Why The Last of Us Game Series Still Hits So Hard Ten Years Later

Why The Last of Us Game Series Still Hits So Hard Ten Years Later

It wasn’t just the mushrooms. When Naughty Dog released the first game back in 2013, everyone thought they were just getting another zombie shooter, albeit a pretty one. We’d seen it all before. Resident Evil had the campy horror covered, and Left 4 Dead had the frantic co-op energy. But The Last of Us game series did something different; it made us feel incredibly guilty for pulling a trigger.

The story of Joel and Ellie isn't a hero's journey. Honestly, it’s more of a tragedy wrapped in a road trip. You’re playing as a grieving father who has basically turned into a high-functioning thug, escorting a girl who represents the very thing he lost. It’s messy. It’s violent. Most importantly, it’s honest about how terrible people can be when the grocery stores stop having food.

The Cordyceps Reality and Why It Scares Us

Most horror games rely on ghosts or aliens, things we know aren't real. But the "zombies" here? They’re grounded in actual biology. Ophiocordyceps unilateralis is a real fungus that hijacks the brains of ants. It’s terrifying.

Naughty Dog’s creative director, Neil Druckmann, has talked openly about how a BBC Planet Earth segment inspired the whole concept. Seeing an ant sprout a fungal stalk from its head while it’s still alive is nightmare fuel. By scaling that up to humans, the The Last of Us game series tapped into a very specific kind of primal dread. It’s not supernatural. It’s just nature winning.

You see the progression throughout the games. It starts with the Runners—people who are still "there" but have no control over their bodies. You can hear them sobbing or screaming in pain while they attack you. Then you get the Clickers, where the fungus has literally burst through their eye sockets. The sound design is what really does it. That rhythmic, guttural clicking isn't just a gimmick; it's echolocation. It forces you to play the game differently. You aren't a super-soldier. You're a person holding a brick, praying your shiv doesn't break.

The Moral Gray Area of Joel Miller

Let’s talk about that ending. You know the one.

For years, gamers debated whether Joel was a villain. In the final act of the first game, he chooses one life over the possibility of saving the world. It’s a selfish, beautiful, horrific decision. Most games give you a choice: Press A to be good, Press B to be evil. This series doesn't give you a choice because Joel isn't an avatar for the player; he's a defined character with his own trauma.

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He lies to Ellie.

That lie is the foundation for everything that happens in the sequel. It's why the The Last of Us game series feels so much more "human" than its peers. It understands that love isn't always some noble, selfless thing. Sometimes love is a scorched-earth policy.

Why Part II Divided the Entire Internet

When The Last of Us Part II dropped in 2020, it didn't just ruffle feathers—it set the coop on fire.

The decision to kill off a major character in the first hour was bold. Some called it brave storytelling; others called it a betrayal of the fans. But looking back, it fits the world perfectly. In a post-apocalyptic wasteland, there are no "warrior’s deaths." There is just sudden, senseless violence.

The game then does something truly uncomfortable: it makes you play as the "villain," Abby.

  1. You start by hating her for what she did to Joel.
  2. You spend ten hours seeing her friends, her dog, and her reasons.
  3. You realize that to Abby, Joel was the monster who murdered her father and ruined the world’s last hope for a cure.

Perspective is everything. This wasn't a game about "good vs. evil." It was a game about the cycle of violence. It’s a miserable experience in the best way possible. By the time you reach the final fight on the beach in Santa Barbara, you don't want to win. You just want it to stop.

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The Technical Wizardry of Naughty Dog

We have to mention the "mush" factor. That's a technical term developers use for how characters move and interact with the environment. In many games, your character feels like they’re floating over the floor. In this series, every step has weight.

  • Characters stumble when they hit uneven terrain.
  • Ellie’s breathing changes based on her heart rate.
  • If you aim a gun at an enemy, they might beg for their life or call out for their friends by name.

The level of detail is almost obsessive. In the HBO adaptation, showrunner Craig Mazin noted that they had to capture this specific "groundedness." If the games weren't so visually and mechanically convincing, the emotional beats wouldn't land. You have to believe these people are real to care when they suffer.

Common Misconceptions About the Lore

One thing people get wrong all the time is the "cure."

There’s a popular fan theory that the Fireflies were incompetent and couldn't have made a vaccine anyway. While that’s a comforting thought for Joel fans, the game’s narrative relies on the fact that the cure was possible. If the cure was a fake, Joel’s choice doesn't matter. The tragedy comes from the fact that he actually did take away humanity's chance at survival.

Another misconception is that the Cordyceps is a virus. It's not. It's fungal. That's why masks are so important in the first game—spores are airborne in enclosed spaces. In the second game and the TV show, they leaned more into the idea of "tendrils" or underground networks, which is actually how many real-world fungi communicate.

The Cultural Impact and the HBO Jump

It’s rare for a video game to survive the jump to prestige TV. Usually, it’s a disaster. But because The Last of Us game series was already written like a high-end drama, it worked.

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The show introduced "Long, Long Time," the episode about Bill and Frank. It was a massive departure from the game, where Bill is a grumpy loner who survives out of spite. The show turned it into a beautiful, decades-long romance. This is how you do an adaptation. You don't just copy-paste the pixels; you expand the themes.

It brought a whole new audience into the fold. People who would never touch a PlayStation controller were suddenly crying over Cordyceps. It validated what gamers have known for a long time: games can be art.

What’s Next for the Franchise?

Rumors about The Last of Us Part III have been circulating for years. Neil Druckmann has hinted that there’s "one more chapter" to this story.

What does that even look like? Ellie is alone. She’s lost her connection to Joel, her fingers (which means she can’t play the guitar, her last link to him), and her family. A third game would likely have to deal with redemption. Or maybe, finally, a way to make her immunity mean something without her having to die.

There was also the "Factions" multiplayer project that got canceled. That was a gut-punch for the hardcore community. Naughty Dog realized they couldn't support a massive live-service game without sacrificing their single-player quality. It was a tough call, but probably the right one for their legacy.

Practical Insights for New Players

If you’re just starting The Last of Us game series, don't play it like Call of Duty. You will die. Fast.

  • Listen Mode is your best friend. Use it to track enemy movements through walls, but remember that on higher difficulties (like Grounded), this feature is disabled.
  • Don't hoard your resources. While it feels safe to keep three medkits and four molotovs, the game’s "director" AI actually gives you fewer drops if your inventory is full. Use your items to get through tough spots; the game will eventually provide more.
  • Explore every corner. The "environmental storytelling" is where the real soul of the game lives. Read the notes left behind by people who didn't make it. It fleshes out the world in ways the main cutscenes can't.
  • Bricks are better than bottles. A brick can be used as a melee weapon for three hits, whereas a bottle is basically just for distractions. Carry a brick whenever possible.

The series is a masterclass in tension. It’s about the thin line between being a survivor and being a monster. Whether you’re playing the 2013 original, the Part I remake, or the polarizing sequel, the experience stays with you long after the credits roll. It’s not just about the end of the world; it’s about what we’re willing to do to keep a piece of it for ourselves.

To get the most out of the experience, play the games in chronological order, including the Left Behind DLC before starting Part II. If you've already finished the games, look into the "Grounded" making-of documentaries on YouTube. They offer a fascinating look at how Naughty Dog pushed the hardware of the PS3 and PS4 to their absolute limits to create these characters.