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'The Last of Us Part II' Creator Explains Game's Need to Make You Uncomfortable

3 2 11
14.06.2018

Five years later, “The Last of Us” still has the greatest ending in video game history. I won’t spoil it here, if for some reason you’ve never played Naughty Dog’s masterpiece, but it’s a moment of tenderness and selfishness; a twisted, melancholy subversion of the previous 20 hours, a uniquely human gut-punch that will have you staring dumbfounded at the screen. How do you come back for a “Part II,” after sealing off a story with a deftness that’s so rare for this industry? Not easily, says Naughty Dog vice president Neil Druckmann in an interview with Variety at Sony’s E3 booth.

“I fooled myself thinking that I had a good idea when they were all really bad, so I’m glad we got to take a break with ‘Uncharted 4’ so I could take a break for an extra three years to think about these characters, and what kind of story would compliment the first one well,” he says. “The first ideas were very plot-driven and focused on some surface stuff, and I lost sight of what made the first game special — this very core, primal idea of unconditional love a parent has for their child. We didn’t have a clean idea. It was just a bunch of plot points........

© Variety