"Mastering the Digital Landscape: Navigating the World of Digital Marketing"
The Last of Us
1. The Last of Us
Content and conventions
https://www.youtube.com/watch?v=8SWhBsbxmpk
2. Camera
• Throughout the opening sequence, the camera follows the fungus as it spreads, creating the
audience to feel like they are there in the scene and seeing the locations and easter eggs that the
company Elastic had hidden in the sequence to be revealed the more times the audience watch it.
• The camera zooms in and the angles transition between high and low to focus on the shape that
the fungus is taking as it forms into different things that are relevant to the series, intriguing
the viewers.
• The last shot is a low angle long shot of the fungus forming into the shape of the two main
characters. The low angle makes the characters appear important and powerful however, as the
camera approaches, they are positioned at eye level, with the fungus growing in front of them to
represent what the characters will be up against throughout the series.
3. Mise-en-scene
• The use of low-key lighting when the camera
follows the fungus sets a mysterious tone. The warm
light in the background highlights the
cordyceps, making it a focus point in the sequence
as it forms recognisable shapes and locations which
sets the scene for the audience. For example, the
fungus grows towards an area of cordyceps that
grows and forms into the skyline of a city. This hints
to the audience that the infection began in a remote
location, where it was able to grow undetected by
humans, and spread into a largely populated city
where the infection spread.
• Towards the end of the sequence, the fungus forms
into a tunnel which appears to shape into barbed
wire. This links to one of the characters in the series
describing the feeling of being infected as ‘it feels
like barbed wire under your skin’ foreshadowing that
infection has widely spread and the main focus of
the series.
4. Sound
• The ominous music at the beginning of the sequence starts quieter and becomes louder which evokes
a sense of eeriness and remoteness, causing the audience to relate to the apocalyptic world the main
characters explore and survive in.
• The instruments used are part of an orchestra which doesn't include violins with an emphasis on lower
instruments like the bass clarinet.
• They also tried to make the music evoke a reaction from the viewer, because if they have previously
played the game, their familiarisation with the sounds would trigger a previous emotion that they felt.
• Critics in particular felt that the minimalist approach of the soundtrack's composition matched the
gameplay.
• From game to series, award-winning Argentine composer Gustavo Santaolalla was invited by Neil
Druckmann to bring 'The Last of Us' to life with his music. He created the soundtrack for both of
'The Last of Us' games and the tv series adaptation. The Theme song is a vital piece of the game’s
emotional impact. The directors molded the game around Santaolalla’s compositions, giving the
sequences a more 'organic' feel. To convey a feeling of danger and serenity, he notably used the
rimrock, as well as acoustic and electric guitars. Audiences believe that the music reflects the series'
intense action sequences while adding a somber effect to the series' brief moments of reflection and
character development.
5. Editing
• The direction the camera moves is East, as the
cordyceps reaches a bright spot at the centre of what
is then revealed to be a map of the United States.
The map itself resembles satellite pictures showing
the country at night, allowing us to see that the rapid
spread of the cordyceps. It represents one of the
most powerful countries on Earth, invaded by nature.
• The camera goes back to eye level and the fungus
takes over a forest-like landscape and reaches rocks,
which, combined with the spread of the cordyceps,
takes the shape of a human face laying down and
screaming — the infected in their earliest stage.
• The veins in the sequence were made using CGI and
a 3D simulation to make them appear as realistic as
possible. The production company, Elastic, wanted a
single camera fly through for the sequence, which
meant that each moment had to connect seamlessly
to the next. To do that, they started to build out each
section and make sure that all the shots connected
visually and supported the story.