One world survives upon the threads of god deeds. Another world teetering on the brink of collapse.
Less than a decade ago, you might have envisioned the iconic voice of Don LaFontaine echoing in your mind upon reading such an introduction. Now, as these realities seem inevitable, we’ve lost our sense of what’s purely fictional.
The Last of Us” emerges not just as a game but as a narrative and cultural phenomenon, intertwining late-stage capitalism’s metaphors with a post-apocalyptic landscape. This analysis delves into its music, cybertextual elements, and paratextual influences, drawing parallels to the evolving transmedia dialogue and the fervent fandom that bridges the gap between the original game and its impending HBO adaptation.
Welcome to a deep dive into the universe of “The Last of Us,” a landmark in narrative storytelling and a seminal work in the realm of video games. This series explores the intricate layers of its storytelling, gameplay, and cultural impact. We’ll dissect the musical landscapes, delve into the cybertextual intricacies, and examine the paratextual elements that bridge the gap between the game and its transmedia expansions. As we journey through the post-apocalyptic world of “The Last of Us,” we’ll uncover the profound reflections on humanity, morality, and survival. Join us as we unravel the artistry and philosophy behind this modern masterpiece.
1. The Music: An Emotional Compass in a Ravaged World
The music of “The Last of Us,” crafted by Gustavo Santaolalla, is more than a score; it’s an emotional compass guiding players through a ravaged world. Each note and silence is meticulously designed to evoke a visceral response, ranging from the desolation of lost cities to the fleeting warmth of human connections. This approach aligns with Kapp’s observations on the educational power of music in storytelling (“The Gamification of Learning and Instruction”). It’s not just background sound; it’s a character in itself, an unseen narrator shaping the player’s journey. Koster, in “A Theory of Fun for Game Design,” emphasizes the role of music in enhancing the immersive experience of a game. In “The Last of Us,” the music becomes a narrative vehicle, subtly conveying the underlying themes of love, loss, and survival.
2. Cybertext: The Player as a Co-author of the Apocalypse
“The Last of Us” excels in its use of cybertext, a concept defined by Espen Aarseth in “Cybertext: Perspectives on Ergodic Literature.” The game’s narrative structure invites players to engage in a form of ergodic literature where their choices and interactions significantly impact their experience. This aligns with McLuhan’s idea of the medium being the message (“Understanding Media”). As players navigate through the game, their decisions lead to different paths and outcomes, making each playthrough unique. The cybertextual nature of the game transforms players from passive consumers to active participants, co-authors of their apocalyptic journey. This interactivity is not just a gameplay mechanic; it’s a narrative tool that immerses players in the world of “The Last of Us,” challenging them to make moral choices and face the consequences.

3. Paratext and Performativity: The Evolution of a Fandom
The paratextual elements of “The Last of Us” play a crucial role in expanding its universe beyond the game itself. According to Gerard Genette’s “Paratexts: Thresholds of Interpretation,” these elements include everything from promotional materials to fan discussions, all contributing to how the game is perceived and understood. The anticipation and subsequent release of the HBO adaptation add new layers to the game’s paratext, creating a dialogue between the original and the adapted narrative. This has led to an evolution in the fandom’s performative identity. Drawing from Henry Jenkins’ “Convergence Culture: Where Old and New Media Collide,” the fan community of “The Last of Us” exemplifies a participatory culture. Fans engage in discussions, create fan art, write fan fiction, and even cosplay characters, actively participating in the narrative universe. This performativity extends the life of the game, bridging the gap between interactive and passive media, and fostering a community that thrives on shared experiences and interpretations.
“The Last of Us,” in its intricate tapestry of music, cybertext, and paratext, presents a profound metaphor for late-stage capitalism’s decay and resilience. Its transmedia journey from game to TV series exemplifies the dynamic interaction between creators and audiences in the digital age.
Further Reading and Resources:
- “The Gamification of Learning and Instruction” by Karl Kapp
- “A Theory of Fun for Game Design” by Raph Koster
- “Cybertext: Perspectives on Ergodic Literature” by Espen Aarseth
- “Understanding Media” by Marshall McLuhan
- “Paratexts: Thresholds of Interpretation” by Gerard Genette
- “Convergence Culture: Where Old and New Media Collide” by Henry Jenkins
Bonus: “The Last of Us” Inspired Playlist
- “The Last of Us” – Gustavo Santaolalla
- “The Path (A New Beginning)” – Gustavo Santaolalla
- “All Gone (No Escape)” – Gustavo Santaolalla
- “Vanishing Grace” – Gustavo Santaolalla
- “The Choice” – Gustavo Santaolalla
- “Left Behind” – Gustavo Santaolalla
- “Home” – Gustavo Santaolalla
- “The Hour” – Gustavo Santaolalla
- “The Last of Us (Reprise)” – Gustavo Santaolalla
- “Ecstasy of Gold” – Ennio Morricone (symbolizing the pursuit of hope amidst despair)


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