The Last Of Us Part II Interview – Adding Depth, Staying Grounded, And The Cost Of Revenge

3 years 10 months ago

Publisher: Sony Interactive Entertainment
Developer: Naughty Dog
Release:
Platform: PlayStation 4

The Last of Us Part II is set in a post-apocalyptic world in which a mutated fungus has turned most of humanity into creatures called Infected. That premise may sound like familiar zombie fiction, but anyone who played the original can tell you that developer Naughty Dog has elevated the world of The Last of Us beyond easy genre classification. The story of Joel and Ellie was emotionally complex and raised ethical questions with no easy answers , and that doesn't appear to be changing for The Last of Us Part II. In advance of the sequel's impending June 19 release, we talked to creative director Neil Druckmann about how Ellie is evolving, being grounded versus realistic, and creating a believable world for players to explore. 

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GI: One of the earliest details about the story you revealed was that Ellie is on a quest for revenge. What do you see as the most fertile ground to explore within the themes of a revenge story?

Druckmann: When we started work on the game, there was an excitement to make Ellie the protagonist and to explore her character further – in the same way that I’m sure the people who worked on Breaking Bad were excited to explore Walter White for many years. We started with this girl who was so innocent in the first game, and we know this world is one that makes you make choices. As a survivor, you lose some of that innocence, shed it, evolve, and change. To take that further was exciting.

We played with ideas that were interesting from a plot standpoint, but never quite captured that emotional pull that we thought made that first game special. So then it was like, “Do we want to go back to this world if we don’t have that emotional pull?” We were starting to really debate that until we landed on this idea that felt like, “Oh my god, that’s almost like a mirror image. A mirror theme of what we had in the first game.” The first game was so much about love – can we, through the experience of a video game, get you to start with these two character who don’t quite like each other, and by the end of it, you get to feel the unconditional love that a parent feels for their child? And you understand how far that love can go, both in its beautiful aspects, and its very dark and almost insane aspects. So you understand why Joel does what he does.

In [The Last of Us Part II], it’s almost a similar question. How far would you go for love? Except the setup now is that the person you love has been hurt badly, and how far are you willing to go to bring the people responsible to justice? The motivation is still love. And when you look around the world, it’s stuck in this cycle of violence because the people they care about got hurt. And what do they do to the other side? How do they dehumanize then? How do they attack them? That all felt like fertile ground that raises the interesting philosophical questions that we had with the first game. It was like, “There’s the core. That’s the thing we’ve been missing. Now we can hang the whole story around this core idea.”

Revenge stories usually follow a formula – an inciting event, followed by going down the checklist of people along the way, and then a final confrontation. Do you think the established formula makes it harder or easier to surprise players?

You’re kind of describing genre, and almost every genre has already been told. Every kind of story has been told. When people say, “I’m telling a genre story,” that genre has been told a lot. There are certain tropes to it, and I think as a writer, it’s important to have an author’s knowledge of that genre – of all the different things that can exist in that genre. Sometimes, a revenge story can be a power fantasy, and you see the people who wrong the protagonist at the beginning of the game or movie or book, and it’s about the thrill of bringing those people to justice. The certain satisfaction, the cathartic release that happens.

And then there are ones – with maybe a more nuanced approach – that say, “There’s a cost to this. When you go and hurt someone else, even if you’re in the right, it takes something away from you.” There’s a primitive part of our brain that wants to tip into that, but whether through society or evolution, we suppress it so we can live normal lives. I think if you give into that, sometimes it changes you irreparably … and then to make a character-driven experience where every mechanic that we’re building puts you the shoes of Ellie and you feel the evolution of that character as she becomes more lethal, but also as she’s losing more of her innocence, it begins to affect not only her, but the people around her.

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From a storytelling perspective, how often do you struggle with what needs to happen in service to the story, versus what you want to happen? Like, do you ever just want to give Ellie or Joel a break?

I think that wouldn’t be The Last of Us if people just got a break. That’s not what the story really explores. It explores the beauty of relationships, and the horror of relationships. It deals with the bonds that get formed, and relationships that fall apart, whether that’s through injury, death, or people just growing apart. Those are kind of what’s ripe for exploration with The Last of Us. But how do you explore all those facets and philosophical questions? I think what made the first game successful was that it presents ideas, and the characters have strong feelings about those ideas – or dilemmas – but the story doesn’t. The story doesn’t judge; it doesn’t say Joel was right or wrong.  Joel feels righteous. I’m sure the Fireflies feel like he wasn’t.

Likewise in this game, Ellie feels righteous, but I’m sure the people she’s doing this stuff to don’t agree. So much of the story is about empathy and trauma. And sometimes feelings that are unique to video games, like guilt and shame – can we make you experience those things through the actions you are taking part in? You are complicit in what’s going on in the story when you’re taking part in it. And that became exciting, like, “How far can we push those ideas?” Can we push the wall of the kind of story we tell at Naughty Dog, but even as an industry? If we can pull it off, it will feel like something I have never experienced in a story, and especially in a video game. It could be something really special.

You’re telling a story, but you’re also making a game that people play. That means players might see a disturbing and brutal cinematic one minute, and the next they’re scrolling through skill trees spending medical supplements to buy skills. How do you approach that tension between game elements and story elements?

Author
Joe Juba