A Conversation about the Conversation about Videogame Adaptations
Hopefully we've heard The Last of It
Photos courtesy of HBO
In case you were (somehow) unaware, there is now a The Last of Us TV show, and according to our review, it’s pretty good. HBO—a company currently being dismantled by CEO David Zaslav—put a lot of faith in Chernobyl creator Craig Mazin and Naughty Dog’s Neil Druckmann; $100 million worth of ads blitzed Snapchat, YouTube, and satellite channels alike, and HBO Max created a “The Last of Us Collection” weeks before the January 15 premiere. Based on the 2013 PlayStation 3 (and 2014 PlayStation 4 and 2022 PlayStation 5) game, The Last of Us follows Joel (loner daddy Pedro Pascal) and Ellie (Bella Ramsey) on their journey across a mushroom infected post-apocalyptic America.
A heart-wrenching narrative about parenthood and loss grounded in realism, there seemed to be no better game to adapt than this; in fact, it was previously optioned by Screen Gems in 2014 to become a film before spending years in development hell. On the surface, there’s nothing inherently wrong or worrying about the show: it seemingly has high quality special effects, plans to thoughtfully expand the narrative, and bring one of gaming’s most beloved stories to a wide audience. It seems to share the high production values HBO is known for, and despite everything that’s happened with the Discovery merger, HBO remains the most prestigious name in TV. And yet I’m already feeling exhausted by The Last of Us. My issue lies not with the quality of the HBO show, but with the conversation surrounding it.
With each and every new TV or film adaptation of a videogame announced—I swear a new one pops up everyotherweek—industry pundits debate the possibility of success in the face of so many previous failures. Bad adaptations—such as the reviled Doom, Assassin’s Creed and Resident Evil movies—fundamentally misunderstood their intellectual property for the sake of a general audience, turning survival horror into non-stop action and historical fiction into dull melodrama, because they believed that was what the people wanted to see in a movie. In the face of seemingly endless maladaptations, fans and critics are weary and wary of any new project, pointing to the “videogame movie curse” as reason enough to not try.
Somehow, 2022’s acclaimed anime Cyberpunk: Edgerunners or box-office smash Sonic the Hedgehog 2 are viewed as the exceptions that prove the rule. Sure, adaptations can be good sometimes, but that rarely happens, so it’s better to remain bitter and skeptical until proven wrong. It’s a protectionist viewpoint, one that continues to pit gamers against creatives on the battleground of social media.
It wasn’t long before Mazin found himself at the center of one of these skrimishes. Smelling blood in the water after his interview with Empire, fans pounced. His statement spread across Twitter like wildfire: “They didn’t shoot anything out of their eyeballs. They were just people. And that, in and of itself, is remarkably rare in games.” The anger was validated; in the same interview, Mazin admitted to never experiencing strong emotions within any of the videogames he played between 1977 and The Last of Us.
With the floodgates open, fans proceeded to take more Mazin quotes out of context—this time from a lengthy New Yorker profile —complaining that his belief that digital “pixelated” violence is inherently less impactful than filmed violence diminished their experiences and feelings.