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Aujourd’hui — 28 septembre 2024IGN

Let The Last of Us TV Show Be Different From the Games

28 septembre 2024 à 14:30

Warning: This piece contains full spoilers for The Last of Us and The Last of Us Part II.

The Last of Us is part of an ongoing craze of faithful video game adaptations with roots traceable all the way back to the original Silent Hill film. However, adapting a game like The Last of Us Part II is a bit different from adapting its predecessor, not just because it has a more complicated, fractured narrative, but also because it’s a (phenomenal) game with much more dramatic meat to explore, both in terms of sheer length and in the thornier dimensions it mines from its characters. To make a show that stands up to its inspiration, it most likely will have to make some major deviations from the source material. While diehard fans may cry foul, it might be the only way this adaptation can feel as vital as the game does.

It’s something co-showrunner Neil Druckmann, who is also creative director of The Last of Us games, agrees on. Talking to Variety about the adaptation process, he noted that a common mistake is “staying so close to the source material that is built and designed and written for this other medium that has strengths and weaknesses, and trying to translate it as is, with no changes to this other medium that has different strengths and weaknesses.” Looking at the newly released first trailer for Season 2, we can already see the first signs of how Druckmann and his creative partner Craig Mazin may have altered the original story to suit the television medium.

Season II.

The HBO Original Series #TheLastOfUs returns in 2025 on Max. #TLOUDay pic.twitter.com/Wdzk759JIg

— Max (@StreamOnMax) September 26, 2024

Different Mediums, Different Priorities

With so many artistic mediums bleeding into each other these days, it can sometimes be hard to remember that video games and television are two very different things. Every medium for telling stories has pros and cons that are virtually inseparable from the form. The narrative techniques that make perfect sense in interactive fiction in regards to scene geography, atmosphere, environmental design, and use of player expression often don’t translate to something with a set runtime and no input from the viewer.

The narrative techniques that make perfect sense in interactive fiction often don’t translate to something with a set runtime and no input from the viewer.

That’s not to say you can’t try. The first season of The Last of Us meticulously rebuilt many moments from the game’s cutscenes, sometimes literally frame by frame. But what purpose does that really serve? The story worked excellently the first time around, the game is available in its best ever form with The Last of Us Part I Remastered, and the cutscenes are readily available on YouTube. If people want a truly faithful version of the story, it’s already out there and has been for years. If anything, taking this cutscene cloning approach, rather than allowing the show’s direction and cinematography to present the story’s most critical moments in a wholly new way, only highlights the ways the original games frequently veered away from the strengths of interactive narrative. And it’s developer Naughty Dog’s adoption of non-interactive storytelling technique that makes such scenes so easy to plop directly into a TV show.

I say this as a massive fan of both games: they kind of already were HBO shows. They do use the possibilities of interactive storytelling to their advantage, but in terms of basic construction and scene direction, even during playable segments, there’s liberal use of the techniques and stylistic conventions of prestige television. This is why it isn’t just ironic that the games were eventually adapted as an HBO show; it was so easy to adapt them because the games did a lot of the work already. This is not to discount any of the contributions from the show’s directors, writers or performers, but the blueprint for a successful television show was already baked straight into the game. So if the next season wants to be its best self, it would do well to find a new way to present the story many of us already know.

Expand and Explore

Even with its fealty to the original game, the first season of The Last of Us often benefited from the deviations it did make. Hiring Latino actor Pedro Pascal gave a strong new take for main protagonist Joel by adding a softer dad-like quality to him compared to Troy Baker’s gruffer edge, adding new characters like Melanie Lynskey’s Kathleen expanded the post-apocalyptic world explored in the original game, and devoting an entire episode to the unseen story of Bill (Nick Offerman) and his lover Frank (Murray Bartlett) led to what many considered to be the season’s best entry. Unlike a video game, which usually necessitates some kind of consistency to the player perspective through the controllable character, television affords the opportunity to shift focus more readily, and the show made great use of that in key areas.

The second season should use that technique to greater effect. One of the main structural conceits of Part II is playing through the same three days from both Ellie and Abby’s perspectives. Their separate paths don’t really cross over until the end of the three days, both of them going through intensely personal journeys of revenge and rebirth respectively, meaning that each lead character is essentially gone from the narrative for somewhere around ten solid hours apiece. This makes sense in a video game because jumping back and forth between protagonists each level would be jarring for a player, never allowing them to truly settle into the peaks and valleys of power and equipment a survival action game is supposed to foster. But do we really want to watch four or five episodes in a row without Ellie or Abby showing up?

Intercutting between their journeys and finding ways to draw thematic parallels between Ellie and Abby even when they’re not in the same physical space would help maintain emotional continuity and viewer investment in both characters. After all, the entire point of the extended lead-up to their confrontation is that it’s a battle we don’t want either side to “win,” because we’ve come to empathize with their experiences. It’s hard for an audience at home to go through that if a character is absent for several weeks of television. We also know that Season 2 won’t adapt the entirety of Part II, which gives the creators plenty of breathing room to add or expand on characters, subplots and world-building concepts that could give the series a fresh feel. If the trailer is anything to go by, we may have already seen hints of the show going in this direction.

Trust the Process

It’s a small detail, but the teaser trailer hints at what could be a major deviation from the original game’s setup: it looks like Abby will spend time in Jackson with Joel and Ellie. After we see Abby’s first encounter with Joel and Tommy where they save her from infected trying to get at her through a chain link fence (a scene ripped straight from the game), we later see a shot of the three of them fleeing on horses before what appears to be a horde of infected slamming themselves against Jackson’s perimeter wall. There’s also an earlier shot of a large group of infected being spotted through binoculars as they run through snow, indicating that they are heading towards Jackson, the only area in the game where snow is featured. This all suggests that there could be a sequence where Abby and Joel get back to Jackson and have more interaction than they do in the game (perhaps even involving Ellie) before Abby kills Joel. Such a sequence would be a prime opportunity for more character drama, as well as also giving us more scenes with Pascal before he’s relegated to flashbacks.

The teaser trailer hints at what could be a major deviation from the original game’s setup.

Abby ingratiating herself within Jackson’s community (a story thread concept art for the second game confirms the developers considered) and perhaps even casting her as an ally who helps them overcome an infected attack would provide us more context and inner conflict, giving the scene where she finally reveals her true motives a greater sense of dramatic weight. We get little time with Abby before she kills Joel in the game, which is a shocking scene in its original form, but viewers at home might feel a little lost if someone they assume to be one of the series’ two leads is killed so abruptly in the first couple of episodes. Getting us into Abby’s headspace earlier so we know exactly what she’s planning and why is the sort of shift that would help smooth that plot development over. And let’s be real here, more Kaitlyn Dever is never a bad thing (Did you see No One Will Save You? She was very good in that).

Ultimately, we don’t know exactly how The Last of Us Season 2 will pan out, but based on the first season, it’s fair to say the creative team behind the show can be extended a little bit of trust. There’s a murderer’s row of talent involved in the production, and although a game series as beloved as this can engender strong protective feelings from its fans, it can be rewarding to let an adaptation of a story you already know surprise you. The game isn’t going anywhere. The story will always exist in that form. So let’s have a little faith and see what the differences in the new season will add to the story, instead of assuming they’ll only subtract.

Carlos Morales writes novels, articles and Mass Effect essays. You can follow his fixations on Twitter.

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Megalopolis Movie Ending Explained, Plus What Is the Immersive Experience?

28 septembre 2024 à 01:59

Are you wondering if Megalopolis has a post-credits scene? We’ll tell you right here: It doesn’t have a mid- or post-credits scene of any kind.

Full spoilers for the movie follow from here…

Francis Ford Coppola’s self-funded, controversy-prone science fiction extravaganza Megalopolis has finally arrived, and while critics are split on the film (as of this writing it’s got a 50% critics score on Rotten Tomatoes), there’s no denying that it’s full of head-scratching moments.

That might even include during the act of buying tickets for the film, where consumers will find that you have two options: Megalopolis: The Ultimate Experience and plain old regular Megalopolis. Let’s delve into what the so-called “immersive” Ultimate Experience is all about, as well as what the ending of the movie means… and more!

What Is Francis Ford Coppola’s Megalopolis?

Having directed such classics as The Godfather, Apocalypse Now, and yes, even Bram Stoker’s Dracula, Coppola has earned a certain degree of latitude when we’re approaching any new project from the filmmaker. He also has attracted quite a cast for Megalopolis, which stars Adam Driver as architect of the future Cesar Catilina, Giancarlo Esposito as Cesar’s rival Mayor Franklyn Cicero, Nathalie Emmanuel as Julia Cicero, daughter of the mayor and lover of Cesar, Aubrey Plaza as Wow Platinum, part financial reporter/part Access Hollywood host, and Shia LaBeouf as Clodio, a cousin of Cesar’s who craves his power and influence. Other familiar faces who show up in supporting or outright small roles include Jon Voight, Laurence Fishburne, Talia Shire, Jason Schwartzman, and Dustin Hoffman.

Set in a futuristic version of New York City, which is now called New Rome, Megalopolis details the ins and outs of Cesar’s battles with Mayor Cicero (and others) over how best to evolve the city and help its masses, and then how best to rebuild it after a Russian satellite falls from the sky and takes out large chunks of the skyline. In an onscreen title card, Coppola presents the film as a “fable,” but is clearly attempting to juxtapose the fall of the Roman Empire with the United States’ current trajectory.

Or something.

Frankly, Megalopolis is as confusing as it is ambitious, as convoluted in parts as it is visually cool in others. But what does it all add up to in the end? Read on…

Megalopolis Ending Explained

Did I mention that Driver’s Cesar can freeze time? Yes, amid all the quoting of Shakespeare and psychedelic trips that go on in the film, Cesar has the unique ability to stop time. Usually only Robert Hays and denizens of the Twilight Zone can pull this trick off, but when we first meet Cesar, he barely saves himself when stepping from the edge of the top of the Chrysler Building by… yep, freezing time with just a few words.

He’ll use that trick from time to time, but really it’s his discovery of something called megalon that is his real magic. This super-element allows Cesar, as head of the city’s “Design Authority,” to begin to craft a vision of the utopia that he wants to morph New Rome into. (That vision kinda looks like a planet Doctor Strange would visit, but whatever.) This stands in opposition to the mayor’s more by-the-book take on how to improve the city – he prefers the old-fashioned way, which is to say to not change much. And then there’s Voight’s rich guy Crassus, whose money will be needed for whoever’s vision wins out.

Cesar asks Julia to stop time, which she does… but their baby is oddly unaffected and continues to move while everyone else is frozen.

Throughout the film there’s a lot of sparring, both verbal and for position, culminating in an assassination attempt on Cesar that leaves half his face blown off. But megalon is used to reconstruct him, resulting in a glowing half-face that is even more trippy than the scenes when characters are actually tripping out.

Cesar has other problems though, namely that Shia LaBeouf’s Clodio has teamed up with Aubrey Plaza’s Wow to close Cesar’s bank accounts while also forcing Crassus (who Wow married in a futuristic Coppola wedding sequence earlier in the film) into retirement in order to take control of his fortune. Clodio has also developed a cult of personality following that is opposed to Cesar, thanks to his promises that he will make life better for the ordinary and downtrodden citizens of the city, even if he actually doesn’t care about them.

Crassus seems to have a stroke at one point, but we soon learn that he is faking how extensively he was affected by that incident. This results in Wow and Clodio being taken by surprise in Crassus’ bedroom when he pulls out a bow and arrow and kills his wife. An injured Clodio escapes, but he is apparently murdered by a rampaging mob of his followers, who string him up.

With Wow’s bloodied body still lying on his bedroom floor, Crassus decides that he wants to be remembered as a “good man,” and he opts to fund Cesar’s plans for utopia. Meanwhile, despite her father the mayor’s protestations, Nathalie Emmanuel’s Julia has married Cesar, and together they have a child. Cesar gives an impassioned speech to the people of the city, and the mayor realizes that he can’t fight Cesar any longer – especially now that he has Crassus’ backing. And besides, they’re related by marriage now too!

As the film draws to its end, Cesar, Julia, and their baby are joined onstage by the mayor and his wife as the crowds of New Rome cheer them on. The stage is set for Cesar’s utopia to get underway (it’s got a magic walking path and everything!). Cesar asks Julia to stop time (she seems to have the ability as well now), which she does… but their baby is oddly unaffected and continues to move while everyone else is frozen. A title card appears with a pledge of allegiance… to the planet Earth. And then the credits roll.

Why isn’t the baby frozen like everyone else? Like much of Megalopolis, it probably comes down to a more metaphorical read of events. Cesar and Julia’s child represents the future that they have been working to make better for all the generations who will one day live in New Rome, and so the ball is now in their court – starting with that baby!

What Is the Immersive Megalopolis: The Ultimate Experience?

For decades, Coppola has wanted to change how movies are made and distributed. His production company American Zoetrope (formerly known as Zoetrope Studios) was founded as a way to work outside of the Hollywood system, and while it never quite played out that way for the filmmaker for a variety of reasons, even now we see him experimenting with Megalopolis.

In the Ultimate Experience, a 'live participant' actually appears at the front of the theater to interact with Driver onscreen.

Megalopolis: The Ultimate Experience is an option in some theaters across the country that includes a unique version of a scene in the film where Adam Driver’s character is speaking to offscreen reporters. In the regular version of the film, offscreen voices play those reporters. But in the Ultimate Experience, what Lionsgate is calling a “live participant” actually appears at the front of the theater to interact with Driver onscreen, asking questions as Driver’s filmed image responds. Reports indicate that some of these “live participants” have a spotlight on them or a microphone for their dialogue as well.

Indiewire has a good breakdown of this interesting aspect of Megalopolis’ release if you’d like to learn more. You can also check out what it’s like in the video right here:

the megalopolis audience interaction scene. love it or hate it this is boundary pushing as fuck. pic.twitter.com/zGKIHqwoy6

— Bbm7 (@leche_ninho) September 24, 2024

Does Megalopolis Have a Post-Credits Scene?

No, as stated earlier, there are no scenes after or during the credits in Megalopolis.

But what did you think of the film? It’s a real doozy, isn’t it? Let’s discuss in the comments!

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