The Last of Us
This review contains spoilers
The Lie That Builds a Father: Performativity, Grievability, and the Queer Kinship of The Last of Us
There is a moment, near the end of The Last of Us, when Joel walks out of a hospital cradling an unconscious teenage girl, having just murdered the doctors who were going to harvest her brain to manufacture a vaccine for the species. The game does not ask us whether he did the right thing. It asks us whether we love him for it. And we mostly do—which is the most damning, and the most interesting, thing about this game.
Naughty Dog's 2013 opus has been canonized as a triumph of "mature storytelling," a phrase that always smuggles in a particular set of assumptions about what maturity in narrative looks like: the gravelly-voiced man, the dead daughter, the long road, the redemptive surrogate. But what The Last of Us actually offers, beneath its prestige-television surface, is a sustained meditation on how violent masculinity is made—not discovered, not awakened by trauma, but laboriously constructed through a thousand small repetitions until it congeals into something that looks like character. Joel is not a father who happens to kill. He becomes a father by killing. The game's mechanics and its cutscenes conspire to produce paternity as a performative effect: each cleared room, each garroted Hunter, each crafted shiv is a stylized act of protection that, in its accumulation, summons the very identity it claims to express. There is no Joel-as-father prior to the violence; there is only the violence, repeated until it sediments into a man.
This is what makes the dead-daughter prologue so structurally cunning. Sarah's death in the opening minutes does not simply give Joel a motivation; it gives the game a permission slip. Once we have watched a child die in her father's arms, every subsequent act of brutality is pre-licensed, pre-grieved. The frame has been set, and the frame is everything. Whose deaths register as losses, and whose register as gameplay? The infected, of course, are constitutively ungrievable—they are not even granted the dignity of being dead, only undead, their humanity revoked by a fungus that conveniently allows the player to caved in their skulls without ethical residue. But the human enemies are managed by a more sophisticated machinery of derecognition. Hunters are introduced through a scripted sequence in which they pretend to need help and then ambush you; Cannibals literalize their monstrosity by eating people; Fireflies, by the end, are reframed as zealots willing to kill a child for an abstraction. The game is meticulous, almost anxious, about ensuring that the bodies we leave behind do not haunt us. Each faction is given just enough narrative coding to slip beneath the threshold of mournability before we encounter them with a hunting rifle.
And yet the game's most radical gesture—the thing that makes it worth taking seriously rather than merely admiring—is what it does with kinship. Joel and Ellie's relationship is not a heterosexual romance, not a biological inheritance, not even a legally sanctioned guardianship. It is something stranger and more interesting: a bond improvised from scratch in the ruins of every institution that normally underwrites family. There is no state to recognize them, no church to bless them, no extended kin network to absorb them. They are family because they say they are, because they act as if they are, because the daily rituals of shared danger have produced an attachment that exceeds any available category. This is kinship as performative practice, kinship that does not derive its legitimacy from biology or law but constitutes itself through repetition and avowal. In a culture that still largely insists that real families are made by blood or by marriage, the game quietly proposes that the most binding ties may be the ones we have to invent.
Which is why the ending detonates the way it does. The Fireflies offer Ellie a chance to become meaningful in the grammar of reproductive futurism—to die so that "humanity" (that ever-suspect universal) might continue. Her body, in their hands, becomes a vessel for the species, valuable precisely insofar as it can be metabolized into a future for others. Joel refuses this exchange, and his refusal is not merely paternal possessiveness. It is a refusal of the entire logic that says individual lives, particularly young female lives, must be sacrificed on the altar of an abstract collective tomorrow. He chooses the precarious, particular, unrepeatable person in front of him over the imagined billions she could save. Read one way, this is monstrous selfishness. Read another, it is the only honest answer to a question the game has been asking all along: which lives count, and who gets to decide?
The lie that follows is the masterstroke. Joel tells Ellie the Fireflies didn't need her, that there were others, that the cure was a fantasy. He does this not because she would hate him for the truth—though she would—but because the truth would deny her the agency of her own choice. He preserves her, and in preserving her, he preserves himself as her protector. The performative loop closes. He is a father because he has lied like one. And Ellie's final "okay"—delivered with that devastating flatness that suggests she knows, or suspects, or will eventually—marks the moment she becomes complicit in the fiction that constitutes them both. They are family now in the deepest sense: bound by a shared lie that neither can afford to examine.
What The Last of Us understands, perhaps better than it intends to, is that the apocalypse is not a setting but a clarifying device. Strip away the institutions that normally mediate our recognition of one another, and you can see the raw machinery: the frames that determine who is grievable, the performances that produce the identities we mistake for essences, the kinships that emerge from need rather than nature. The cordyceps is almost beside the point. The real infection in this game is the ease with which we accept Joel's violence as love, his lie as care, his choice as inevitable. That we leave the game agreeing with him—or wanting to, or unable quite to disagree—is not a failure of the writing. It is the writing's most precise achievement, and its most unsettling indictment of the stories we have been trained to find moving.
The sequel, when it came, would punish us for that agreement. But that is another essay. What the first game leaves us with is a more uncomfortable gift: the recognition that the figures we love in fiction are often the figures who have been most carefully constructed to absorb our identification, and that the line between a protagonist and a perpetrator is drawn not by what he does but by whose grief the camera lingers on. Joel kills a great many people in The Last of Us. We mourn one of them. That ratio is the whole game.
There is a moment, near the end of The Last of Us, when Joel walks out of a hospital cradling an unconscious teenage girl, having just murdered the doctors who were going to harvest her brain to manufacture a vaccine for the species. The game does not ask us whether he did the right thing. It asks us whether we love him for it. And we mostly do—which is the most damning, and the most interesting, thing about this game.
Naughty Dog's 2013 opus has been canonized as a triumph of "mature storytelling," a phrase that always smuggles in a particular set of assumptions about what maturity in narrative looks like: the gravelly-voiced man, the dead daughter, the long road, the redemptive surrogate. But what The Last of Us actually offers, beneath its prestige-television surface, is a sustained meditation on how violent masculinity is made—not discovered, not awakened by trauma, but laboriously constructed through a thousand small repetitions until it congeals into something that looks like character. Joel is not a father who happens to kill. He becomes a father by killing. The game's mechanics and its cutscenes conspire to produce paternity as a performative effect: each cleared room, each garroted Hunter, each crafted shiv is a stylized act of protection that, in its accumulation, summons the very identity it claims to express. There is no Joel-as-father prior to the violence; there is only the violence, repeated until it sediments into a man.
This is what makes the dead-daughter prologue so structurally cunning. Sarah's death in the opening minutes does not simply give Joel a motivation; it gives the game a permission slip. Once we have watched a child die in her father's arms, every subsequent act of brutality is pre-licensed, pre-grieved. The frame has been set, and the frame is everything. Whose deaths register as losses, and whose register as gameplay? The infected, of course, are constitutively ungrievable—they are not even granted the dignity of being dead, only undead, their humanity revoked by a fungus that conveniently allows the player to caved in their skulls without ethical residue. But the human enemies are managed by a more sophisticated machinery of derecognition. Hunters are introduced through a scripted sequence in which they pretend to need help and then ambush you; Cannibals literalize their monstrosity by eating people; Fireflies, by the end, are reframed as zealots willing to kill a child for an abstraction. The game is meticulous, almost anxious, about ensuring that the bodies we leave behind do not haunt us. Each faction is given just enough narrative coding to slip beneath the threshold of mournability before we encounter them with a hunting rifle.
And yet the game's most radical gesture—the thing that makes it worth taking seriously rather than merely admiring—is what it does with kinship. Joel and Ellie's relationship is not a heterosexual romance, not a biological inheritance, not even a legally sanctioned guardianship. It is something stranger and more interesting: a bond improvised from scratch in the ruins of every institution that normally underwrites family. There is no state to recognize them, no church to bless them, no extended kin network to absorb them. They are family because they say they are, because they act as if they are, because the daily rituals of shared danger have produced an attachment that exceeds any available category. This is kinship as performative practice, kinship that does not derive its legitimacy from biology or law but constitutes itself through repetition and avowal. In a culture that still largely insists that real families are made by blood or by marriage, the game quietly proposes that the most binding ties may be the ones we have to invent.
Which is why the ending detonates the way it does. The Fireflies offer Ellie a chance to become meaningful in the grammar of reproductive futurism—to die so that "humanity" (that ever-suspect universal) might continue. Her body, in their hands, becomes a vessel for the species, valuable precisely insofar as it can be metabolized into a future for others. Joel refuses this exchange, and his refusal is not merely paternal possessiveness. It is a refusal of the entire logic that says individual lives, particularly young female lives, must be sacrificed on the altar of an abstract collective tomorrow. He chooses the precarious, particular, unrepeatable person in front of him over the imagined billions she could save. Read one way, this is monstrous selfishness. Read another, it is the only honest answer to a question the game has been asking all along: which lives count, and who gets to decide?
The lie that follows is the masterstroke. Joel tells Ellie the Fireflies didn't need her, that there were others, that the cure was a fantasy. He does this not because she would hate him for the truth—though she would—but because the truth would deny her the agency of her own choice. He preserves her, and in preserving her, he preserves himself as her protector. The performative loop closes. He is a father because he has lied like one. And Ellie's final "okay"—delivered with that devastating flatness that suggests she knows, or suspects, or will eventually—marks the moment she becomes complicit in the fiction that constitutes them both. They are family now in the deepest sense: bound by a shared lie that neither can afford to examine.
What The Last of Us understands, perhaps better than it intends to, is that the apocalypse is not a setting but a clarifying device. Strip away the institutions that normally mediate our recognition of one another, and you can see the raw machinery: the frames that determine who is grievable, the performances that produce the identities we mistake for essences, the kinships that emerge from need rather than nature. The cordyceps is almost beside the point. The real infection in this game is the ease with which we accept Joel's violence as love, his lie as care, his choice as inevitable. That we leave the game agreeing with him—or wanting to, or unable quite to disagree—is not a failure of the writing. It is the writing's most precise achievement, and its most unsettling indictment of the stories we have been trained to find moving.
The sequel, when it came, would punish us for that agreement. But that is another essay. What the first game leaves us with is a more uncomfortable gift: the recognition that the figures we love in fiction are often the figures who have been most carefully constructed to absorb our identification, and that the line between a protagonist and a perpetrator is drawn not by what he does but by whose grief the camera lingers on. Joel kills a great many people in The Last of Us. We mourn one of them. That ratio is the whole game.
Mini Review: Beneath its prestige surface, The Last of Us explores how violent masculinity is constructed. Joel isn't a father who happens to kill; he becomes a father by killing. Early tragedy acts as a permission slip, pre-licensing this brutality. Yet the game's radical gesture is its approach to kinship. Joel and Ellie forge an improvised family in the ruins of society, forcing us to ask: which lives are truly grievable, and which are merely gameplay?
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