Neil Druckmann and Halley Gross Open Up About the Biggest Twists of ‘The Last of Us Part II’
After years of secrecy, Neil Druckmann and Halley Gross sit down for a spoiler-filled interview about video games' most ambitious story.
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And after more than half a decade of omerta-like silence, Druckmann and Gross are finally able to talk about it. Fresh off an emotional toast with the rest of their colleagues at Naughty Dog, Druckmann and Gross hopped on a video call with IndieWire on the day of the game's release in order to talk through some of the most nuanced and audacious storytelling choices in video game history.
The story of "The Last Us Part II" is almost perfectly symmetrical. From the opening and closing shots of the guitar, to the accordion-like structure, the rhymes between life in Jackson and the stadium in Seattle, the museum and the aquarium, Ellie's love of space versus Abby's fear of heights, and so on. Can you talk about how you wanted the two halves of the game to reflect each other?
Neil Druckmann: With the first game, the exciting thing was role-reversal: You're playing as this archetypal hero for a while and then at a certain point we flip it and you play as Ellie. Seeing how well that worked was so much of the inspiration here, and when we decided to make a game about empathy we knew we had to double down on that feeling — to structure the entire thing around getting you to connect [with unexpected characters]. You're already connected to Ellie and Joel from "The Last of Us," so we put them through a very tragic event, give you one look at a quest for revenge, and then shift to Abby in order to tell a mirror story of redemption that follows the person who — by killing Joel and avenging her father — has already accomplished what Ellie is trying to do, and is struggling to come to grips with it. We were trying to find those parallels you're talking about, and to do so in a way where it's not on the nose but it's still showing you how these characters — under different circumstances — could've been friends.
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Druckmann: There are so many emotional parts of the game that for a long time didn't land, and every time it's so daunting to make them work. So often it's just the iterative process of creation and cutting out a bunch of stuff that we realized wasn't necessary. What comes to mind right now is Joel's death. In the first edit of that scene, you felt nothing. Ellie's being held down and Joel's looking at her and we had this idea of like, "Oh man Joel's brain is so fucked up at that moment that the only word that's coming out of his mouth is his daughter's name, 'Sarah.'" It felt powerful, but then Troy [Baker] — to his credit — was like, "I don't think he should say anything." We shot both versions, and Troy was right. The scene was stronger without it.