length: 53min 16sec (3196 seconds)
Published: Fri Jul 07 2023
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