sharadbastola-50130
Joined Dec 2017
Welcome to the new profile
We're making some updates, and some features will be temporarily unavailable while we enhance your experience. The previous version will not be accessible after 7/14. Stay tuned for the upcoming relaunch.
Badges2
To learn how to earn badges, go to the badges help page.
Reviews3
sharadbastola-50130's rating
As a long-time fan of The Last of Us video games, I approached the HBO adaptation with cautious optimism. The original game, released in 2013, was a masterpiece of interactive storytelling, combining emotionally rich characters with a post-apocalyptic world that felt grounded, brutal, and strangely beautiful. Its sequel, while divisive in some circles, still showcased Naughty Dog's commitment to pushing narrative boundaries in gaming. So when the series was announced, expectations were high - perhaps unfairly so. Unfortunately, the show, while technically well-made, never quite reaches the emotional or immersive heights of its source material.
Let's begin with the most glaring difference: interactivity. One of the most powerful aspects of The Last of Us games is how they make you feel like you're living through the collapse of humanity. Every stealth kill, every heartbreaking loss, and every desperate scavenging session builds a bond between player and character. In the games, you are Joel. You are Ellie. You're not just watching them go through the motions - you're surviving with them. The series, by contrast, turns these active experiences into passive ones. What once took hours of careful exploration and emotional investment is now condensed into brief scenes or montages. As a result, the weight of decisions and the depth of character development often feel rushed or flattened.
Casting is another mixed bag. Pedro Pascal and Bella Ramsey are talented actors, and they deliver strong performances. But for many fans, especially those deeply attached to the original voice actors (Troy Baker and Ashley Johnson), their portrayals feel off - not bad, just... different. Pascal's Joel lacks the rugged weariness that made the game version so compelling, and Ramsey's Ellie, while feisty, doesn't quite capture the same nuanced mix of innocence and ferocity. It often feels like the show is telling us who these characters are, rather than letting us feel it naturally through shared experience.
The pacing of the series also suffers in translation. The games had the luxury of time - nearly 15 to 20 hours of it - to let relationships breathe and evolve. The series crams major emotional beats into a 9-episode structure, which leads to an uneven rhythm. Some episodes, like the Bill and Frank storyline, are beautiful standalones but barely contribute to the main plot. Others rush through critical developments, giving viewers little time to digest or connect. As a result, the overarching journey of Joel and Ellie feels less earned and more scripted.
Another major issue is the worldbuilding. In the games, you learn about the world by exploring it - reading abandoned notes, scavenging through ruined cities, encountering diverse factions and survivors. This environmental storytelling was subtle yet powerful. The series, in contrast, often relies on exposition-heavy dialogue or on-screen text. What was once immersive and organic now feels like ticking boxes on a checklist.
That's not to say the show is without merit. Its cinematography is top-notch, the practical effects are impressive, and certain scenes are lifted directly from the game with stunning accuracy. But accuracy doesn't equal impact. When Joel carries Ellie through the hospital at the end of the season, it mimics the game shot-for-shot - but it lacks the emotional punch, because we haven't been through the same struggles with them.
In the end, The Last of Us series is a decent adaptation, but it's not a great one. It strips away the very thing that made the games unforgettable: emotional immersion through interactivity. While it may introduce new audiences to the world of Joel and Ellie, it will never replicate the raw, lived-in experience of playing through their journey.
Let's begin with the most glaring difference: interactivity. One of the most powerful aspects of The Last of Us games is how they make you feel like you're living through the collapse of humanity. Every stealth kill, every heartbreaking loss, and every desperate scavenging session builds a bond between player and character. In the games, you are Joel. You are Ellie. You're not just watching them go through the motions - you're surviving with them. The series, by contrast, turns these active experiences into passive ones. What once took hours of careful exploration and emotional investment is now condensed into brief scenes or montages. As a result, the weight of decisions and the depth of character development often feel rushed or flattened.
Casting is another mixed bag. Pedro Pascal and Bella Ramsey are talented actors, and they deliver strong performances. But for many fans, especially those deeply attached to the original voice actors (Troy Baker and Ashley Johnson), their portrayals feel off - not bad, just... different. Pascal's Joel lacks the rugged weariness that made the game version so compelling, and Ramsey's Ellie, while feisty, doesn't quite capture the same nuanced mix of innocence and ferocity. It often feels like the show is telling us who these characters are, rather than letting us feel it naturally through shared experience.
The pacing of the series also suffers in translation. The games had the luxury of time - nearly 15 to 20 hours of it - to let relationships breathe and evolve. The series crams major emotional beats into a 9-episode structure, which leads to an uneven rhythm. Some episodes, like the Bill and Frank storyline, are beautiful standalones but barely contribute to the main plot. Others rush through critical developments, giving viewers little time to digest or connect. As a result, the overarching journey of Joel and Ellie feels less earned and more scripted.
Another major issue is the worldbuilding. In the games, you learn about the world by exploring it - reading abandoned notes, scavenging through ruined cities, encountering diverse factions and survivors. This environmental storytelling was subtle yet powerful. The series, in contrast, often relies on exposition-heavy dialogue or on-screen text. What was once immersive and organic now feels like ticking boxes on a checklist.
That's not to say the show is without merit. Its cinematography is top-notch, the practical effects are impressive, and certain scenes are lifted directly from the game with stunning accuracy. But accuracy doesn't equal impact. When Joel carries Ellie through the hospital at the end of the season, it mimics the game shot-for-shot - but it lacks the emotional punch, because we haven't been through the same struggles with them.
In the end, The Last of Us series is a decent adaptation, but it's not a great one. It strips away the very thing that made the games unforgettable: emotional immersion through interactivity. While it may introduce new audiences to the world of Joel and Ellie, it will never replicate the raw, lived-in experience of playing through their journey.
The Last of Us Part II is not just a sequel-it's a bold artistic statement, a masterclass in storytelling, and an uncompromising exploration of violence, revenge, and the human cost of hatred. Few games have sparked as much discussion, controversy, and emotional investment as this one. Where its predecessor was a harrowing yet hopeful journey of survival and love, Part II flips the script, shattering player expectations and demanding that they confront their own moral compass.
Naughty Dog takes a massive risk in Part II, not only in its bold narrative structure but in how it forces players to experience the same story from two radically different perspectives. The game begins in the aftermath of Joel's decision at the end of The Last of Us, a choice that reverberates across the world. The inciting incident-the brutal murder of Joel by Abby-propels Ellie into a relentless quest for vengeance, mirroring Joel's own violent path from the first game.
The decision to have players control Abby.
Naughty Dog takes a massive risk in Part II, not only in its bold narrative structure but in how it forces players to experience the same story from two radically different perspectives. The game begins in the aftermath of Joel's decision at the end of The Last of Us, a choice that reverberates across the world. The inciting incident-the brutal murder of Joel by Abby-propels Ellie into a relentless quest for vengeance, mirroring Joel's own violent path from the first game.
The decision to have players control Abby.
Gloria Burger is hands down the best news reporter alive. She is the definition of journalism itself.