All Things End: The Last of Us and the PlayStation 3
The most sublime moment in Uncharted 2 sneaks up on the player after hours of headshots and explosions. The irreverent explorer Nathan Drake collapses in the snow after barely escaping a train dangling off the side of a Tibetan mountain. He awakes in a pastoral Tibetan village, slowly touring the town with a friendly Sherpa named Tenzin. The sun is shining, Drake pals around with the neighborhood kids, and Tenzin’s warm but stern demeanor is immediately endearing. Drake and Tenzin don’t share a language, but they quickly forge a deep bond through the universal tongue of saving each others’ lives. Tenzin isn’t Drake’s lover or mentor, but their momentary relationship is as memorable as the ones Drake shares with his partner Elena and his father figure Sully.
That scene was the seed for The Last of Us, the latest game from Uncharted’s developer Naughty Dog. Drake and Tenzin “don’t speak the same language and, as a result, their relationship is built entirely through gameplay,” explains The Last of Us’ lead designer, Jacob Minkoff. “Tenzin is Drake’s equal, and they have to work together to progress through the adventure. That was really interesting to us, and we thought it would be exciting to do an entire game like that—a game where the player and a non-playable character build up a relationship whose arc covers the entire span of the game.”
The Last of Us forgoes romance or the camaraderie of dangerous men. The heart of Naughty Dog’s latest epic beats with the reluctant father-daughter dynamic of a graying smuggler named Joel and the feisty teenager Ellie. As they journey across a dying America their partnership grows from distrust to respect to something approximating love. It might be a predictable path, but through smart writing and their typically fantastic voice-acting Naughty Dog imbues it with genuine emotion and pathos.
“Joel and Ellie’s relationship is the next step up from the relationships we’ve explored before,” Minkoff says. “It’s deeper, it has more twists and turns. I don’t want to spoil it, but it’s easily the most complex emotional relationship we’ve ever featured in one of our games.”
Although Joel is the only playable character, The Last of Us can be read as a coming-of-age story for Ellie. Unlike Joel, who was a grown man when the infection that felled the world broke out, Ellie’s entire life has been lived under the constant threat of being eaten by human monsters. Despite the brutal setting she’s lived a fairly sheltered life. She’s never really experienced nature up close, and on their journey Joel introduces her not just to survival techniques and the duplicity of their fellow man but also to brief glimpses of how the world used to be.
You can’t play as Ellie, but she isn’t entirely passive, and definitely isn’t some kind of living package that needs to be protected. She can react to enemies, alert Joel to their approach, and even distract them with bricks or bottles. Imagine a slightly more active version of Bioshock Infinite’s Elizabeth. According to Minkoff, that grew directly out of Naughty Dog’s mission to expand on that relationship between Tenzin and Drake. “As Joel and Ellie’s relationship progresses, Joel will teach Ellie various survival skills, making her more and more capable in gameplay,” he explains. “Eventually, she will be so skilled that it will be hard to imagine surviving The Last of Us without her.”