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‘The Last of Us’: The Zombie Drama That Became a Decade-Defining Landmark for Video Games

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The 2010s is a decade that can be defined as the New Zombie Boom. Not the first, but certainly among the most notable. The 2010s saw zombies invade a plethora of hit movies, books, special recreational events, and of course video games. The Walking Dead (the comic and TV series), the plethora of movie spins on zombie material such as Warm Bodies, World War Z, One Cut of the Dead, and Train to Busan among them, and in games like Call of Duty, Red Dead Redemption, and Dying Light just to name a few.

Zombies have allowed creators to spice things up in otherwise done to death storytelling, and add in layers of social commentary. George A. Romero was a master of this with his early zombie films like Night of the Living Dead and Dawn of the Dead, but modern creators like Edgar Wright, Jim Jarmusch, and Yeon Sang-ho have integrated their personalities into the zombie subgenre to craft zombie stories wholly unique to them.

But when it comes to video games, zombies haven’t had the same level of treatment that shows and movies have shown. Not to say that there’s a lack of zombies in games because if anything, it’s almost to the point of oversaturation. Even the most low budget mobile game has a chance of including a little game involving you either barreling your way through a pack of the hungry undead or running away from them. 

In many ways, zombies in video games are presented as a little too simplistic to their filmed counterparts. In games, when you see them, you shoot, stab, or retreat until you find something better to use. The Call of Duty games, Dead Island and Dead Rising present the use of zombies as something to help ease the tension by giving the player something fun to play around with. 

That may seem like the point of video games in general, but as time has gone on, the storytelling aspect of video games has undergone a near-fundamental change. Stories in games are further removing the stigma of being “video game stories”, i.e. a story too trashy and niche for movies and TV, and this shift has resulted in games of all genres, zombies included, to experience a similar change in their narratives. 

This change has been in motion for many years now, with games like the Bioshock trilogy and David Cage’s Indigo Prophecy being but few of the games attempting to stand out as unique stories told through the lens of video games to varying degrees of success and failure. As it stands, it’s only a matter of time before the zombie genre becomes affected by this change.

Enter The Last of Us.

In 2013, Neil Druckmann and the people at Naughty Dog went and released an intriguing zombie game about a man named Joel escorting a teenage girl named Ellie across the United States in an effort to find a cure for the disease that has rapidly destroyed the country. The disease has turned many of the living into raging shells of their former selves as they have effectively succumbed to the disease, the same disease that Ellie appears to be immune from on account of a bite on her arm that didn’t become infected.

That’s essentially the catalyst for The Last of Us to get going on its main story, which has you control Joel as he battles through both zombies and hostile humans to keep Ellie safe. She, in turn, provides him with a helping hand as they encounter dangers along the way to potentially saving humanity from extinction. That’s survival horror at its most pure. The driving force of the game is making sure to stay alive despite the enormous odds against you and the characters presented.

But chances are, you probably already know this. Practically anyone who has played, seen a playthrough of, or even just read up on nuggets of info on the game already knows what The Last of Us is about. In 2013, the video game discourse was focused primarily on Naughty Dog’s zombie horror drama, with even the likes of Bioshock Infinite and Grand Theft Auto V paling in comparison to the heated discussion around The Last of Us.

With its countless Game of the Year awards, the discourse inevitably shifted to whether the game was truly that good or simply overrated by stuffy critics. How could a zombie game receive labels such as “one of the greats” and “one of the most important games ever made?” On the surface, it looks like a regular zombie survival game, having you barreling through hordes of enemies just like every other zombie game. Right?

Yes and no.

Much like The Walking Dead, The Last of Us places its priorities on the characters of the apocalypse, letting the players attach themselves to Joel and Ellie and whoever they came across over the course of the game. Some of the best zombie media out there prefer to employ similar tactics, with even the OG Night of the Living Dead shifting its focus to the characters amidst the zombie violence rather than solely the violence.

But in a game like The Last of Us, there comes the opportunity to provide a genuine zombie experience intermingling with the strong central characters in a manner that not even The Walking Dead was able to manage. Instead of simply watching characters scavenge for food or wondering why characters didn’t take the shotgun instead of the pistol, you live out those moments, essentially controlling the experience for yourself, which means when something inevitably goes wrong, it’s on YOU to solve the issue.

When playing through the 40th wave on a Call of Duty: Zombies map, the experience doesn’t feel the same as when you have to fight through a yard of zombies in The Last of Us with little to no ammo left. In the former, there’s the knowledge that you will be okay with the various weapons laid out for you across the map, providing an arcade experience that takes away the emotion of whatever story is happening onscreen and placing it on you to fill in the gaps.

The Last of Us incorporates a strategy that feels similar to the developers letting the players fill in the gaps, but the tension is heightened by the lack of resources laid out for you compared to COD. Not only are you left a severe disadvantage against the zombies of the world, but the realization that this could be bad news for Joel and Ellie, the central pair of the entire game, feels a little extra infuriating when a simple mistake forces you to watch a cutscene of either of them getting dogpiled by the zombie horde or enemy humans.

The storytelling in The Last of Us takes responsibility for that, sprinkling in quiet character moments during one of the many instances where Joel is just walking around with Ellie, whose back-and-forth dynamic is instrumental in developing the characters and expanding the dire world that the two are forced to live in. Bioshock Infinite gave us something similar with the dynamic between Booker and Elizabeth, but that game’s insane story and plasmid-focused gameplay strayed far from the somewhat small-scale and intimate nature of The Last of Us.

When critics and players rave about the game being one of the best of all time, it comes with the context of The Last of Us mixing story and gameplay so fluidly that it brought an experience not often found in the world of video games. Even some of the most popular story-driven games of the past 20 years like Bioshock, Red Dead Redemption, and Mass Effect still presented themselves as products made specifically in the realm of pure video games.

What I mean is that these games, while groundbreaking in their own ways, still felt like the types of stories you can only experience in the world of video games. Sure, watching a Western can offer a substitute for Red Dead, but Rockstar’s strengths in open-world exploration help the games feel more like video game-exclusive experiences. There’s still an emphasis on the game feeling like a game.

The Last of Us blurs these lines with fun game mechanics mixing with a strong and emotional story in an attempt to distance itself from the feeling of being too “gamey” for casual players and observers. The mechanics are simple, but vital to the universe, relying on scavenging and crafting a limited amount of resources to use, putting the players in the heads of Joel and Ellie, who are the perpetual underdogs in almost every moment of the game.

This mixture of gameplay and storytelling creates a world where the game you’re playing doesn’t necessarily feel like a game anymore and I don’t mean that in a David Cage-kind of way. Naughty Dog still presents a world that people can have fun exploring in a sense, but exploration is limited, bringing everyone closer to the characters since we are essentially stuck with them through their highs and lows. There are hardly moments of reprieve that other games would’ve gladly handed out to us after a hard mission. Here, the entire game is the mission.

Mixing the story and gameplay as such can have its risks. The game could feel like too much of a “walking simulator”, essentially shoving a movie in a game where you have little to no control over what progresses in the story. But The Last of Us walks that tightrope with gory grace, placing an equal emphasis on story progression and player freedom to explore each section of the game.

Naughty Dog is no strangers to this, with the Uncharted series also cleverly mixing story progression and fun gameplay, but it arguably feels the most refined in The Last of Us and as such, the gaming world took notice and naturally reacted with a mixture of annoyance and appreciation for the manner in which the acclaimed zombie drama helped break new ground with its form of interactive storytelling. Never intrusive, but still personal.

The success of The Last of Us wasn’t just a fluke either, as game developers took notice of the fact that this form of storytelling could be both profitable and useful for telling creative tales in their own games. When God of War for the PS4 came out, the callbacks to Druckmann’s survival horror drama came to fruition, with director Cory Barlog stating that he felt very inspired by what Druckmann and Naughty Dog did with their game to completely revamp the tone of the previously arcade-y God of War games.

But it doesn’t stop there. The likes of Hellblade: Senua’s Sacrifice, Red Dead Redemption 2, Death Stranding, Soma, and even more recently with A Plague Tale: Innocence have taken great strides in implementing The Last of Us’ blend of storytelling and gameplay into their own narratives, opening the doors for video games to stand out for their stories. The Last of Us is not the first game to do this, but to normalize it the way it did all the way back in 2013 and have the domino effect still ongoing in 2020 is something truly astonishing. 

The Last of Us: Part II is mere weeks away from releasing after years of anticipation and games of a similar feel are on their way too, from Cyberpunk 2077 and the sequel to Hellblade, to fellow PlayStation exclusive Ghosts of Tsushima. Whatever the case may be, expect the games (and more in the future) to try and replicate elements of what The Last of Us did to further the development of video games as an art form. Not to say games aren’t already, but why stop here?

Legendary film critic, Roger Ebert, famously said that he doesn’t believe that video games can be high art and this inspired a wave of gamers attempting to prove him wrong. It seems he held strong to his word until the day he died, but the evolution of the video game as an art form is something that begs to be noticed by even the most skeptical living critic of gaming art. Video games, like movies and paintings, adapt and evolve over time and The Last of Us is arguably the most crucial part of the evolution in the 2010s.

Whether or not Part II simply continues where it originally started or takes the art form to another level remains to be seen, but it does nothing to diminish the impact that The Last of Us had in the gaming community the past decade. How video games as an art form evolve over time is unpredictable, but The Last of Us’ gaming footprint is almost guaranteed to be felt by the gaming world long after the PS3 and PS4 transform into relics of a different time.

Editorials

‘Immaculate’ – A Companion Watch Guide to the Religious Horror Movie and Its Cinematic Influences

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The Devils - Immaculate companion guide
Pictured: 'The Devils' 1971

The religious horror movie Immaculate, starring Sydney Sweeney and directed by Michael Mohan, wears its horror influences on its sleeves. NEON’s new horror movie is now available on Digital and PVOD, making it easier to catch up with the buzzy title. If you’ve already seen Immaculate, this companion watch guide highlights horror movies to pair with it.

Sweeney stars in Immaculate as Cecilia, a woman of devout faith who is offered a fulfilling new role at an illustrious Italian convent. Cecilia’s warm welcome to the picture-perfect Italian countryside gets derailed soon enough when she discovers she’s become pregnant and realizes the convent harbors disturbing secrets.

From Will Bates’ gothic score to the filming locations and even shot compositions, Immaculate owes a lot to its cinematic influences. Mohan pulls from more than just religious horror, though. While Immaculate pays tribute to the classics, the horror movie surprises for the way it leans so heavily into Italian horror and New French Extremity. Let’s dig into many of the film’s most prominent horror influences with a companion watch guide.

Warning: Immaculate spoilers ahead.


Rosemary’s Baby

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The mother of all pregnancy horror movies introduces Rosemary Woodhouse (Mia Farrow), an eager-to-please housewife who’s supportive of her husband, Guy, and thrilled he landed them a spot in the coveted Bramford apartment building. Guy proposes a romantic evening, which gives way to a hallucinogenic nightmare scenario that leaves Rosemary confused and pregnant. Rosemary’s suspicions and paranoia mount as she’s gaslit by everyone around her, all attempting to distract her from her deeply abnormal pregnancy. While Cecilia follows a similar emotional journey to Rosemary, from the confusion over her baby’s conception to being gaslit by those who claim to have her best interests in mind, Immaculate inverts the iconic final frame of Rosemary’s Baby to great effect.


The Exorcist

Dick Smith makeup The Exorcist

William Friedkin’s horror classic shook audiences to their core upon release in the ’70s, largely for its shocking imagery. A grim battle over faith is waged between demon Pazuzu and priests Damien Karras (Jason Miller) and Lankester Merrin (Max von Sydow). The battleground happens to be a 12-year-old, Regan MacNeil (Linda Blair), whose possessed form commits blasphemy often, including violently masturbating with a crucifix. Yet Friedkin captures the horrifying events with stunning cinematography; the emotional complexity and shot composition lend elegance to a film that counterbalances the horror. That balance between transgressive imagery and artful form permeates Immaculate as well.


Suspiria

Suspiria

Jessica Harper stars as Suzy Bannion, an American newcomer at a prestigious dance academy in Germany who uncovers a supernatural conspiracy amid a series of grisly murders. It’s a dance academy so disciplined in its art form that its students and faculty live their full time, spending nearly every waking hour there, including built-in meals and scheduled bedtimes. Like Suzy Bannion, Cecilia is a novitiate committed to learning her chosen trade, so much so that she travels to a foreign country to continue her training. Also, like Suzy, Cecilia quickly realizes the pristine façade of her new setting belies sinister secrets that mean her harm. 


What Have You Done to Solange?

What Have You Done to Solange

This 1972 Italian horror film follows a college professor who gets embroiled in a bizarre series of murders when his mistress, a student, witnesses one taking place. The professor starts his own investigation to discover what happened to the young woman, Solange. Sex, murder, and religion course through this Giallo’s veins, which features I Spit on Your Grave’s Camille Keaton as Solange. Immaculate director Michael Mohan revealed to The Wrap that he emulated director Massimo Dallamano’s techniques, particularly in a key scene that sees Cecilia alone in a crowded room of male superiors, all interrogating her on her immaculate status.


The Red Queen Kills Seven Times

The Red Queen Kills Seven Times

In this Giallo, two sisters inherit their family’s castle that’s also cursed. When a dark-haired, red-robed woman begins killing people around them, the sisters begin to wonder if the castle’s mysterious curse has resurfaced. Director Emilio Miraglia infuses his Giallo with vibrant style, with the titular Red Queen instantly eye-catching in design. While the killer’s design and use of red no doubt played an influential role in some of Immaculate’s nightmare imagery, its biggest inspiration in Mohan’s film is its score. Immaculate pays tribute to The Red Queen Kills Seven Times through specific music cues.


The Vanishing

The Vanishing

Rex’s life is irrevocably changed when the love of his life is abducted from a rest stop. Three years later, he begins receiving letters from his girlfriend’s abductor. Director George Sluizer infuses his simple premise with bone-chilling dread and psychological terror as the kidnapper toys with Red. It builds to a harrowing finale you won’t forget; and neither did Mohan, who cited The Vanishing as an influence on Immaculate. Likely for its surprise closing moments, but mostly for the way Sluizer filmed from inside a coffin. 


The Other Hell

The Other Hell

This nunsploitation film begins where Immaculate ends: in the catacombs of a convent that leads to an underground laboratory. The Other Hell sees a priest investigating the seemingly paranormal activity surrounding the convent as possessed nuns get violent toward others. But is this a case of the Devil or simply nuns run amok? Immaculate opts to ground its horrors in reality, where The Other Hell leans into the supernatural, but the surprise lab setting beneath the holy grounds evokes the same sense of blasphemous shock. 


Inside

Inside 2007

During Immaculate‘s freakout climax, Cecilia sets the underground lab on fire with Father Sal Tedeschi (Álvaro Morte) locked inside. He manages to escape, though badly burned, and chases Cecilia through the catacombs. When Father Tedeschi catches Cecilia, he attempts to cut her baby out of her womb, and the stark imagery instantly calls Alexandre Bustillo and Julien Maury’s seminal French horror movie to mind. Like Tedeschi, Inside’s La Femme (Béatrice Dalle) will stop at nothing to get the baby, badly burned and all. 


Burial Ground

Burial Ground creepy kid

At first glance, this Italian zombie movie bears little resemblance to Immaculate. The plot sees an eclectic group forced to band together against a wave of undead, offering no shortage of zombie gore and wild character quirks. What connects them is the setting; both employed the Villa Parisi as a filming location. The Villa Parisi happens to be a prominent filming spot for Italian horror; also pair the new horror movie with Mario Bava’s A Bay of Blood or Blood for Dracula for additional boundary-pushing horror titles shot at the Villa Parisi.


The Devils

The Devils 1971 religious horror

The Devils was always intended to be incendiary. Horror, at its most depraved and sadistic, tends to make casual viewers uncomfortable. Ken Russell’s 1971 epic takes it to a whole new squeamish level with its nightmarish visuals steeped in some historical accuracy. There are the horror classics, like The Exorcist, and there are definitive transgressive horror cult classics. The Devils falls squarely in the latter, and Russell’s fearlessness in exploring taboos and wielding unholy imagery inspired Mohan’s approach to the escalating horror in Immaculate

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