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Lot's Wife Edition 4

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Lot’s Wife • Edition Four

The Last of Us - A Towering Wo

Words by Austin Bond

cw. violence, death, and SPOILERS

Our story opens on ‘Outbreak Day’, when a fungus outbreak has started to

infect (i.e. zombify) the human population. Our protagonist is Joel, a father

trying to escape the Texas suburbs with his young daughter, Sarah. He doesn’t

hesitate to shoot a rabid-looking man running towards her, and once on the

road, he ignores his hitchhiking neighbours; all that matters is his daughter.

Traffic stalled, the pair scramble through chaotic crowds and dodge the growing

numbers of ‘infected’. They make their way up the hills outside the town, Joel

carrying Sarah in his arms, before a US soldier halts them, rifle raised. Through

a little voice in his ear, the soldier receives a grim order, something about

‘controlling the perimeter’. The soldier challenges his superior for a moment:

‘She’s only a child, sir! They aren’t infected! Do I still… yes, sir.’ The soldier

readies his weapon. Joel realises what is happening, and in one motion dives to

the ground and pushes his daughter away from the line of fire.

He scrambles up. His brother has arrived in time to stop the soldier, but

something is terribly wrong. He hears her frightened sobs, sees where the bullet

passed through her. He clutches his dying daughter, and his panicked pleas turn

to raw sorrow.

This is the opening sequence of The Last of Us, a 2013 video game developed by

Naughty Dog Studios. In 15 breathless minutes, players form a deep emotional

connection with Joel and, as the player controlling his actions, feel the maw left

in his heart. From here, Naughty Dog Studios will expand its intense, characterdriven

storytelling, taking Joel – and the player – on a journey of hope and

redemption.

With rich characterisation and a morally complex narrative, The Last of Us

more than earns a place in the canon of great post-apocalyptic works. Indeed,

it is easy to see why Naughty Dog’s harrowing tale is often regarded as one of

the greatest video games of all time, heralded by fans as proof that games are as

much an artform as any other.

The main plot begins twenty years after the heartbreaking prologue, with most

of the population now ‘infected’. The world has been largely reclaimed by

nature, and the humans too have reverted to their base, wolfish ways. Most of

the world is left to anarchy, with pop-up juntas controlling disparate quarantine

zones challenged by a rebel faction known as the Fireflies. Joel is now a smuggler

in what remains of Boston, with the decrepit city and gloomy atmosphere

evoking Alfonso Cuaron’s Children of Men. The story takes shape when he is

tasked with smuggling a very different ‘package’: Ellie, a girl only slightly older

than Sarah. Ellie, he learns, is immune to the zombie-like infection. He must

safely transport her to Salt Lake City, where the Fireflies have scientists ready to

develop a vaccine. And so begins an odyssey across a ruined America, filled with

brutal zombies and even more brutal humans.

While there are plenty of brain-chomping obstacles to overcome, The Last of

Us is ultimately about the relationship between Joel and Ellie. Although he

initially views Ellie as nothing more than cargo, Joel’s cold demeanour thaws

over time and they form a close bond. In this regard, The Last of Us takes

influence from Cormac McCarthy’s The Road, foregrounding a father-child

relationship against a ruined Western landscape.

Playing as Joel, we too start to form a bond with Ellie. This is in part because

the relationship builds in real-time, unfolding naturally through dialogue as

you, the player, guide Joel through the world. For example, as you are climbing

through the rubbles of Pittsburgh, Ellie finds a joke-book, leading to the

following exchange:

Ellie: Okay, we need to lighten the mood. Ready? “It doesn’t

matter how much you push the envelope, it’ll still be stationary.”

Joel: What is that?

Ellie: It’s a joke book. No Pun Intended: Volume Too by Will

Livingston.

Joel (sighing): Let’s keep going.

Ellie: “A book just fell on my head, I only have myself to blame.”

Oh wait, I said it wrong! Hold on, let me read it again. “A book

just fell on my head... I only have my shelf to blame.»

Joel: That’s awful.

Ellie (playfully): You’re awful.

While there are various scares and set-pieces, the story never loses sight of this

relationship at the centre. Indeed, as their bond develops, it becomes clear that

Joel views Ellie as a surrogate for the daughter he lost, and a new opportunity to

find meaning in this harsh world.

Ellie is the key for a cure, and the game ostensibly is a quest to save the world

from this deadly infection (timely, I know). However, the narrative subverts

our expectations of the genre by asking: does a world so brutal even deserve to

be saved? The various characters Joel and Ellie encounter in the game - military

factions only concerned with obtaining power, a lone wolf living a paranoid and

solitary existence, charming scavengers who (in an inevitable post-apocalyptic

trope) are revealed to be cannibals - go to such extreme lengths to survive

that they lose what makes them human. Elsewhere, when our heroes stop in

a thriving settlement built by Joel’s brother, we are presented with a vision

of humans starting anew, rather than preserving old systems of conflict and

oppression.

This thematic concern comes to a head in the game’s stunning climax. Having

made it to the Fireflies in Utah, Joel and Ellie are separated so her immunity can

be researched. She remains unconscious throughout, having passed out from a

near-drowning. Kept under guard, Joel is then told the doctors will operate on

Ellie shortly to develop the cure, but there is a cost: she will die in the process.

Worse yet, the scientists have given Ellie no say in the matter.

Philosophy students will of course recognise this as the ‘Trolley Problem’, which

asks if it is morally justifiable to kill one person to save ten (or a million, or all of

humanity). One may intuitively feel such a sacrifice is necessary for the greater

26

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