Anyah Cruz Rhetorics that Matter 2/29/24 “The Last Of Us”: Subliminals & Queer Rhetoric “The Last Of Us” is a video game series produced the Play Station company, Naughty Dog, and directed by its CEO Neil Druckmann. There are many concepts and perspectives in the game that ties to how humanity is slowly coming to an end and how far people are willing to go in order to survive & protect. I will also be discovering the social, medical, and political notions of the game from tunnel vision in part 1 to full exposure in part 2. In part 1 of the game, we start off playing as a smuggler from Texas (Joel) who travels across the country with a teenager (Ellie) in order for her to be a studied and reverse engineer a vaccine for the cordyceps virus. In part 2, we play in a total of 3 characters (Joel, Ellie, and Abby) in order to understand the reprecussions of Joel’s decision to save Ellie from dying because of her immunity from the virus. There is also various themes of trust, betrayal, sacrifice, and loyalty in a post-apocalyptic world and it lies into the cognitive dissonance of a society where everyone is deemed to be righteous by making no one righteous nor innocent. It compels us into choices that we would tell ourselves we could never act on by making the choices solely the characters who would make them. The intent of The Last Of Us is to showcase the best and worst of humans during and after an apocalypse where a majority of humankind is incapable of being “human” anymore. The game also highlights the loss of humanity and what it means to survive, such as the emotional distress and relationships either being built or torn apart with exposures to sacrifice and how far one will go to protect themselves. The intended audience are those who are emotionally explicit and open-minded to what life would be like if an infection like that took over. Some rhetorics that factor into the series contain themes of disability, respectability politics, identity politics, loss of societal standards, etc. These factors play a major role into this topic - from losing an eye to losing an identity of self and because of this, we can incorporate these situations of the game into the numerous rhetorical exposures of it. More especially the disability factors, a lot of minor details are very overlooked in the videogame, however the creators produced it that way on purpose so that it gives the players a chance to understand why it was included in the game and to reflect on what could’ve happened if certain concepts were not an aspect in the game at all. One of the most outstanding aspects is respectability politics. For example, the main character, Ellie, is attracted to the same sex - most players don’t mind her sexual orientation, however some do wonder “why be attracted to anyone if it’s a zombie apocalypse? Wouldn’t the sole purpose be to survive?” Ellie is written to be an LGBT character on purpose, which makes players think about various perspectives on different situations in the game - for example, Ellie’s girlfriend, Dina, becomes pregnant in part 2 of the game series. Some questions the audience would most likely wonder is “Are they going to keep it? Is it possible to raise a child in an apocalypse?” That then leads to where the antagonist on part 2, Abby, has a pregnant ally (Mel) who also passes towards the end of the play through. During her appearance, she is one of the more “actively in combat” characters while carrying a child - which technically is the same concept of Dina also being in the same predicament. The many things that pregnant women “shouldn’t'' do is exactly the opposite of what Mel portrayed in the game. Players may think that it is the director's way of throwing in the feminist agenda “women can do as much as a man could.” The intent of The Last Of Us is to showcase the best and worst of humans during and after an apocalypse where a majority of humankind is incapable of being “human” anymore. “Winner of a combined 500+ Game of the Year awards, The Last of Us series is critically renowned for its emotional storytelling, unforgettable characters, and suspenseful actionadventure gameplay” (playstation.com). The way the videogame was conceptualized and produced started when the creator, Neil Druckmann, was a student in college in 2004. He was participating in a group activity, where one of his professors happened to be a friend of George Romaro - who is considered to be the “father of modern zombie movies.” The professor’s assigned task for students was to brainstorm video game concepts and it would then be pitched to Romaro. Given that Romaro picks the most intriguing, the team behind the concept would then turn it into an actual prototype. “Druckmann's idea was to merge three of the works that most influenced him as a creator: the game would feature the gameplay of PlayStation 2 classic Ico, a lead character much like John Hartigan from Sin City, and would be set during the zombie apocalypse of Romero’s Night of the Living Dead” (Webster, Andrew, “The Power of Failure: Making The Last Of Us” p.2). The original idea is slightly different from what it is today - Joel would have been a cop who would keep Ellie under his wing in a society full of zombies. The twist is that he had a heart condition, and whenever it would take a toll on certain situations, the player would play as Ellie, which introduces the idea of roles reversing: the protector / protected roles. Ultimately, Romero decided to pursue another group’s project. "The idea of these characters got shelved," says Druckmann. Almost ten years later, that concept would become one of the PlayStation 3's most celebrated games. "For Druckmann, who became a father during the development of The Last of Us, turning Ellie into a strong, capable character was no accident. 'I had this secret agenda,' he said during a talk at the Toronto chapter of the International Game Developers Association. ‘I wanted to create one of the coolest, non-sexualized female video game protagonists. And I felt that if we did that, there's an opportunity to change the industry. I know it sounds pretentious, but that was my goal.’” (Webster, Andrew, “The Power of Failure: Making The Last Of Us” p.7p.8). The game also highlights the loss of humanity and what it means to survive, such as the emotional distress and relationships either being built or torn apart with exposures to sacrifice and how far one will go to protect themselves. The intended audience are those who are emotionally explicit and open-minded to what life would be like if an infection like that took over. I have played the game numerous times and I have also watched others play it to understand what others opinions might be on it, whether it's similar or different from my perspective. “Naughty Dog is responsible for some of the most critically acclaimed and commercially successful games on Sony’s PlayStation platforms. Through its use of cutting-edge technology and evocative, character-driven storytelling, Naughty Dog has received hundreds of industry and media awards, while developing a passionate fan base of millions of players around the globe” (playstation.com). Over the course of more than 10 years, The Last Of Us is still one of the biggest video games in history with its intense and emotional plot and the diversity in character personalities. With that being said, some of the diversities in characters include the importance of Ellie’s queerness and the respectability politics behind it. The most outstanding aspect of respectability politics in The Last Of Us is the fact that the main character, Ellie, is attracted to the same sex. Most players don’t mind her sexual orientation, however some do wonder “why be attracted to anyone if it’s a zombie apocalypse? Wouldn’t the sole purpose be to survive?” The reason for anyone to have a companion, whether it’s platonic or romantic - they still want a human connection despite a world where humanity is contaminated by a disease. Ellie is written to be an LGBT character on purpose, which makes players think about various perspectives on different situations in the game - for example, Ellie’s girlfriend, Dina, becomes pregnant in part 2 of the game series. Some questions the audience would most likely wonder is “Are they going to keep it? Is it possible to raise a child in an apocalypse?” With that being said, the creator, Neil Druckmann, said in an interview with the International Game Developers Association, “I wanted to create one of the coolest, nonsexualized female video game protagonists. And I felt that if we did that, there's an opportunity to change the industry. I know it sounds pretentious, but that was my goal.” He did so accordingly and now Ellie is the most popular LGBT woman character in the entire gaming industry. To take it even a step further for Naughty Dog and Neil Druckmann, they include a transgender character, Lev, in Part 2. In summary, he is a teen trans boy who had disobeyed the traditions of his community (before he was a trans boy, he would become a wife to one of the elders) and was being hunted down by people that are supposed to be considered his safe place. In addition, I believe that Druckmann also wanted to send a message that just because there’s an apocalypse, that doesn’t mean queer people cease to exist. “A harsh, post-apocalyptic world may not sound like the ideal setting for a coming out story, but ‘The Last of Us Part II’ weaves it into the quieter moments” (Favis, Elise, “‘The Last of Us Part II’ handles Ellie’s coming out story with care. It reminded me of my own”, p.2, The Washington Post). The Washington post by Elise Favis also sheds light on the scene where Joel and Ellie are having a conversation about Ellie and Dina’s shared kiss the night before. Ellie is clearly hesitating and struggling how to approach the conversation, but Joel understands that it’s a sensitive topic for her to open up about. This is where he says to Ellie “she’d be lucky to have you.” It was a small yet significant moment in the game, given that most entertainment media in pop culture has a tendency to portray a queer character’s family/friends to banish them and face intense disapproval. In TLOU sequel “Left Behind”, Ellie forms a bond with a firefly, Riley, and they go on an adventure outside their assigned Boston quarantine zone. Towards the end of the sequel, Riley then reveals to Ellie that she has been assigned to a different quarantine zone by the Fireflies and that night would be their last time spending time together. During their adventure, they visit an abandoned mall and play arcade games, as well as take pictures in a photo booth. Soon after, they have their first kiss and Riley makes the decision to stay with Ellie and leave the Fireflies. Things take a dramatic and detrimental turn - Riley and Ellie are chased by a large group of infected, in which they make an attempt to fight them off or get far away from them, but they are both bitten. Riley presents two options to Ellie - “The way I see it, we got two options. Option one: We take the easy way out. It’s quick and painless. I’m not a fan of option one. Two: We fight.” Ellie responds with “Fight for what? We’re gonna turn into one of those things.” Riley suggests a very short but meaningful speech to Ellie, and she ends her speech off with “My vote. Let’s just wait it out. You know, we can...be all poetic and just lose our minds together.” “Now when I was writing it, I was writing it with the idea that Ellie is gay, and when the actresses were working they were definitely working with the idea that they’re both attracted to each other,” Neil Druckmann explains in an interview with “Gay Gamer.” He then goes on to say that was the intention that they were experimenting with from the opening scene when they’re holding each other’s hands or when Riley playfully bites Ellie’s neck; the chemistry is there in the very beginning and it was essential for the audience to see so that everyone earned the moment when they finally shared a kiss. In The Last of Us Part II, Ellie has a romantic relationship with another resident, Dina. In the first few scenes of the game, it is revealed that she and Dina shared a kiss the night before when Dina’s former partner, Jesse, shows up to Ellie’s doorstep in order to prepare for patrol. Druckmann told Forward it was fundamental for Dina to be of Jewish descent, but also that she gets conflicted in circumstances where it goes against her religion. “In fleshing out Dina we started thinking about her background. I know the joy I get from seeing people that mirror me in some ways in games, which is one of the reasons we have an initiative within Naughty Dog to create a diverse cast that better reflects our players and the world that we live in,” Druckmann says. “It felt like a great opportunity to, part of Dina’s backstory, to talk about her Judaism, her spirituality and her relationship with her family and how that informs her and motivates her going forward” he continues. Ellie never explicitly says that she is lesbian, but co-writer, Halley Gross, says that Ellie is affirmatively gay. That aspect of her as a character is more in depth in the second game, where she gets harrassed by one of the other residents for kissing her friend and they later on raise a child together. In addition to the social standards, the antagonist of part 2, Abby, has a pregnant ally (Mel) who also passes towards the end of the play through. During her appearance, she is one of the more “actively in combat” characters while carrying a child - which technically is the same concept of Dina also being in the same predicament. The many things that pregnant women “shouldn’t'' do is exactly the opposite of what Mel portrayed in the game. Players may think that it is the director's way of throwing in the feminist agenda “women can do as much as a man could” but I personally think that it showcases how reckless & irresponsible the characters can be because of the apocalypse & how it’s the end of sane humanity. I believe the game has Ellie and Abby playing “two sides of a coin” because: They both are part of their own identical trio including themselves, a man, and a pregnant woman, a “love triangle situation” within the trios, and their ultimate goal is to hunt each other down in revenge of what happened to their family figures (Abby’s father & Joel). My view on the disability rhetoric factor for my topic can be to talk about how the main character of The Last Of Us, Ellie, loses two fingers at the end of Part 2, more specifically her ring and pinky. The producers intended for that to happen on purpose as a form of symbolism the ring could have represented Ellie and Dina’s relationship and the pinky as Ellie and Joel’s. From my perspective, Ellie losing her ring finger could mean that she had lost Dina as a partner and as for her pinky, it could mean that she had lost a part of herself as a person due to Joel’s death. Playing guitar was the one thing that reminded her of Joel and now she doesn’t have the same ability to play it as well anymore and also makes players think about how well she will be able to defend herself in combat, but it’s only up to the directors to show players how it will pan out in part 3 of the franchise. Tommy is also another character that suffered a loss of an ability he was very accurate in, which is sniping. Throughout the course of the series, players come to an understanding that Tommy was extremely skilled in combat especially when it came to his accuracy in long- distance aims and attacks. At one point in part 2, he loses one eye and his ability to run, therefore cannot aim or attack as well anymore. I think this is also the director’s way of making it seem like all of the responsibility was now on Ellie to search for Abby since Tommy can’t do as much as he was able to and also leaves Ellie completely on her own, given that Dina had ended up leaving because she refused to be part of Ellie’s vengeance journey. Part 2 itself has over 60 features for those who have visual, physical, and auditory disabilities. “Players can choose from three accessibility presets, which will configure all the recommended settings for vision, hearing and motor accessibility. Players can also go in and tweak individual options, even after they select a preset, the PlayStation site notes” (Brown, Shelby, cnet.com, p.2). For players who are visual-impaired, the game provides an enhanced auditory experience and also guides them on which buttons to press, as well as text-to-speech. There are also high color contrast settings which indicate the character and allies, objects, and enemies. For those who have auditory issues, they have the choice to enable subtitles for dialogue, directions, and more. They can also turn on vibration feedback and set up visual warnings/prompts for cues on combat. Players who have mobility issues have features where they can lock-on aim - which automatically points and aims guns at enemies without having to make too many slight adjustments, as well as camera assist and repetitive button presses. To sum up everything that has been stated thus far, while The Last Of Us makes it a priority to include some of the most impacting sequences, including captivating its emotions and inclusivity of many individuals - the main lens of the argument is that the video game industry has a problem with constantly sexualizing women. One example of this is “Stellar Blade”, a battle game where the main character is a woman and wears very revealing clothing while in combat, which can not only be contradictory, but also problematic because it is solely meant for the male gaze and as a matter of “bringing real games back.” However, Neil Druckmann does a fantastic job writing Ellie as a normal tomboyish woman who is gay. Throughout the course of the entire series, she hadn’t been exploited but rather embraced her sexuality in a subtle and casual way. She performs well in combat and is great as a character and doesn’t make her sexuality the entire focus of the game. Another example is a video game, “Life is Strange”, where the main character finds out that she can rewind time and make changes in the past, present, or future and is also a gay woman. She and her friend go on these adventures exploring different frames of time. Like Ellie, she is not sexually exploited, is a tomboy, and expresses her sexuality gracefully. In order to prevent the “women’s exploit” issue from persisting, the industry should look at characters such as Ellie to gain not only inspiration but respect for women in video games. This can also be used as an example of simply adding more LGBT characters in video for recognition and to somehow uplift those who are struggling with the acceptance of their own sexuality and gender identity. Lev in The Last Of Us Part 2 is an example of representing gender identity and some of the few to ever be in gaming history. Throughout the course of the game, he is consistently dead named by the Seraphites, who are also his supposed community before he rebelled against their traditions. He also shows his skills in combat, protecting his sister, and even tries to reunite with his mom even though he knew that she wouldn’t accept him as a trans boy. While the LGBT and transgender community are highly looked down upon and sexualized concerningly, The Last Of Us shows that as an industry, it is possible to represent and establish respect and comfort for those who are going through difficult times with accepting themselves. Works Cited 1. Brown, Shelby. “The Last of Us Part 2 gives players with disabilities a better gaming experience” cnet.com, 2020 https://www.cnet.com/tech/gaming/the-last-of-us-part-2gives-players-with-disabilities-a-better-gaming-experience/ 2. Bethea, Dani. “The World of The Last Of Us Leaves Black Trauma Behind” uppercutcrit.com, 2021 https://uppercutcrit.com/the-world-of-the-last-of-us-leaves-black-traumabehind/ 3. Sheehan, Jason. “Reading the Game: The Last of Us Part 2” npr.org, 2021 https://www.npr.org/2021/02/26/971429736/reading-the-game-the-last-of-us-part-2 4. Sakellariou, Alexandra. “The Last of Us 2: Who Are The Scars/Seraphites?” screenrant.com, 2020 https://screenrant.com/last-us-2-cult-scars-seraphites-historyexplained/#:~:text=The%20Seraphites%20are%20a%20new,a%20run%20for%20their%20mone y.&text=The%20Seraphites%20are%20a%20new%20cult%20introduced%20in%20The%20Last, Washington%20Liberation%20Front%20(WLF). 5. Takahashi, Dean. “How Naughty Dog Embraced Diversity in The Last Of Us Part II” venturebeat.com, 2021 https://venturebeat.com/games/how-naughty-dog-wove-diversity-into-somuch-of-the-last-of-us-part-ii/ 6. Webster, Andrew. “The Power Of Failure: Making The Last Of Us” theverge.com, 2013 https://www.theverge.com/2013/9/19/4744008/making-the-last-of-usps3#:~:text=Druckmann%27s%20idea%20was%20to%20merge,Night%20of%20the%20Living %20Dead. 7. Favis, Elise. “The Last of Us Part II’ handles Ellie’s coming out story with care. It reminded me of my own”, washingtonpost.com, 2020 https://www.washingtonpost.com/video-games/2020/07/22/last-us-part-ii-handles-elliescoming-out-story-with-care-it-reminded-me-my-own/ 8. Muncy, Julie. “The trans narrative in ‘The Last of Us Part II’ is compelling. There’s so much more to be done” washingtonpost.com, 2020 https://www.washingtonpost.com/video-games/2020/07/21/trans-narrative-last-us-part-iiis-compelling-theres-so-much-more-be-done/ 9. Norcross, Jonathon. “The Last of Us Game Plot Explained” collider.com, 2023 https://collider.com/the-last-of-us-game-plot-explained/ 10. Campoine, Katie. “The Last Of Us’ Season 1 Finale Draws 8.2 Million Viewers, Another Series High” deadline.com, 2023 https://deadline.com/2023/03/the-last-of-usseason-1-finale-ratings-hbo-1235284144/