Staying Human in the Inhuman World of The Last of Us

Take a closer look at the influences and inspiration behind Naughty Dog's upcoming postapocalyptic survival game, The Last of Us.

A few blocks east of the Naughty Dog offices in Santa Monica is a small, side-of-the-road diner advertizing Japanese curry. It's a plastic-menus kind of place: a family joint on Saturday nights and a lunchtime hangout for employees of the neighboring strip mall the rest of the time. It's not where you'd expect to see a celebrity, do a business deal, or come up with a million-dollar idea. But it's where, in the summer of 2009, Naughty Dog game director Bruce Straley and creative lead Neil Druckmann conceived the idea The Last of Us.

Announced as a PlayStation 3 exclusive on December 10, 2011, during Spike TV's Video Game Awards, The Last of Us is the first new intellectual property from Sony-owned Naughty Dog since Uncharted: Drake's Fortune in 2007. The game follows two survivors--an adult man and a teenage girl--making their way across postapocalyptic United States 20 years after the outbreak of a deadly virus. It's a third-person action adventure that promises a darker, more adult experience than other games in its genre. It's a project that, according to its creators, will aim to push the graphical boundaries of the medium and test its storytelling potential. This last point is important. Without a good story, the game conceived by Straley and Druckmann in that side-of-the-road diner risks being lost forever.

The Mute Girl

The brainstorming sessions started as a way for Straley and Druckmann to unwind during development on Uncharted 2. Long days in the office would be followed by a nightly trip into West LA, where the pair would take up a table at Curry House and problem-solve their way through the night. The discussion usually centered on what was and wasn't working in Uncharted 2, and how they could fix it. Sometimes, they allowed their imaginations to go beyond the game they were working on, pitching ideas, concepts, and scenarios they believed had potential. It was during one of these "what if" moments that The Last of Us was born.

When Uncharted 2's protagonist, Nathan Drake, finds himself in a remote Tibetan village in the Himalayas, he encounters a Sherpa named Tenzin. Tenzin doesn't speak English, so Drake initially finds it difficult to communicate with him. Straley and Druckmann originally wanted a mute girl in place of Tenzin--a decision partly inspired by Fumito Ueda's Ico--who would form a bond with Drake over the course of their time together.

"The girl would wake you up in the middle of the night and gesture for you to follow her," Druckmann says. "She'd lead you up to this rooftop and point to the horizon, and you'd see the sun just coming up over the village, one beautiful moment against a backdrop of violence and war."

The mute girl eventually became Tenzin, but Straley and Druckmann held on to the hope that they'd get another chance to explore this idea of an unlikely bond. Halfway through 2009, following Naughty Dog's decision to branch out and work on two games simultaneously (something Druckmann says was done in order to better leverage the PlayStation 3 technology), the pair saw their chance to try again.

A small development team was handpicked from within the existing team to start work on a new project, headed up by Straley and Druckmann, as director and creative director, respectively. While the rest of Naughty Dog started work on Uncharted 3, the new team discussed the possibility of a new Jak and Daxter game, which had the benefit of being an established franchise with a large fan base. But as the team began designing concept art and 3D models, Straley and Druckmann found they just couldn't get behind the idea. So they did what any brave developer would do: they trashed the idea and moved on.

It took them six months to settle on the final design for The Last of Us. Straley and Druckmann returned to the mute girl, drawing out the concept to devise the character arcs for the game's protagonists, Joel and Ellie. (Druckmann says these arcs remained the same throughout the development cycle, the one thing that always felt right.) Next, the team had to work out what kind of world Joel and Ellie would live in, down to its size and history. They knew that they wanted the world to look beautiful and that this beauty had to contrast with an undercurrent of human suffering. It wasn't until Straley and Druckmann sat down to watch the BBC documentary Planet Earth that they discovered what that suffering would involve.

The David Attenborough-narrated series examines different communities of plant and animal life from around the world. The episode Straley and Druckmann saw talked about something called the cordyceps fungus, a species of parasite native to insects that attacks by replicating the host's cell tissue. Some strains of the cordyceps fungus are also known to alter the behaviour of their insect host to maximize the conditions of infection, which got Druckmann thinking about a similar scenario in which humans became infected with the same fungus. It seemed there was a lot to explore if this kind of outbreak were to happen: the initial panic, chaos and uncertainty, and the stuff that comes immediately after. What would civilization look like 10, 20, or 30 years on? Who would be in control? What would the cities, the highways, and the infrastructure look like? How many would die, and how would the rest survive?

"This is the kind of world that forces people into a kill-or-be-killed frame of mind," Druckmann says. "I wanted the game to show players just how easy it is for humans to descend into this state when society as we know it ceases to exist."

Druckmann studied films, books, and television shows with postapocalyptic and dystopian settings, but soon found the real world to be a much more helpful source of inspiration. In studying the 1918 Spanish flu pandemic, he learned about paranoia and man's need to protect himself when faced with the threat of extinction; the polio epidemic of the 1880s showed him how differences in class can color people's perceptions of blame in the face of a great disaster. Examining the history of human suffering also helped Druckmann answer the question of whether The Last of Us was the kind of game that needed a bad guy.

The original plan was to design a villain that would chase Joel and Ellie all the way to the end of the game, adding to the already-existing threat of infected humans and outlawed survivors. But in the end, Druckmann thought it felt forced, like the game was trying to fit into a Hollywood structure it didn't belong in. Taking his cues from history, he wanted to explore the idea that there aren't necessarily good or bad guys in situations like this; while Joel and Ellie are forced to fight for their lives, there shouldn't be anything to indicate that they are any more correct in what they do than those who attack them.

When the idea for the villain was dropped, it was replaced by a renewed motivation to further flesh out Joel and Ellie's relationship. It was Druckmann's growing belief that this, more than anything else, would make The Last of Us a success.

Laura Parker
By Laura Parker, Associate Editor

Laura Parker is the Associate Editor of GameSpot Australia. She loves adventure games, sparkly stuff, Trivial Pursuit, cake, Master Chief, earthworms, and rhetorical questions. She once stole a sandwich from Peter Molyneux.

438 comments
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Taasi23
Taasi23

Excellent insight into the creation of what promises to be an excellent game. I can't believe we're only three months out from release! I guess I'm just used to getting my Naughty Dog titles in November. :D

uglypinkmoose
uglypinkmoose

hmmm I didn't think this game was zombies....I thought it was just some other more realistic apocalypse....I find it less cool now but still think the game looks amazing.... I was just in more of a "the road" mind set 

evilweav
evilweav

@uglypinkmoose There's a good amount of both, from what I've seen from the previews. And the zombies are infected-- more I am Legend than Walking Dead.

OHGFawx
OHGFawx like.author.displayName like.author.displayName like.author.displayName 3 Like

Keep articles like this coming. Its great to read (or watch) how the really passionate developers are inspired, and what their thought processes are.

BenoftheDead
BenoftheDead like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 6 Like

I'm glad GTAV has been delayed so this little beauty may receive the attention it deserves!

Devils-DIVISION
Devils-DIVISION like.author.displayName like.author.displayName 2 Like

Knowing how superb the Uncharted series is, you could've safely bet even earlier into the production of this game, that it would live up to -- if not beyond -- expectations. It amazes me that Naughty Dog has something that a lot of other developers are missing, because no other developer, in my eyes, could've matched, let alone outperformed Naughty Dog in the development of Uncharted.

Rheinmetal
Rheinmetal

When I watched a demo of Last Of Us at last  year's E3 show, I was pretty sure for the whole time that I was watching footage from the next Uncharted game. I still can't believe that it's a new game. lol At the last moment Naughty Dog will make an announcement admitting that all of this was a commercial trick, and this game is indeed Uncharted 4. :-)

da_chub
da_chub like.author.displayName 1 Like

Uncharted 2 was the best single player action game I've ever played. 3 could have been if it hadnt been so blah feeling. Bit it was still a great playing game with cool online. I can't wait for this!

Devils-DIVISION
Devils-DIVISION

@da_chub 

I edge a little bit more towards 2 over 3 as well (only ever so much though). But 3 was better in every way. I hope that isn't confusing, and you know what I mean. :)

The characters in 3 were fantastic; that scene with the aeroplane crashing was EPIC; the graphics were stunning!

But 2 was just nice. Both are a 10 in my book anyway. Argh! I feel like a pedant when I play favourites over two of the best experiences in gaming.

BAJennings
BAJennings

Naughty Dog puts together some really great stories. I no longer call them games. I call them 'interactive stories'.. at least to make my old-man self feel better about playing video games. Regardless, there is nothing as impressive as the entire family sitting around the HDTV to watch a compelling story.

JmsCrzt
JmsCrzt

druckmann is right almost all games have never cared for stories and 98.9% of players dont care about the stories pssh they call them selves gamers xbox fanboys 

star-affinity
star-affinity

It seems like this will be a fantastic game in most ways, but I must say it seems the violence will be too realistic and gruesome. I guess some think that's a good thing, but I think I would get a bad feeling hurting people in this game, because the AI seems so realistic and the animations of the characters are just as impressive.

It feels okay to kill aggressive monsters (like in Dead Space) or running over 2D pedestrians in Carmageddon, but here when the characters act much like real humans I think it's getting a bit uncomfortable. :|

Just my thoughts?

ClaudiusCaesar
ClaudiusCaesar

@star-affinity You are missing an important piece: its post apocalyptic world is too far from our reality. Much worse would be some modern era shooters, which are very close to our real world.

JmsCrzt
JmsCrzt

@star-affinity that's the thing it feels so real some gamer will cry thats how good the game is 

whackyq
whackyq

Alot of hype, hope this game lives up to them!

rileypoole1234
rileypoole1234

Damn I wish there was another Jak and Daxter game

yavix
yavix

This game is going to be an early birthday gift to myself. I can't wait.

valium88
valium88

It would be nice with a PC version, but if it lives up to it's potential I just might dust of my PS3 for this game.

phroido
phroido like.author.displayName like.author.displayName 2 Like

Keep the information coming. Great article.

THM80
THM80

First they rip off Smash Bros and now this with The Walking Dead *shakes head*

WheelerJared
WheelerJared like.author.displayName 1 Like

@THM80 Except they didn't start making the walking dead until almost two years after this was in production.

Grenadeh
Grenadeh

@WheelerJared @THM80 The comic book had been out for years but I'm on your side, this has nothing to do with walking dead or being a generic zombie rip off.

KirinLime
KirinLime

@WheelerJared

Plenty of content had been released for The Walking Dead by the time the idea for this game had been conceived. The comic book series, on which the TV show is based, was released in 2003.

GtWthTheProgram
GtWthTheProgram

 A well written article about an interesting subject that patently does not belong on Gamespot. I don't know what's happened to the site recently, but there is all this babble and nonsense about things that are not related to games when I really just want to know more about The Last of Us.  Druckmann is not any kind of celebrity to the vast majority of the readership of this site.  We do not give a **** about him except for his ability to make good games.  Those games are the object of our interest, and that's what we want to hear about.

You're a splendid writer, but go tell your editor to drop this noise and get the site back on course so you can put those talents towards writing about games.  The new games journalism smacks of the incompetence and self-indulgence of modern sportswriting, and you don't have hero worship to capitalize on like you do in football.

Kevin-V
Kevin-V moderator like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 7 Like

@GtWthTheProgram What are you talking about? This article is about the game called "The Last of Us." Neil Druckman is the creative lead, and his answers to our interview questions are a key part of what this article is. The very nature of our job is to ask questions about what inspired a game, what that game is about, and how it came it to be. This is, through and through, a feature that indeed tells you more about The Last of Us, most of it directly from the people making it.

So again--what are you talking about?

Hugoboss0889
Hugoboss0889 like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName like.author.displayName 8 Like

@GtWthTheProgram  this article is directly related to the game so i dont know what your complaining about.

but speak for yourself, i care about how this game came to be and what inspired Druckmann in making it.

knowing what his inspirations were for this game give us insight on what we should expect from the last of us. 


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