The Last of Us revolves around Joel and Ellie's story, but their story continues. From place to place, the pair learned how many places in the United States had survived the Cordyceps outbreak, contacting survivors and encampments atop the ruins of major cities, while others established new communities in the suburbs. . . in the field or in nature.
The world they and the players explore may be cruel and unforgiving, but it is full of beauty and light amidst the struggle for survival. At the start of The Last of Us Part I adventure, players are presented with two different but fascinating examples of how life has changed in this post-pandemic world: Boston's Quarantine Zone and Bill's City. The duality of this place shows human and natural threats around every corner, as well as the bright spots of humanity's struggle to survive on this planet. With both locations recently featured in HBO's The Last of Us and recently remastered as The Last of Us Part I for the PlayStation 5 console and available on March 28th on PC via Steam and the Epic Games Store, let's see what's been created . . . This location is central to Joel and Ellie's journey and how the HBO adaptation affects Joel and Ellie's view of the world around them.

cruel world
From this point of view, when playing The Last of Us, wherever your adventures or the characters you meet take you, the team is trying to tell you in a very specific way.
"When we created it, we gave ourselves this rule: everything is seen from Joel's or Ellie's point of view, and everything because we want them to spend a lot of time with them, moving from room to room. in real time time to convert it. Neil Druckman, Vice President of Naughty Dog.
This approach affects how players perceive and learn about the world and characters of The Last of Us. This applies not only to how the memorable opening of The Last of You conveys its emotional components, but also to how they fit into the landscape after Joel bursts into the Boston Quarantine Zone, a community controlled by the highly militarized FEDRA. Trying to hide in a harsh world.

"Toward the end, as nature once again dominated society, we tried to capture the beauty and tone and atmosphere of natural light," says Naughty Dog art director Eric Pangilinan. "When we show QZ, we remove all the vegetation. We carry all natural life. In QZ you won't see many trees, you won't see much grass. Everything is very sterile, everything is man-made, and the discomfort you see in QZ.'
"Boston QZ was very difficult and we wanted to minimize what you saw. As soon as you go out, you see people with guns, there are fences everywhere, preventing you from going where the government wants you to go," said lead animator Bryant Wilson.

The Naughty Dogs team, especially for the release of The Last of Us in 2013 or the remake of The Last of Us Part I, had to consider how first impressions can immediately convey the tone and mood of Boston QZ and indirectly what life is like. . . Many are found alive.
“That first ride [at QZ] helped create the world they were in. Those who were dragged from their homes were forced to undergo tests for infections. When you play, it gives you a chance to sit or just walk, and we don't force you to watch, we do it on purpose," said Wilson. "This is the reality of this world."
"QZ is a person who is trying to control other people and maintain control over the world and nature," Pangilinan said. “Many QZ elements are very angular and rigid. We like to create tension with the way this oppressive organization controls everyday life."

The tone of this part of the world and recreating the harsh realities of life under FEDRA is conveyed through every artistic choice in every animation and moment created by the development team to bring the post-pandemic world to life.
"The light in this area is very blue and it's very cloudy. We want to remind you that you are in jail... People are very angry with QZ. We want to show their frustration, their frustration,” Pangilinan said. “And you can see it in the market, too, where when we tried to design it, it was really sad, weird, and we wanted to make sure people were selling rats and junk, because that's what they were. And they sell merchandise. for life
Boston QZ plays an important role in the context of The Last of Us story, introducing players to the state of the world in this new era. While considering how to maintain and improve this experience for The Last of Us Part I, the development team tried to bring the world to life with more detail, but not just to add more.
"The first thing we always ask is 'What is the real meaning of this scene' like in the QZ market. It's easy to confuse things," Pangilinan said. showing them what they eat or what they sell and how it works, where everything is done to catch it. He collects and runs during reading moments.

Clarity and refinement, rather than a lot of innovation, helped the team ensure that the remake maintains the story tone and emotional authenticity of the original Episode I.
"If there was an animation that could be improved, we would do it, but we didn't want to add too much, especially because we didn't want to spoil the feel of the original," explains Wilson. "Each animation in this sequence has been revised, reworked, revamped and improved, even in ways that won't be immediately noticeable."
The premiere of HBO's The Last of Us introduced audiences to Boston's QZ and, as executive producer Druckman explained, offered one of many opportunities to showcase the world of TLOU from multiple perspectives.

"In the series ... we have the ability to disconnect from the main character and connect with other characters," he said. “You're going to see Marlene talking to this new character, Kim, and we're going to dig a little deeper and see how she handles the Firefly leader situation in a way we haven't seen in the game. ... We heard honestly, but now we see how this character fights. And I saw a play of how he feels between different parts of his role."
"One of my favorite moments is being able to talk about things and events in her life that only exist in my imagination," explains Marley Dandridge, who plays Marlene in both the game and the show. "It is known that we have many conversations, imagining and dreaming and thinking about who he is and where he is. him and where he is from.
Even with familiar places like Marlene and QZ, the HBO series has found new places to explore the world of The Last of Us through a new lens. And this concept is particularly applicable to a variety of environments that game fans will be familiar with.
Beauty under threat
Compared to the grim skyscrapers, lifeless city streets, and lifeless palette of QZ, Bill's city is a breath of fresh air in The Last of Us Part In, though danger still lurks in the undergrowth. In a sleepy Massachusetts town, the titular Bill has built an elaborate maze of traps and alarms to secure an area devoid of human life but full of the potential dangers of the infected.
But despite this dire threat, City of Bill is an opportunity for players to see the world of The Last of Us flooded with beautiful natural light, with abandoned houses transformed into abandoned natural vegetation.
"This is a person-created world that gives players time to take a break and explore this beautiful area," Wilson explained. "This is what freedom is now. It's dangerous, but the natural world has its own beauty when you come back and join it.'

"Bill's city has an isolationist feel, it's a one-man castle and it's his legacy. It controls what goes in and what goes out. And nature is one of those things that you can go in and out of. So we wanted to create Bill City in a warm atmosphere where the sunset illuminates nature and buildings,” said Pangilinan. "It creates a different aesthetic than when you just came, the tunnels and sewers, which are very dark and dangerous."
But, like any decision about artistic ambition for any The Last of Us series, the world around the player reflects its background and characters.
“Billien let nature take its course in the city, but he also did a bit of QZ. And we want to create a mix to balance nature and people with each other,” Pangilinan said. “But Bill also replaces CTO Joel. This is a reflection of his soul, the isolationist and paranoid side of his personality. That's why we imagine them with walls, doing a lot of work and pushing the traps to stand on their own.
Of course, as anyone who watched HBO's The Last of Us Episode 3 knows, Bill's town is still mostly portrayed as Bill's personal castle, but the way viewers see it is very different from the game. Instead of Joel and Ellie's point of view, the show returns to Bill (Nick Offerman) and Frank (Murray Bartlett) falling in love and living their lives. It changed the way fans perceived this corner of the world, but kept the characters and pathos in a format better suited to the new medium.

“Bill's city is interesting because this part of the game is very good, but it's also a very nice encounter. You go to this interesting place, which is a change of scenery from the QZ you're in. It is a small town in Massachusetts. You meet a funny, sly, quirky guy, and that's when the games begin," explains Craig Mazin, executive producer of Change of Direction.
"There's a philosophical argument between these two characters, Bill and Frank, that's alluded to in the game and really developed in the series: yes, you can survive, but for what purpose," said Druckmann. “That's where these two philosophies come in, where Bill's position is, 'That's it. The end is survival. And then Frank said, "No, life is something more." At the game, they fight and Frank leaves. And [Craig and I] thought in the interview that it would be interesting to show the opposite in the show."
"I think there's another way to think about this part of the game and its message: Joel and Ellie are two people who love each other in different ways," explains Mazin. "And there's a good argument that you need two types of people: people who love from the outside and people who are protected by love, both of whom can have problems and have exciting opportunities to stretch the score. And an obvious story to tell a story that we haven't seen [in the game]."
This portrayal of The Last of Us episodes is different, giving game fans something completely new to experience in this episode, and Bill and Frank, as they meet on the show, can have different understandings of their corner of the world. Play But it all boils down to a shared desire to show these memorable characters, what their stories mean and how these relationships affect their lives. এবং এটি একটি বিকলবিকলপ দৃষদৃষটিভঙটিভঙগি যা যখন তাকে সসবাগত ককিয়ে দিয়েছিলেন জানিয়েছিলেন সসবাগত ককার জানিয়েছিলেন জানিয়েছিলেন জানিয়েছিলেন আআও বাইইেে আআও দৃষদৃষটিকোণ সসববাহ অনুমতি বাইইেে ...... দেয়

"আমি ভয় পেয়েছিলাম যখন আমি নিলকে নিলকে কথা কারণ হয়েছিল কারণ বিভ্রান্ত কথা বলা হয়েছিল. মানে তিনি শুধু বললেন বললেন এটা এখন আমার প্রিয় মুভি," বললেন .. কোনটা টেস্টামেন্ট টেস্টামেন্ট সে চারপাশে চারপাশে আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার আমার খেলতেখেলতে আমনতুন নিয়ে জনজনয কতটা জায়গা তৈতৈয কতটকেছে ".
"அத்திப்புப்புப்புப்ப்பியாயியியை सेज, அயுத்தத்தை सेसे:" அத்தை .. टसेटेसे जनजनय देदेइ हैजेहये. এইএইয বেশি দেদেি নাও হতে পােে নাও হতে নাও পাে শেষে মতিনি মানসিক পপিবিবতন ..... এটি না বলে, বিল এবং জোয়েলপতিফলিততিফলিত এই পুপুোাঙঙকেকেএই জোয়েলজোয়েলএইণ এবংযেযেুতুতবপূবপূবপূণ পছনপছনদগুলি তা বুঝতে সাহাযযয ককে ......
And Drukmann- АА Язы, it has come down to the public to accept it with confidence. ....
"TV शोटे ददशकशकषका sit down and enjoy कका भाला अनुनय मूलमूल [गेमपगेमपले] लुप ना .. अपण अध्य अध्य अध्य उपया अध्युट्थाम," explained Druckmann. తియితిక్ కార్తు క్ర్యు వివ్ర్క్ర్ర్ క్ర్ట్ క్ర్ట్ క్ర్ట్ క్ర్యిక్ట్ క్ర్కిక్ట్క్టి కాక్. जनजनय उपलबुपलबध. Finally and टिवि अभियोजन समसमपपपके अभाय to know to know अमादे अमादेद Finally अयुदुबोधनेबोधने गविगवी पूपयजालोचना and don't forget to see how कुकूकुकु डडय उफ़ोफ ककलिकाकेद जीबन जिबेटन ककलिक ..........