![]() The more progress we make, the more those problems stand out. I think that there’s a little bit of a sexism valley, for lack of a better term, like the uncanny valley. There have been a lot of articles pointing to the positive aspects of the women and other characters. I mean, think of all the games you could use instead of The Last of Us.ĭruckmann: I’ve been thinking about that. It was just odd, the way it felt like our game was being used in that way. Every single one of those inequalities in the industry–We need to have that discussion and we need to be more mature about our approach to the medium. Yet somehow we were used as a soapbox or something for people to stand on and say that there are still problems with the industry. We’re just trying to create completely fleshed-out characters. I think we did an extraordinary job of creating strong characters – men, women, black, white, gay straight. But we were pleasantly surprised.īruce Straley: We were surprised by some of the criticism of our use or execution of the female roles inside of the game, and some of the backlash that we got from it. We thought we would have a smaller audience, or that it would be more divisive as far as how people’s reactions. ![]() The gameplay is a little harder, more complicated than what we’ve done in the past. The story is a little more subtle and the material is a little more mature. Neil Druckmann: We were surprised at how well it was received. Now that you’ve seen a lot of reviews and what the critics have dwelt upon, is there anything surprising to you about where people went with their interpretations of the game? She hardly ever plays anything on the consoles, so that’s a big accomplishment. My 16-year-old daughter sat with me through the beginning of the game and felt like she had never seen a video game that had such an interesting story to it. I’m sure everyone you’ve talked to has related some interesting story. GamesBeat: A lot of things are sticking in my head even though I played the game awhile ago now. ![]() And here are excerpts on the beginning and ending, gameplay decisions and inspirations for the game. 6, we’ll run part two of our interview on this link. In this part, they talk about the deep interplay among the characters, the thinking behind the female lead Ellie, and the overall inspirations and intentions.įor an excerpt on the game’s depiction of female characters, please check out this link. They talked to us in a comprehensive wrap-up interview, and this is a transcript of part one. No, I didn’t hold a gun to their heads. But they still answered every question I had. But just in time, while the experience of creating the game is still fresh in their noninfected brains, I caught up with them. Joel and Ellie, two survivors of a zombie apocalypse, are superbly crafted characters who bring deep emotions out of each other at a time when the world has fallen apart.Īfter I played the game, I felt a deep need to get answers from the creators. Neil Druckmann, the creative director for The Last of Us at Naughty Dog, and game director Bruce Straley are about to move on to something else. It made me think about so many questions as I reached the ending, which comes full circle with the first 15 minutes of the story. I was deeply touched as I played the game.
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