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‘The Last of Us' cocreator Neil Druckman on Joel's return, why Pearl Jam's ‘Future Days' stayed in the show, and what's ahead in the season finale

‘The Last of Us' cocreator Neil Druckman on Joel's return, why Pearl Jam's ‘Future Days' stayed in the show, and what's ahead in the season finale

Yahoo19-05-2025

WARNING: The following piece contains spoilers about the latest episode of The Last of Us
The Last of Us cocreator Neil Druckmann wouldn't always direct the penultimate episode of Season 2. However, after conversing with cocreator Craig Mazin, The Last of Us Part II video game cocreator Halley Gross, and star Pedro Pascal, Druckmann's choice became obvious.
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'Pedro really wanted to work with me again, so I was eyeing 206, and I was kind of really sitting with it, because it's a pretty big commitment once you pick one of these things. But I just liked the idea of doing one more deep dive, one last bite of the apple, with Joel and Ellie [Bella Ramsey], these characters I love so much.'
Directed by Druckmann (who previously stepped behind the camera to direct the first season's second episode) and cowritten by Druckmann, Gross, and Mazin, the emotional episode covers the five years between the end of Season 1 and the start of Season 2, revealing how Joel and Ellie's relationship strained under the weight of Joel's deadly choices in the Season 1 finale.
'This episode gets to the core of who they are and their conflict,' Druckmann says. 'So I just liked that it felt kind of high-stakes material that I'm really passionate about. And I also like the idea that, unlike the episode I directed last season, which was very action-oriented in many ways, this one had no action. It was all drama. And I felt like I could really stretch myself by committing to this.'
Ahead, Druckmann discusses Joel and Ellie's final conversation, explains why Pearl Jam's 'Future Days' remained part of the show despite the timeline change, and teases the season finale.
Gold Derby: The conversation between Joel and Ellie on the porch is the penultimate scene of The Last of Us Part II. However, for the show, you decided to put it here in Season 2 when there is so much more story to tell. Why the change?
Neil Druckmann: This gets into the difference in medium. When you buy the game, you have the entire story and can play it at any pace. You can do an hour a day, two hours a day. You can binge the whole thing in 30 hours. That means you have the entire story. But we deliver the story weekly for the show, roughly one hour at a time. So, because this is not the whole story, there was going to be, potentially, a multiyear gap before we get back to this moment. If it were in the same spot as in the game, we would have all these set-ups here in Season 2 with Ellie and Joel, and then you won't get the payoff for years. We'd have to hope that you remember all these little bits by the time we got to it, and it just felt too big of a risk. Ultimately, the location felt less important than for it to land powerfully. That's why we wanted to consolidate all the flashbacks to one point, move them far enough away from Joel's death, where you could feel the characters missing him, the audience could miss him, and then we give you a whole bunch of him at once. It's one final bite of the apple. That porch conversation speaks explicitly to the entire show, going back to Episode 1, and eventually to the final episode, whenever we get to it.
This is a unique episode for the show because the story is a tiered flashback — we're watching memories of events Joel and Ellie experienced. How did you approach that as the director and find the proper perspective?
It's a good question that no one has asked me. In the game, they were Ellie's memories. We were very specific about where we triggered them. Here, except for a couple of exceptions, the entire episode is from Joel's point of view. So I don't quite see them the same way. You could say Ellie recalls parts of this throughout her journey. In the last episode, 205, you see her pick up the guitar and play one line of "Future Days"; there's this dark note underneath it all. You could imagine she was picturing the moment from 206 right there, when Joel plays the song, even though we don't cut to it. So I treat it a little bit differently. And as a director, I treated it as Joel's point of view. This is how he views Ellie. He is wrestling with his feelings for Ellie and the lie and all of that.
How did you discuss that with Pedro?
Anytime you can collaborate with a great artist, it's my favorite part of what I do — whether here at Naughty Dog or on the show. And Pedro is an incredible actor. Often it's just getting out of his way, just creating the right space — maybe reminding him of a few facts about what has happened. I don't like talking too much about the process with actors, especially when we share intimate stuff. However, I can say that for the porch scene, I reminded him of what Joel's dad told him because Pedro wasn't there when we shot that scene. I was just, "This is kind of programming that has stayed with Joel all these years, and this thought in the back of his mind is: I just want the kid to be better than me." It was almost like a mantra that Joel would be repeating. I think that helped him unlock some stuff, but I don't want to give my direction too much credit with such brilliant actors. So I will say a few things to try a different option, and then just stand back and watch them do brilliant work.
You mentioned 'Future Days,' and the song is foundational to the video game. However, in the show's timeline, 'Future Days' technically doesn't exist: Pearl Jam's Lightning Bolt album came out in the fall of 2013, and the show shifted the start of the Cordyceps outbreak from 2013 to 2003. Not to be too pedantic, but how did you reconcile that discrepancy?
This goes back to a decision we made in Season 1. It was important for Craig to change the timeline because he didn't want the show to take place in the future like it does in the game. When we were in the show's present day, he also wanted it to be the present day for us. That's not that important to me. That was an easy concession for me to make. But then we've run into a few adaptation issues, you might say, as we went along. So, I wanted to honor that, and to say, because of the timeline change, we couldn't use "Future Days." We planned not to use "Future Days," and we had a different song in mind. And as we were getting closer and closer to shooting this particular episode, it just felt wrong. It just didn't feel correct. And then we traded it for another song, which didn't feel right. And then at some point, we're just like, "OK, what's more important, the canon of our reality, or the emotional truth that this song gives us?" It also has this nostalgic value for fans. We don't always value that nostalgic value because we want to tell the best show possible. But this felt like a small concession to make. Also, we don't have a fungal outbreak in our world, so we're already in some parallel dimension. In that dimension, Lightning Bolt came out before Binaural [Pearl Jam's 2000 album].
In terms of the 'nostalgic value,' do you find it challenging when fans of the game have criticized the show for not following the exact path of the game?
Because I feel so privileged and lucky as an artist, as a writer, as a storyteller, you hope that you can put something out into the world that someone will connect with and they'll engage with it. On a deep level, we have put something into the world that millions of people across the entire planet are engaging with. And yes, some people have issues with the adaptation. Some people have issues with even the source material, and they're wrestling with it and arguing about it. But to me, the fact that a video game can be talked about on the same level as a prestige HBO show, and some people say, "Oh, the game's better, or the show's better." First, I find it fascinating — just the idea of this adaptation. No one has quite done an adaptation like this before. Then, two, I'm just reminded of how far video games have come, even in my short career of making them. They can be talked about at this level for The Last of Us, Fallout, Arcane, or Sonic — take your pick of these recent adaptations. And I think more and more people are seeing just how rich narratives can be in video games. So, for me, there are certain things that the order of how we do things on the show is different from the game. There are a bunch of other reasons why we did that. But I just read this stuff, and I kind of smile. I'm like, "Oh, you'll see that later." People were worried, for example, that Ellie and Dina wouldn't hook up. And we knew that was going to happen. I will say, I'm pretty loose with that stuff. I understand that a lot of change needs to happen as we go to TV. What's important to me to keep is the destinations and what the story is ultimately about.
One example of fleshing this show out from the game is in the depiction of Eugene. He's mentioned in the game, but we don't meet him; in this episode, we get to see how he died and learn a little about his relationship with Gail. I was really surprised by how all of that played out.
That sequence was fascinating in that we had one idea when we wrote it, and then when you're directing it and shooting it, being open to what the actors are giving you, and allowing yourself to make specific changes and adjustments. So we cast Eugene in the game and the show, you hear about this character that everybody likes, and he would smoke weed and get everybody high, and he had this weird bong gas mask thing that you got to see in the episode. So we wrote him to have more humor. So even as Joel marched him to his death, he was saying funny stuff. Even in his last moments, when he was very angry, we had a line in there that I thought was hilarious when I read it — it was Craig's suggestion: "I don't need a Bob Ross painting. I need Gail." And he's yelling at Joel. As I watched Joey deliver these moments, I realized he made this wonderful choice. The more scared he got, the more he acted like a child, like someone just terrified. And you know, Gail is his partner, but he's acting as if Gail is his mother or something — like she would comfort him. And the jokes felt inappropriate. It felt like we would lose the tone of the scene and the beauty of what he's doing. So, in real time, I started pulling that stuff out. And it just got better and better and more intimate and more intense. When we're right in front of him, you look into his eyes and see this, like, sigh, and he says, "I see her." It's interesting. I have two interpretations of that moment. One is like he actually sees her; Joel has given him this beautiful exit. And the other one is that he gives Joel the exit to say, "It's OK for you to do it. I understand what you've got to do." And they both kind of work. And I love that, because his performance is so nuanced in that way.
What can you tease about the season finale?
I would point to all the mysteries we still have. Ellie's looking for Abby and the rest of her crew. Is she going to find them? Did she get the information she needed from Nora? Now that you have the context of 206, not only the emotional relationship and where she was with Joel and the fact that she was robbed of reconciling with him all the way, but you also know that Ellie now knows what happened at that hospital. She has not shared it with anybody. Why is that? What does that mean for those close to her who have come with her on this journey? And maybe most importantly, Ellie has committed this dark act. Nora is the first person Ellie has killed who is responsible for Joel's death, or at least tortured her, whether she's dead or not. Is there coming back from that? Are there lines that you cross where you have forever lost your humanity? Or is there some redemption in there?
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The soul of The Last of Us is in Gustavo Santaolalla's music
The soul of The Last of Us is in Gustavo Santaolalla's music

The Verge

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The soul of The Last of Us is in Gustavo Santaolalla's music

When fans nervously tuned in to watch HBO's adaptation of one of their favorite video games, there was one familiar presence that immediately calmed their nerves: the mournful guitar of Gustavo Santaolalla. As certain story beats changed and beloved polygonal faces were replaced with new actors, the beating heart of The Last of Us — its mesmerizing, tension-ridden score — survived the transition to TV intact. '[Series creator] Neil Druckmann has said that my music is part of the DNA of The Last of Us,' Santaolalla says. 'I think the fact that we kept the sonic fabric — that we didn't do an orchestral score for the series — has been instrumental in keeping those fans of the games fans of the series, too.' Born and raised in Buenos Aires, Santaolalla first started releasing music when he was 17. Loving both English rock bands and the traditional Argentine folk music that he was raised on, Santaolalla melded both into his own unique sound, part of a genre called rock nacional. Before he could fully make his mark, Santaolalla's family fled the Argentine junta dictatorship in 1978, moving to Los Angeles, where his unique sound soon caught the attention of filmmakers. Snapped up to score the 2000 film Amores Perros and 2003's 21 Grams, their success led to Santaolalla composing the soundtracks for Brokeback Mountain and Babe l, both of which won him Oscars. Santaolla's sonic secret? Embracing the eloquence of silence. 'I work so much with silence and space, because silences sometimes can be louder than a note that you're playing,' says Santaolalla. 'I remember on Brokeback Mountain when I first sent them the music, the producer said 'I thought you were pulling my leg at first, because you wait so long to play the next note!'' 'Silences sometimes can be louder than a note that you're playing.' After winning two Oscars back to back, Santaolalla carefully considered his next career move. Despite being a self-professed 'terrible gamer' Santaolalla tells me he always loved watching his son play, mesmerized by the on-screen kineticism. 'I always thought that if somebody connects this at an emotional level with a player, it's going to be a revolution.' It turns out, the universe had picked up on Santaolalla's newest interest. Post-Oscars, he was approached by several game companies to do music, but turned them down because 'I'm very picky about the work that I do.' That includes a lucrative gaming project that he is careful not to name. 'Everyone thought I was crazy!' he chuckles. Still, Santaolalla quietly hoped that a more emotionally-resonant project would materialize. 'So, I waited… and then Neil appeared,' Santaolalla says. 'When Neil told his colleagues that he wanted me to do this, [his colleagues ] said, No, Gustavo is not going to be interested — he won two Oscars! But when Neil [told me] the story, and that he wanted to do a game that connects with people on an emotional level… I was sold. What even Neil Druckmann wasn't prepared for, however, was that Gustavo's music would become just as crucial a presence as Ellie and Joel. In a post apocalyptic world where life is scarce and danger lurks around every corner, silence hangs in the air like a threat. Santaolalla's scuffed notes, discordant melodies and screeching fret slides reverberate across the dilapidated city streets, feeling as unpredictable as the world Ellie and Joel inhabit. 'I love the use of imperfections, even errors or mistakes.' 'I love the use of imperfections, even errors or mistakes,' Santaolalla explains. 'Any professional guitar player when they're recording tend to avoid all kinds of noises; when you run your hand on the fretboard or little glitches in your playing. But sometimes, I'll push those in my mix, and I think that humanizes it. That's why many people have said that my music becomes like a character — a presence. It's why I play things myself.' In the second game, Gustavo's music becomes a physical part of the fiction, with Ellie carrying a guitar throughout her quest for vengeance. She takes out the instrument during welcome moments of downtime, offering cathartic respite. And just like Gustavo's score, these beautiful vignettes break up the harrowing silence, which carries through in the second season of the show. 'I love the TV series too,' says Santaolalla. ' For the show, Neil associated himself with another incredible talent, Craig Mazin — the guy that did Chernobyl — who knows that media and that language. I think it was a big, big challenge, because when you go from one media to another one, people say no, I like the original better! So, I think, once again, that the way we have used the music has been instrumental to keep that fan base attached.' He adds that 'I think that when a story is really great, like a theatrical piece — like Shakespeare — it doesn't matter who plays the character. Obviously Pedro Pascal's Joel is different than the Joel from the game, but the substance of the character is so powerful that those things are just superficial. They could have done this as a series, as a feature film, as a puppet theatre piece, or an animation and it will still land regardless — because it's just great writing.' Now as Santaolalla finds himself releasing his very own instrument — the Guitarocko — it feels like the culmination of the musical journey he started as a teen. Melding the traditional Bolivian 10 stringed ronroco with the form factor of a Fender Stratocaster, Gustavo feels a father-like pride for his musical creation: the 73-year-old is invigorated by what The Last Of Us has given him at this stage in his career. 'I've been blessed with the fact that I have connected with an audience since I was very young,' he says. 'But the way I connect with the fans of The Last of Us and the way they connect with the music… here's a special devotion that is really beautiful. I have this new audience which is fantastic, and I love that they didn't know me as an artist or as a film composer! Now they look for my music, and they discover these things. It's been a gift for me, at this point — after everything that I've been through — to be involved with a project like this.'

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