The Last of Us Game Series: Why We Can’t Stop Talking About Joel and Ellie

The Last of Us Game Series: Why We Can’t Stop Talking About Joel and Ellie

Naughty Dog didn't just make a game back in 2013. They basically ruined every other action-adventure title for a whole generation of players. When you look at The Last of Us game series, it’s easy to get bogged down in the technical stuff—the graphics, the brutal combat, the terrifying sound of a Clicker echoing in a tiled hallway—but that’s not why it stuck. It stuck because it felt painfully, uncomfortably real.

People always talk about the "zombie apocalypse," but Naughty Dog’s creative director Neil Druckmann has been pretty vocal about the fact that the Cordyceps infection is just a backdrop. It’s a stage. The real story is about how much of your soul you’re willing to trade for the person you love. It’s messy. It’s violent.

Honestly, it’s a bit of a miracle the first game even worked.

The development was famously troubled, with the team at Naughty Dog worrying they were going to tank the studio’s reputation after the lighthearted pulp-adventure success of Uncharted. Instead, they created a cultural touchstone. They took a gruff smuggler and a foul-mouthed teenager and forced us to care about them more than almost any other characters in gaming history.

The Reality of the Cordyceps Scare

The most chilling part of The Last of Us game series isn't the jump scares. It’s the biology.

Unlike most horror games that rely on magic or "Top Secret Lab Virus #4," this series grounded itself in actual science. Ophiocordyceps unilateralis is real. It’s a fungus that hijacks the brains of ants, forcing them to climb to high ground before sprouting a fruiting body out of their heads to spray spores on the colony below.

David Hughes, an entomologist who actually consulted on the first game, helped the team understand how a fungal outbreak would look if it jumped to humans. It wouldn’t be "undead" ghouls. It would be a living, breathing host being consumed from the inside out.

That shift in perspective changes the stakes. When you’re fighting a Runner, you aren't fighting a corpse; you're fighting someone who is still alive but has no control over their body. You can hear them whimpering and crying while they attack you. It’s dark. It’s way darker than Resident Evil or Left 4 Dead ever dared to be.

Evolution of the Infected

  1. Runners: Freshly turned, still look human, but fast and aggressive.
  2. Stalkers: The worst. They hide. They wait for you to turn your back. They don't scream; they whisper-skulk.
  3. Clickers: Long-term infection. Their eyes are gone, replaced by fungal plates. They use echolocation. If you make a sound, you're dead.
  4. Bloaters and Shamblers: Massive, tank-like mutations that have survived for years in damp environments.

Why Part II Split the World in Half

If the first game was about love, The Last of Us Part II was about the cost of that love. Specifically, the "hate" that comes when that love is taken away.

When the sequel dropped in 2020, it didn't just cause a stir; it caused a literal earthquake in the gaming community. Some people hated the narrative choices. Some called it a masterpiece. Most were just emotionally exhausted by the time the credits rolled.

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The game forces you to play as Abby, the woman who—spoilers for a years-old game—kills Joel. It was a massive risk. Pitting the player against their own protagonist is a bold move that most AAA developers would be too scared to try. But Naughty Dog wanted to challenge the "hero" narrative. In a world where everyone is a survivor, nobody is truly the "good guy."

Halley Gross, who co-wrote Part II alongside Druckmann, brought a cinematic grit to the script that made the violence feel heavy. Every time Ellie kills a nameless NPC, they usually have a name. Their friends scream for them. "No! Omar!" or "Find Nora!" It makes the player feel like a monster.

That’s the point.

The technical leap between the two games is also staggering. The motion capture performed by Troy Baker (Joel), Ashley Johnson (Ellie), and Laura Bailey (Abby) is widely considered the gold standard for the industry. You can see micro-expressions—a lip quiver, a slight squint—that convey more than the dialogue ever could.

The HBO Effect and the Mainstream Crossover

For a long time, video game adaptations were a joke. Then Craig Mazin (the guy behind Chernobyl) teamed up with Druckmann to bring The Last of Us game series to HBO.

Suddenly, your parents knew who Joel and Ellie were.

The show did something rare: it stayed faithful while expanding the lore. The third episode, "Long, Long Time," which focused on Bill and Frank, is a perfect example. In the game, Frank is already dead, and Bill is a bitter loner. The show reimagined their story as a decades-long romance in the middle of the apocalypse. It won Emmys. It broke hearts.

But for the gamers, the show was a weird experience. Seeing Pedro Pascal and Bella Ramsey inhabit these roles was great, but it also highlighted how much the gameplay actually matters to the narrative. In the game, you feel the desperation of having only two bullets left. In a show, you're just watching it happen.

Technical Mastery: More Than Just Pretty Trees

We have to talk about the "Remake" vs. "Remaster" debate.

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Naughty Dog released The Last of Us Part I (the remake) for the PS5, and people complained about the price tag. But if you look at the engine work, it’s a different beast entirely. They rebuilt the AI from the ground up using the systems developed for Part II.

The enemies in the remake don't just run at you. They flank. They communicate. They react to the environment.

The sound design is another unsung hero. If you play with 3D audio headphones, the world of The Last of Us game series becomes terrifyingly immersive. You can hear the squelch of footsteps in the mud or the distant groan of a building settling. Gustavo Santaolalla’s score, dominated by the raw, minimalist sound of the ronroco, creates an atmosphere of "beautiful desolation" that no other series has replicated.

The Impact of Accessibility

One thing Naughty Dog doesn't get enough credit for is their work on accessibility. Part II and the Part I remake are some of the most accessible games ever made.

  • High-contrast modes for low-vision players.
  • Text-to-speech for all menus.
  • Haptic feedback on the controller that "vibrates" the rhythm of speech for deaf players.
  • Navigation assistance that points you toward the objective.

This isn't just "good PR." It’s a fundamental shift in how games are designed, ensuring that everyone, regardless of physical ability, can experience this specific story.

What’s Next for the Franchise?

There’s a lot of chatter about The Last of Us Part III.

While nothing is officially confirmed in terms of a release date, Druckmann has mentioned he has a "concept" for a third chapter. Most fans expect it to follow Ellie’s quest for redemption, or perhaps a completely new perspective.

Then there’s the "Factions" situation. Naughty Dog was working on a massive standalone multiplayer game set in this universe, but they eventually cancelled it. They realized that supporting a live-service game would drain all their resources and prevent them from making the single-player narrative games they’re famous for. It was a heartbreaking move for fans of the original PS3 multiplayer, but probably the right move for the studio’s health.

The series is currently in a state of "prestige" stasis. We have the show, we have the remakes, and we have a looming third game that will likely define the end of the PlayStation 5 era.

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How to Get the Most Out of the Series

If you’re coming to this for the first time, don't just rush through the main story. The world-building is hidden in the corners.

Read the notes.
The "Ish" sub-story in the first game, told entirely through discarded letters found in the sewers, is better than most full-length movies. It tells the tragedy of a man trying to build a community under the streets of Pittsburgh.

Play on Grounded.
If you want to feel what the characters feel, play on the hardest difficulty. It removes the HUD, makes resources incredibly scarce, and turns every encounter into a life-or-death puzzle. You'll appreciate the stealth mechanics way more when you realize one bullet is all you have between life and a "Game Over" screen.

Check out the Left Behind DLC.
It’s a prequel that shows Ellie’s life before she met Joel. It’s short, but it’s essential for understanding her character and her relationship with Riley.

Watch the "Making Of" documentaries.
Grounded: Making The Last of Us is available for free on YouTube. It shows the raw, stressful reality of game development and why this series feels so personal to the people who made it.

The The Last of Us game series isn't just about surviving. It's about finding something worth surviving for. Whether it's Joel's grief, Ellie's rage, or Abby's search for a new purpose, the games force us to look at the darkest parts of ourselves and ask: "What would I do?"

Usually, the answer isn't very pretty.


Next Steps for Enthusiasts:

  • Audit your save files: If you haven't played the Part I Remake yet, check for the "Permadeath" and "Speedrun" modes to test your mastery of the mechanics.
  • Deep-dive the lore: Re-read the artifacts in the "Suburbs" chapter of the first game to piece together the full timeline of Ish’s colony—it provides a haunting parallel to the main story.
  • Explore the soundtrack: Listen to Gustavo Santaolalla’s The Last of Us Vol. 2 on high-fidelity speakers to appreciate the subtle percussion and atmospheric layers that define the game's mood.