The Last of Us Season 2 Butchered the Lesson the Game Taught Us

Video games still remain the best way to experience TLOU

The Last of Us Part II is an amazing video game. Though its story choices still remain controversial to this day, the lessons the story teaches are grounded and spectacularly human in a post-apocalyptic wasteland of the United States.

Five years after the game’s initial release, I’ve played through The Last of Us Part II exactly twice. The initial playthrough in 2020 where I experienced the twist and everything that came after for the first gut-wrenching time. The first time I played through it, I respected the game for its choices, liked it but didn’t love it, and didn’t know when the next time I would play it again.

The second time I played through this story was just a few months ago in preparation for HBO’s television adaptation The Last Of Us which was set to tell the first part of the second game.

This second playthrough, knowing what happens to the characters and being able to accept it, made me love the second game and appreciate the story that was being told through it even more.

Ellie’s journey for revenge turning into Abby’s story of redemption and survival teaches us that while the more animalistic qualities of humans can surface, our ability to forgive and love are still what we’re greatest at.

I got caught up on the season finale of The Last of Us Season 2 the other day. After watching seven episodes (which is too short of a season, but I digress), it’s safe to say that the way this story is experienced is still best told on gaming consoles rather than on television.

This blog will get into spoiler territory for both the show and the game, so if you want to stay fresh on those, this is your time to escape. You’ve been warned.


One of the biggest issues I had with the show version of The Last of Us Part II was when and how Abby is introduced.

Abby, portrayed by Kaitlyn Dever in the television show, is introduced in the very first episode of the season. While game Abby is also introduced early on, you don’t know who she is, what she’s doing, or how she’s involved in the plot at all.

If you have subtitles on for the early game of TLOU2, Abby and her crew are listed as “Woman” or “Man.”

Despite disagreeing with when Abby was introduced, I wanted to let the season play out to see how they’d balance the two stories the game features: Ellie and Abby.

However, the show continues to follow Ellie’s perspective from the game. Abby gets her moments in the first two episodes, making even players of the game surprised at how the story was experienced differently between game and show:

The above tweet was my reaction to the big moment from both game and show that has divided the fan base for five years: Abby killing Joel less than an hour into the video game and less than two episodes into the second season.

I would argue that the battle in Jackson is cooler than the basic patrols that lead to the brutal moment in the game, however, the death scene itself is still supreme in the game.

Not just because it’s surprisingly less gratuitous with its violence, but also because we had no idea who Abby was or what was going to happen.

Yes, players of the game and the curious folks who couldn’t help themselves knew what was going to happen before the season even started. However, those that didn’t know what was going to happen knew from Episode 1 of this season who Abby was and what she wants to do because, she just says it:

“When we kill him, we will kill him, slowly.”

While this doesn’t take the stakes out of Joel’s death, Joel’s death works much better when you have no idea who the hell Abby is.

You don’t find out that Abby is the daughter of the doctor in the hospital until halfway through the game, when you finally take over Abby’s perspective after making it to the end of Ellie’s Three-Day Seattle journey.

To that point, which was mirrored almost identically in the show, that’s the first time you see Abby since Joel’s death scene. As Ellie hunts her, she becomes much more of a goal rather than a character until you experience her story yourself.

But let’s break down the game and show versions of the final scene:

They occur almost identically, which I applaud the show for doing. The problem is, since we know who Abby is and who her dad was in the show, there’s even more reason to hate her completely than even be at all interested in what happens next.

In the game, when the perspective changes after this moment and you play as Abby, I’ll never forget my reaction the first time I played.

After that scene cuts to black and you continue again moments later as a young Abby, I threw my controller at my desk and said “Fuck this bitch, I don’t want to get to know her!”

What starts off feeling like just a segment of gameplay that will have you back to Ellie shortly, turns into a full adventure through the same 3-day journey in Seattle from Abby’s perspective.

You’re forced to learn her story, who she is, and what the war between the WLFs and the Seraphites actually looks like from the ground level. When Abby meets Lev and Yara, two Seraphite children, her perspective on “Scars” changes and thus, our perspective on Scars changes as well.

This is all how you grow to actually care about Abby and her story. She protects two of her enemy’s children and risks her reputation and life with the WLFs to save them. You learn that she is a redeemable character as well and that once again, despite the animalistic qualities of revenge, these characters grow, change, love, and forgive.

Because the show told us immediately who Abby was and what her goals were, I fear the audience will not be there for Season 3 of the show. Part of what makes Abby’s story great is the mystery of her from Ellie’s perspective before experiencing Abby’s story for yourself.

The show revealed all the wrong things too quickly and it will affect how Abby’s story is told.


Quickly on the Seraphites vs WLF war, I think the show butchered their introduction as well. Ellie’s encounter with the Seraphites happens like this in the game:

Ellie doesn’t get to know that they have children amongst them, she just sees them as nearly faceless enemies that want to live in the world their way, the no-tech Seraphite way. Anyone that uses firearms is the enemy.

As you play as Ellie, they’re horrifying. You hear them whistle, they barely need light to see, and you can get sniped by a crossbow bolt from anywhere in the dark woods.

You don’t learn more about who they are or that they have children in their ranks until Abby meets Lev and Yara. That’s what makes the Seraphites more interesting. It allows you to see the other side of the fear you experienced when you encountered them as Ellie. You grow to care for them as Abby. It’s a nice duality to the story.

In the show, you’re immediately sympathetic toward the Seraphites. The first scene they’re in shows the massacre of a group of them that includes a child. Ellie and Dina pretty much side with them against the WLFs very quickly because they know the WLF group is the one that kills Joel.

Rather than fear them, you sympathize for them through Ellie’s TV story. This makes Abby’s narrative already weaker heading into the show’s third season. The Seraphite/WLF war is much better through the eyes of Abby rather than Ellie.

So much so, they added in this scene where Ellie nearly gets killed on the Seraphite island right before Isaac’s attack. This moment doesn’t happen in the game. While the writers used it as a tool to show Ellie’s obsessive sense of revenge to get to the aquarium, we didn’t need it. There’s a reason it got cut from the game, it doesn’t really make sense.

I’m not the only one that feels this way.

The island attack is entirely covered in Abby’s side of the story because that’s the climactic conclusion of that storyline before the convergence moment happens and our two characters’ stories come to a head in the theater lobby.

I guess we’ll wait and see how they do Abby’s story in Season 3, but it’s already off to a disjointed and confusing start. While Abby is a controversial character, the strongest aspect to her story is getting to actually care for her.

Because they’ve changed how we view/interpret the WLF and Seraphite war, as well as how Abby is introduced, Abby is already playing from behind further than she already was from her game’s counterpart.


The last thing I’ll talk about is the Joel porch scene:

Game Version
TV Version

While the scene plays out perfectly and nearly identically across both mediums, the timing of it is completely and totally wrong. I guess I can understand from a writing standpoint why you wanted to have this closure moment with Joel before the end of this season because next season will primarily be Abby.

BUT: what makes it work is that this scene is the very last scene in the game. This scene tells us that Joel, even in death, was a figure for Ellie to understand forgiveness. She forgave Joel despite him doing what he did to save her. The third act of the game shows Ellie sacrifice everything, including her fingers and her relationship with Dina, to continue her pursuit of Abby.

This climactic fight between these two comes after playing through Abby’s story. This comes after realizing that Ellie is being extremely stupid in the face of revenge. While yes, we love Joel and part of us still wants Ellie to exact her revenge, Abby is a character we care for and it makes the final conversation with Joel following this fight stick that much more.

Ellie looks back upon this conversation after failing to play the guitar with her now mutilated hand and realizes that despite Joel being taken from her, she herself regrets pursuing Abby. Forgiveness and love outweigh revenge and hate, even in the world of The Last of Us.

Now that Joel’s conversation with Ellie is in the middle of the show, how is that final lesson going to be taught? Ellie is still the main character of TLOU. While we learn Abby’s back story and her reason for fighting, Ellie’s story is the core of the games and show.

Putting this moment where they did hurts the overall payoff of Ellie’s plot and Abby’s plot combined. The Santa Barbara part of the story alone doesn’t deserve a full season because by that point in the game, it goes by quickly because we get what the main lesson is.

However, the conclusion of the game is still strong because of that Joel scene.

Now? They’re going to have to land a potential 4 season show without one of the best scenes both the game and the TV series has offered so far in their arsenal as a final moral.


When Season 3 inevitably premieres on HBO, I will be there on Day 1.

I love the game series and the story too much even if I have to be disappointed with how the television show has allowed it to play out.

If Craig Mazin and Neil Druckmann are able to pull this out of a nosedive, I’ll be the first to admit I was wrong.

However, as of now after two seasons of the show, it’s clear now more than ever that video games are very much a theatrical medium for storytelling.

Even if you nailed season one of this show as an adaptation to the first game, the overall sentiment in my mind is that The Last of Us is better experienced played vs. watched.

~DS


P.S.

To close out this blog, always listen to Gustavo Santaolalla’s music from this series to calm your nerves:

The perfect way to begin a video game

There are many ways to begin something, but these games are iconic for a reason

There are many ways to begin something.

Whether you open your story with a large monologue with story exposition, a slow reveal of your protagonist or antagonist, or dropping into level one immediately, there are many things a story can do from there to make it great or not so great.

For some of the greatest games ever though, the perfect way to begin the game starts at the main menu.

Now I know most games begin at the main menu, but the added element of the game’s main theme and the air of mystery provided by the menu art and score combines to create the perfect gaming experience from jump street.


I’m going to wind the clocks back to 2002 to begin this one:

To nobody’s surprise, this blog will mention Kingdom Hearts. It’s been 21 years since the original game came out and believe me, I wouldn’t still be obsessing over this series if it weren’t for the main menu, theme song, and the game’s opening.

Following a few white screens displaying the Disney and Square Enix (originally SquareSoft) logos and some branding disclaimers, we hear the soft crashing of waves paired with an image of Sora, our main protagonist, looking out into the horizon, with our game title and our starting options menu below.

The fact that I can still boot this game up 21 years later and still have the same emotional connection to it is what makes it amazing. The title screens for the rest of the series continued this trend, but the original one perfectly captures what the series is about.

Sora dreams of worlds outside the Destiny Islands. He wields a stick, not knowing he’d soon be wielding the legendary Keyblade and defending all the worlds from darkness. All while the calming waves crash and put your mind to an ease knowing you’re about to begin a journey of some kind.

Backgrounding the beautiful title screen is the series’ main theme: Dearly Beloved written by the legendary Yoko Shimomura. The original iteration of this song perfectly captures the comfort of home with an air of mystery that begs the question: “If I leave home, will I ever be able to return?

Then, as we hit “New Game” and choose our settings, we’re brought to our CG opening movie, soundtracked with Simple and Clean by Utada Hikaru, not before Sora reads the classic line “I’ve been having these weird thoughts lately…Like, is any of this for real…or not?”

The game then begins at the Station of Awakening, a stained-glass pillar with an image of Snow White from Disney’s Snow White and the Seven Dwarves. The strange and mysterious opening to a strange and mysterious concept combining Disney and elements of Final Fantasy couldn’t have started any better.

The vibe of the entire first Kingdom Hearts game is basically a comforting mystery with the thought that you may not get to return home once it’s all said and done. You can’t go back to a world before Kingdom Hearts either.

Sora and his friends want to leave their home, but once his world falls to darkness and he learns he must protect the rest of the worlds, there’s sort of a somber realization that he may never return to the Destiny Islands again. Of course, since it’s a series, there are answers to the previous sentence’s concerns. But the opening for the original game perfectly captures the journey we’re about to go on and how it’ll make us feel.

Enjoy the rest of the iterations of Dearly Beloved below before I continue with the next game:


The next game that has a perfect title screen, with a perfect soundtrack backing, and the perfect encapsulation of the game you’re about to play is the other game that I’ve talked about most on the blog for the last couple of months.

The Last of Us is clearly at the forefront of everyone’s minds considering the first two episodes of the HBO show have been spectacular in capturing the original game’s essence to a T, while also adding in fantastic world-building elements in the background.

But we’re winding the clocks back to 2013 here. Forget what you know about Pedro Pascal and Bella Ramsey’s Joel and Ellie. Forget that you know all about cordyceps and clickers. Go back to a time you’re booting up this new Naughty Dog game on your PS3 for the first time.

The game boots up with the Sony and Naughty Dog logos on black screens while crickets and outdoorsy ambient sounds play in the background. Then the title card flashes The Last of Us before cutting to black again.

Then as an image slowly fades in on screen, a soft and somber melody by Gustavo Santaolalla rises into the acoustic guitar riff that has become synonymous with arguably the greatest story ever told in gaming.

The image we see is a window with nice-looking white curtains waving from a breeze blowing through an open window. However, the window isn’t naturally ajar. The glass has broken and plant overgrowth is starting to pour in from the outside.

While a calming sunlight is peeking through the window, we notice the dingy walls and the knife stuck in the wooden window frame. This is our key that this game is going to tell us a story about the deviation of normal life, and boy, does it do that and then some.

Santaolalla’s score is the perfect blend of sounds to make you feel both comforted and painfully alone all at the same time. In the world of The Last of Us, that is how every survivor of the cordyceps epidemic feels. But at the heart of it, we have Joel and Ellie. A former father not wanting to open himself back up to the pain of being human and a young girl that can provide the spark of life not only in Joel, but to the whole world.

The title screen perfectly captures the game we’re about to experience. It’s the deviation of comfort. The deviation of normalcy. The solitude. The sadness. But also, the spark of hope. The sunlight. The knife that shows we’re going to fight our way through this horrible world. It’s all just perfect.

When you hit “New Game,” the game introduces us to Joel and his daughter Sarah on Joel’s birthday. What follows is a classic opening that introduces you to the chaos of a global pandemic spreading too quickly and then it rips your heart out.

The second game and the TV series follow suit. I’m extremely glad they brought back Santaolalla to score the HBO series as well because nobody could do it better. This game will live on forever for its storytelling, its score, its emotions, and its opening.

To close out this section, enjoy some of Santaolalla’s best:


We’re winding the clocks back to 1998 with this next one!

It’s crazy to believe how far we’ve come from the era of the Nintendo 64. You can look back at gameplay or even blow the dust out of those game cartridges yourself today, but you can never seem to recapture the experience of playing it for the first time again.

But this one game transcends time with its opening title sequence. Time being the key word since the next perfect opening to a game is The Legend of Zelda: Ocarina of Time.

I’ve mentioned Breath of the Wild, on this blog before. While I (and many others) think Breath of the Wild is the greatest game in the Zelda series, the title sequence for BOTW simply doesn’t have what OOT has.

Following the classic boot-up logo for the Nintendo 64, we hear the galloping of horse hooves as the black screen fades into a mountain ridge side with the moon descending from the sky.

Then, we hear the soft melodic title theme composed by the legendary Koji Kondo and we see our hero, Link, gallop across the screen on Epona as the sun rises. Then, our game’s title appears as Link and Epona stop for a pose and then continue on.

As this was the first 3D title in the Zelda series, this title screen meant a lot of things to a lot of different people. After a 5-year gap in storytelling, the Zelda series was introduced to a much larger audience with its technical marvels and beautiful music.

Since the game was in 3D, on the console of the era, and had wide open environments to interact with, this opening was absolutely perfect. It emerges from the darkness and announces itself in a quietly beautiful way. Then, with the music playing, we get a hint that the Ocarina of Time and music itself will play a major factor in this story.

With the Kingdom of Hyrule ready for us to explore it, this title sequence makes its way into the opening of the game. After you press start, the camera makes its way into Kokiri Forest where we find Link, the Great Deku Tree, and Navi the fairy. From there, an epic journey through a vast kingdom, time, and an unforgettable soundtrack begins.

So listen to Navi and “LISTEN” to Kondo’s best as we look forward to the next entry in the Zelda series this year:


The final game I’ll discuss is from 1997 with a remake from 2020 to bring a new audience to world of fantasy.

Without the success of SquareSoft/Square Enix’s Final Fantasy VII, it’s hard to imagine Kingdom Hearts, The Last of Us, or even Ocarina of Time even happening. Certainly not Kingdom Hearts since the director of that series, Tetsuya Nomura, was the character designer and story director for Final Fantasy VII.

However, the story of Final Fantasy VII changed the landscape for how video games are presented to gamers. They’re not just mindless polygons fulfilling the needs of short attention spans. Video games are an incomparable medium to experience stories on.

Final Fantasy VII is a flag carrier for video games in general and who knows if it would’ve worked if the title screen wasn’t as iconic as it was?

The opening song to the game is titled Prelude and gaming’s most legendary composer–Nobuo Uematsu– transports us to the world of Gaia.

Following the typical PlayStation 1 boot-up screen and the SquareSoft logo, Prelude begins as we see an Opening Credits screen for the game’s creators.

Before the game begins, we have a title sequence opening like a movie would. We see all these names behind what we’re about to play…but why? If you don’t want to read all the credits of the people, you press X and are then taken to a nearly all-black screen with the iconic Buster Sword in the middle, wedged into stone as if it has been used for the final time.

What’s so great about this opening is that it tells us all about the cinematic gaming experience we’re about to have. Nothing like Final Fantasy VII had happened to that point, so to see a game begin with a long line of credits showing the amount of people behind this masterpiece was just different, but in a great way.

Uematsu’s score provides us a magical comfort but with a mystery to what we’re going to experience. Then, before we play the game, we see the Buster Sword as if it’s our last bastion of calm before we delve into the world of the evil Shinra Corporation, SOLDIERs, the mysterious Mako substance, and gaming’s greatest villain: Sephiroth.

After you hit “New Game,” the iconic opening continues with the Bombing Mission score beginning softly as we’re introduced to Aerith, the vast city of Midgar, and our hero–Cloud–as he leaps off a train and poses on the Sector 8 train platform. The rest was history.

This game itself was legendary enough to get the modern touch to it. 2020’s Final Fantasy VII: Remake was an amazing retelling of the classic story with modern updates and graphics. But, how can you remake an opening that had so much meaning behind it?

Well, you can’t.

Final Fantasy VII: Remake‘s title screen is identical. Remastered Prelude, remastered Buster Sword, but the emotion and imagery are the same.

Once you hit “New Game” on Remake, the iconic opening is redone beautifully, with some added scenes to show that this updated Midgar, and outer world of Gaia, is sprawling with life.

Enjoy some of Uematsu’s best before I wrap this thing up:


There are many more games that have similar openings or ones that also convey the perfect audio visual embodiment of what you’re about to play. But these four are some of my favorite games of all-time because their title screens and opening scenes still send chills down my spine.

Every playthrough of each game, I pause at the title screen for a second to take in the beauty of each. The journeys taken in each of these games all began with beautiful title screens, beautiful music, and iconic openings.

As I said above, there are many ways to begin things. But in my eyes, there’s only one perfect way to begin a video game and these four games did that.

Did I miss any of your favorites? Let me know why!

~DS