Tag Archives: HBOs

HBO’s Casey Bloys Talks Emmy Wins & Updates On 2025 Hopefuls ‘The Last Of Us’, ‘Euphoria’ & ‘White Lotus’; Calls On Gay Twitter For ‘Gilded Age’ Support – Deadline

  1. HBO’s Casey Bloys Talks Emmy Wins & Updates On 2025 Hopefuls ‘The Last Of Us’, ‘Euphoria’ & ‘White Lotus’; Calls On Gay Twitter For ‘Gilded Age’ Support Deadline
  2. ‘The Last of Us’ Cast Reunites on Emmy Awards Red Carpet 1 Year After Show’s Premiere Yahoo Entertainment
  3. Casey Bloys Reflects on HBO’s Emmys Dominance, Looks Ahead to 2024 — and 2025 Hollywood Reporter
  4. Here Are The Eight Emmys ‘The Last Of Us’ Won For HBO Forbes
  5. How Many Emmys Did ‘The Last of Us’ Win in 2024? Parade Magazine

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WGA Calls Bill Maher’s Decision To Bring HBO’s ‘Real Time’ Back During Writers Strike “Disappointing”, Guild Says It Will Picket Show – Deadline

  1. WGA Calls Bill Maher’s Decision To Bring HBO’s ‘Real Time’ Back During Writers Strike “Disappointing”, Guild Says It Will Picket Show Deadline
  2. Bill Maher Says ‘Real Time’ Is Coming Back Without Writers TMZ
  3. ‘Real Time With Bill Maher’ to Return Without Writers: ‘Time to Bring People Back to Work’ Yahoo Entertainment
  4. HBO’s ‘Real Time With Bill Maher’ To Return To Air Without Writers Deadline
  5. ‘Real Time With Bill Maher’ Returning to Air Without Writers Amid Strike Hollywood Reporter
  6. View Full Coverage on Google News

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An American scam made in N.J. — HBO’s ‘Telemarketers’ exposes Jersey phone schemes – NJ.com

  1. An American scam made in N.J. — HBO’s ‘Telemarketers’ exposes Jersey phone schemes NJ.com
  2. ‘Telemarketers’ Review: The Safdies’ HBO Documentary Is Wild Stuff – IndieWire IndieWire
  3. ‘Telemarketers’ Review: The Safdies-Produced HBO Documentary Is a Rowdy, Eye-Opening Exposé Yahoo Entertainment
  4. HBO’s ‘Telemarketers’ Exposes a Billion-Dollar Scam the Cops Are in On Rolling Stone
  5. ‘Telemarketers’ Review: Safdie Brothers’ HBO Doc Exposes a Shocking Scam The Daily Beast
  6. View Full Coverage on Google News

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Netflix Adds HBO’s ‘Insecure’ as ‘Six Feet Under,’ ‘Ballers’ Headed to Rival Streamer – Hollywood Reporter

  1. Netflix Adds HBO’s ‘Insecure’ as ‘Six Feet Under,’ ‘Ballers’ Headed to Rival Streamer Hollywood Reporter
  2. HBO Shows Start Arriving on Netflix Under Warner Bros. Discovery’s New Licensing Deal IGN
  3. HBO’s ‘Insecure’ Launches On Netflix; ‘Six Feet Under’ & ‘Band Of Brothers’ Coming Next Deadline
  4. Five HBO shows are coming to Netflix in a surprising new deal BGR
  5. Netflix is now streaming Insecure, and more HBO shows are coming The Verge
  6. View Full Coverage on Google News

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HBO’s Controversial ‘The Idol’ Gets Provocative New Trailer, Premiere Date – Hollywood Reporter

  1. HBO’s Controversial ‘The Idol’ Gets Provocative New Trailer, Premiere Date Hollywood Reporter
  2. ‘The Idol’ Trailer: Lily-Rose Depp Becomes a ‘Nasty, Bad Pop Girl’ as The Weeknd’s Wild HBO Series Sets June Debut Variety
  3. ‘The Idol’: The Weeknd & Lily-Rose Depp Music Drama Gets HBO Premiere Date, New Teaser Deadline
  4. The Weeknd’s Music Industry Drama The Idol Gets Premiere Date at HBO — Watch Teaser Trailer TVLine
  5. ‘The Idol’ Reveals Final Teaser and Sets June HBO Release Date — Watch IndieWire
  6. View Full Coverage on Google News

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How They Crafted Bill And Frank’s Love Story For HBO’s The Last Of Us

The latest episode of HBO’s The Last of Us showed us the most significant deviation from the game material. At the same time, it gave the show its strongest episode and fleshed out Bill, played by Nick Offerman, more than he ever was.

In the first Last of Us game, Bill is introduced as a doomsday prepper and survivalist, owing Joel a list of favors for unspecified reasons. We knew at one time Bill had a partner, Frank, who mysteriously left in the middle of the night, never to return. We never saw Frank but felt the impact he left on Bill. In Episode 3, titled “Long, Long Time” after the Linda Rondstadt song, Bill and Frank never broke up but actually lived to an old age where they both committed assisted suicide.

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Now Playing: The Last of Us Episode 3 Breakdown: Frank & Bill’s Love Story, Social Reactions

“My philosophy on the show has been when should we deviate and when should we come back. If it’s kinda the same or worse, we stay where the game is,” explained The Last of Us co-creator Neil Druckmann during the behind-the-scenes video that followed the episode. “If it’s better, we deviate.”

Producer Craig Mazin elaborated that they used Bill as a way to show the passage of time. They focused on his struggles and growth as a man who had locked himself away from the world and opened up his heart to another man.

“We knew from the game that Bill had a partner,” he said. “In the game, Frank is already dead and I thought there was an opportunity to go a different way….I’ve seen this thing 200 times, and I still cry and it’s those two guys doing it to me, no question.”

Frank, played by Murray Bartlett (Welcome to Chippendale’s, The White Lotus) talked about how he saw Bill and Frank’s dynamic and what makes their story special in the world of The Last of Us.

“Bill and Frank are kind of opposites really in terms of the way they operate in the world,” the actor said. “Bill’s super practical and not emotional and Frank is the opposite of that…we get to do these contrasting scenes. These action kind of scenes and then these intimate, vulnerable scenes.”

Though the episode is a major departure from the material, the end result is still the same: Joel and Ellie get their outfits from the game, Joel gets the truck, and weapon upgrades, as well as Joel being guilted over the loss of Tess and a reminder of his failures to keep his loved ones safe.

The Last of Us airs Sundays on HBO.

The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.

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The Outbreak Begins on HBO’s Show

Time to learn more about Ellie, and the virus.
Image: HBO

The second episode of The Last of Us was all about beginnings: the beginning of the viral outbreak that would basically end the world, and the beginning of Joel and Ellie’s story as the pair, along with Tess, set out into the open world of Boston. Helmed by Last of Us game director and series co-showrunner Neil Druckmann, it was a subtly video game-influenced episode that also added to the franchise’s mythology in some scary, fascinating ways.

Before we could pick up with Joel, Ellie, and Tess, things flashed back to 2003. September 24, 2003 to be precise, a mere two days before Joel would lose his daughter in Austin, Texas. About 10,000 miles away, we’re in Jakarta, Indonesia, which—if you remember—Joel briefly heard mentioned on the radio in the previous episode. An older woman is having lunch when two military men come into the restaurant. Everyone gets scared and quiet and they ask her to leave.

This is Ibu Ratna (Christine Hakim), a Professor of Mycology at the University of Indonesia. Mycology is the study of fungi, so it makes sense that Dr. Ratna is confused about what military men would want with her. They pull up to a hospital, go into a secure back section, and Dr. Ratna is asked to look at a slide. She identifies it as Ophiocordyceps—which Wikipedia describes as “zombie ant fungus”—but is confused about where it came from. The main man (Yayu A.W. Unru) tells her it’s from a human, but Dr. Ratna says that’s impossible. Ophiocordyceps can’t survive in a human. (Remember the TV show from the previous episode?)

The first person to know the world was ending.
Image: HBO

She puts on a protective suit and goes into a room with a dead woman on a slab. This woman has been bitten on her leg and when the Ratna cuts it, it doesn’t bleed. Instead, tiny plant-like tentacles live below the surface. She puts forceps into the corpse’s mouth and pulls out living, moving, tentacles, and runs out horrified.

Shocked by her discovery, the military man explains where it came from. Thirty hours ago, this woman attacked several people at a nearby flour and grain plant. When the police arrived, they killed her, and a few hours later, all the people she attacked had to be killed. Dr. Ratna asks the next logical question—“Who bit her?”— and they don’t know. She’s also told 14 other workers from the factory are missing. At this information, she begins to shake. The man tells her they brought her here to help them stop the spread of this disease. That they need a cure. She calmly explains that there is no cure and suggests the best way to spot it is to bomb the entire city and kill everyone.

Again—this is TWO DAYS before Joel has to deal with the infected in Austin on his birthday, September 26. So the doctor’s extreme reaction was warranted. The world is doomed. Also, it’s worth noting none of this is in the game. It’s just a terrifying glimpse at where the end of the world started, newly created for this show.

Anna Torv as Tess.
Image: HBO

In 2023, Joel (Pedro Pascal) and Tess (Anna Torv) are watching Ellie (Bella Ramsey) sleep. Remember, the previous episode ended with them finding out that she’d been infected. When she wakes up completely fine, Joel is ready to either bring her back to the Quarantine Zone or kill her. Tess, however, isn’t so sure, so she puts it all out there. She tells Ellie that she and Joel are not good people, that they’re helping her for selfish reasons, and if she doesn’t explain why she’s so important to Marlene and the Fireflies they’ll kill her. So Ellie, even though she was told not to tell anyone, tells Tess and Joel the truth. She was bitten a long time ago and she might be the key to a cure.

Joel says he’s heard that a million times, doesn’t believe it, and wants to bring her back, but Tess reminds him it doesn’t matter if it’s true, only that the Fireflies believe it and give them the truck in exchange. So they hit the road which, at first, Ellie is confused about. She was led to believe that outside of the QZ, there were infected running around everywhere. All kinds of weird variants of the infected. But that’s not the case. Overall, what she’s seeing is relatively quiet. That gives everyone a chance to talk.

Tess asks Ellie how she was bitten and Ellie says she snuck into a nearby shopping mall that was boarded up because she wanted to see what was inside. By herself. Tess is impressed but Last of Us gamers (and people who studied the trailers) know this isn’t quite accurate. Ellie also reveals that she’s an orphan and no one is going to come looking for her. Soon after, the trio finds themselves inside a flooded hotel lobby where Ellie reveals she can’t swim. Not that it matters—the water is shallow—but her lack of experience is beginning to show.

Joel is still on the fence about Ellie for most of the episode.
Image: HBO

This entire section of the episode mirrored the feeling of The Last of Us game incredibly closely. Slow walking through huge abandoned cities. The threat of death around every turn. Exploring different pathways to find new passageways. And crucial information being constantly dispensed. Tess goes off to find a way past a dead end in the hotel and Ellie chats up Joel. She learns he’s from Texas, and that Tess is from Detroit, but Joel doesn’t want to say any more about that. He does tell her that the lifespan of someone who has been infected can vary, from a few months to over 20 years and counting and that he’s killed many of them. She starts to ask about the non-infected soldier he killed the previous evening when, mercifully for Joel, Tess returns.

She reveals the way they were going has been blocked by a mountain of seemingly dead infected. However, when the sun moves over them, they move too and here The Last of Us show adds to its mythology. Tess explains to Ellie that the fungus that infects everyone also runs underground and connects them all. So if you do something in one place, it will tell infected in other places, and your location will be given away. The idea that not only is it this one virus that has infected the world, but also that it’s in constant communication with itself is just another level of creepy.

Because of all of the infected in their path, Joel and Tess decided to go another way, one they were scared to go before: through the Bostonian Museum (not a real place, it turns out). Covered with ominous-looking fungus and vines, it’s pretty obvious why they didn’t want to go this way. It’s got to be full of infected. Joel realizes, though, that the vines all seem dead and—maybe—so are all the infected inside.

A cautious Ellie and Tess.
Image: HBO

At first, it seems that way, but when Ellie stumbles on a guy who was killed much more recently, Joel says everyone has to be completely silent. Slowly they climb the stairs of the museum, which are covered with piles and piles of bodies. At the top, they enter an old weapons exhibit, but the walls behind them collapse making a very loud noise. That’s when they hear it. The clicks. First from one side, then the other, and creepy looking infected with huge cauliflower/coral-shaped heads come into the room. Joel signals to Ellie that these creatures can’t see, but they can hear, so to be quiet. But when one comes into sight, Ellie gasps, and all hell breaks loose.

Though they’re just fighting two Clickers, it’s an incredible chore, which makes for a fun, satisfying action sequence—exactly what audiences are surely craving from this show. After barely killing both creatures, everyone makes their way outside and Ellie reveals she’s been bitten or scratched. “If it was gonna happen to one of us…” she jokes, because she’s apparently immune. Joel still isn’t sure about Ellie’s condition but Tess stops him and makes him appreciate the fact that they actually survived.

They make their way to their final destination, the gold-domed Massachusetts State House, (an actual place, probably best known in pop culture for being featured in The Departed). The problem is, no one is there. There were supposed to be Fireflies there to take Ellie off their hands, but when Joel, Ellie, and Tess go inside, there’s no one. No one alive, at least. Apparently, someone got infected, hid it, and it spread to everyone, killing them. Joel is ready to turn back but something has gotten into Tess. She doesn’t want to go back. She wants to stay and get Ellie where she needs to be. And in that rage-filled desperation, Ellie figures it out. Tess has been infected. She shows her wound to Joel to confirm.

Just when you started to ship…
Image: HBO

However, because Tess was bitten about the same time as Ellie, she asks to look at Ellie’s wound. Ellie’s wound, unlike Tess’s, is actually improving and that’s when both Tess and Joel know Ellie is for real. She really is immune and really might be the person who can save the world. Tess begs and pleads with Joel to take Ellie to “Bill and Frank’s place” where she’ll be safe. He doesn’t want to but she says she’s never asked him for anything, hinting at some deeper problems with the relationship. As this tense, emotional conversation is happening, one of the dead Fireflies starts to come back to life and Joel shoots him. In doing so though, the spores coming out of his hand, begin to grow into the ground and wake up infected from all over the city.

Joel peeks out the door. Tess asks how many are coming to which he replies “All of them.” Tess starts dumping gas and pulling out grenades, and vows to make sure they aren’t chased. “Joel, save who you can,” she implores, and so he grabs Ellie and runs. The swarm enters and at the last possible second, Tess is able to ignite her lighter and blow them all away. From outside, Joel and Ellie duck as the building explodes. Now, it’s just the two of them.

As I said at the start, the second episode of The Last of Us was all about beginnings. We saw the beginning of the outbreak. We saw the beginning of Joel and Ellie’s friendship. And, with Tess’ sacrifice and death, it’s now the true beginning of the show, as Joel and Ellie are now on their own, hoping to find a place to learn from this girl’s miracle.

Watch the latest episodes of The Last of Us on HBO Max.


Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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HBO’s ‘The Last of Us’ Lifts the Video Game Adaptation Curse

In 2015, a YouTuber named Grant Voegtle crafted a roughly five-hour tribute to his favorite video game, 2013’s The Last of Us. He turned off the title’s already minimal heads-up display, eliminating the targeting reticles, ammo counts, and other icons that serve as on-screen signifiers of an interactive medium. He manipulated the camera as much as he could to capture scenes from more artistic angles, cut down the combat to focus on the story, and played sequences over and over to produce the most streamlined and least janky footage. The result, culled from hundreds of hours of playing and editing, was a seven-part series he dubbed a “cinematic playthrough”—a look at The Last of Us that reflected the conventions of film (and prestige TV) even more closely than the game itself. One of his goals, he explained in a teaser, was to share the game’s engrossing story with “people who have never played The Last of Us before and perhaps even people who aren’t gamers.”

Voegtle’s series, which went well beyond a basic compilation of cut scenes or story sequences, garnered widespread coverage from the gaming press and hundreds of thousands of views. It also earned praise from the official Twitter account of The Last of Us developer Naughty Dog and from creative director Neil Druckmann, who tweeted a link to the trailer along with the message, “Who needs a movie? fantastic work, @grantvoegtle !” Naughty Dog was so wowed by Voegtle’s work that the studio hired him. A few years after that call-up, he was credited as a video editor on the 2020 sequel, The Last of Us Part II.

If you watch Voegtle’s series from start to finish, as I recently did, years after my own playthrough of Joel and Ellie’s cross-country odyssey, you can see why The Last of Us was well suited to become the first great live-action adaptation of a video game—a distinction that the HBO show, which premieres on Sunday, has already laid claim to after receiving sterling advance reviews this week. “This isn’t always going to look like a movie or a television series because my tools are limited,” Voegtle warned in 2015. Yet despite those limitations and the original game’s nearly decade-old graphics, his series is still riveting—and so is the series coming to TV this weekend, which enlists and benefits from far less limited tools, in terms of both budget and creative freedom.

I invoke Voegtle not to ask (even jokingly, à la Druckmann’s old tweet), “Who needs a TV show?” Nor should he suggest that the adaptation’s greatness was a gimme. No matter how strong the source material is, making art is hard, as is satisfying sky-high fan expectations. However, the idea that an amateur YouTube auteur’s solo passion project could provide such a compelling proof of concept for an episodic scripted series suggests that the ingredients of a great show are as intertwined with the game as the mutated Cordyceps fungus is with its victim’s brainstem. For HBO’s The Last of Us to be bad would have taken a series of significant unforced errors.

Admittedly, many prior video game adaptations that weren’t as well tailored to TV to begin with have fallen prey to such self-sabotage. But the latest and greatest attempt to successfully translate a game to another on-screen medium sidestepped every potential pitfall, just like Joel and Ellie silently sneaking around one of the game’s (and show’s) fungal monstrosities. The critical—and soon, almost certainly, popular—acclaim generated by HBO’s The Last of Us should establish beyond any doubt that a live-action adaptation of a video game can be an award winner and a huge hit, announcing to an industry that’s already all-in on video game intellectual property that the so-called curse of video game movies and shows has been lifted. While the ways in which The Last of Us succeeds are indicative of broader trends that, as I noted almost two years ago (and again last year), had already made conditions more conducive to quality adaptations long before The Last of Us, the new show’s specific path to success won’t be easily replicable, simply because The Last of Us isn’t the typical game.

Released on the PlayStation 3 in June 2013, remastered for the PS4 the following year, and fully updated for a PS5 remake published last year, The Last of Us has never really receded from gamers’ (and game makers’) minds. Widely lauded as a masterpiece in 2013, the post-apocalyptic two-hander about the cost of violence, the value of found family, and the tension between trauma and hope has loomed large ever since, chiefly on the strength of its narrative and core characters, which rank among the most emotionally hard-hitting in the history of the medium. (Even if it is a bit bombastic to call the game an “open-and-shut case” for “the greatest story that has ever been told in video games” or to label it “the best video game story ever—not by a little, but by a lot,” as adaptation cocreator and cowriter Craig Mazin has.)

Now, the game will add another major laurel to its legacy by spawning an adaptation that stands as the first completely unqualified win for its kind—not an animated show (like Castlevania, Arcane, or Cyberpunk: Edgerunners); not a show about games that doesn’t directly adapt one (like Mythic Quest, Players, or Dead Pixels); not a project pitched toward kids (like Pokémon Detective Pikachu, Sonic the Hedgehog, or Sonic the Hedgehog 2); and not a limited release (Werewolves Within), a box-office force that flopped with critics (Uncharted), or a gaming-adjacent hit that’s technically based on books (The Witcher).

I’ve been writing about the perils and potential of video game adaptations for The Ringer since the debuts of the Assassin’s Creed movie (bad!) and Netflix’s Castlevania series (good!), and the deservedly downtrodden reputation of video game adaptations dates back decades. The Last of Us being the project to end all doubts about the prospect of a great game adaptation was somewhat predictable. (“This seems like what we’ve been waiting for,” I wrote about the then-planned movie version of The Last of Us in 2014, when much more waiting still lay ahead of us.) Even so, its quality, coupled with its prestige trappings and mainstream reach, make it a precedent-setting tentpole.

Let’s quickly list the ways previous video game adaptations have gone wrong and how The Last of Us—based on the critical consensus and the four episodes I’ve seen—neatly avoids them.

First and foremost, the project was well chosen. Most of the games that have gotten adaptations are the ones with the biggest names (and, by extension, studios hope, the biggest built-in audiences). But big-name games often tend to have franchise roots dating back to the medium’s formative years, when storytelling in video games was less developed and prioritized. The likes of Street Fighter, Doom, Alone in the Dark, and Need for Speed, among the many foundational games that spawned stinkers at the multiplex, weren’t really ripe for translation to a noninteractive medium because their interactivity was their almost sole selling point.

Video game stories don’t always have to be—or even seek to be—captivating in stand-alone form because good gameplay can carry the product. In a movie or TV show, it can’t. Too often, the titles tapped for adaptation originated in an era when telling sophisticated stand-alone stories usually wasn’t the goal and would have been difficult to achieve even if it had been, given the technological limitations of the time. That doesn’t mean a showrunner or moviemaker couldn’t craft a rich narrative using those sources as inspiration, but they’d have to supply most of the story themselves. Could Neill Blomkamp’s Gran Turismo movie, to name another PlayStation-associated adaptation slated for this year, be great too? Sure. If it is, though, it won’t be because it borrowed a great story from the racing games.

The Last of Us is almost 10 years old, but even so, it’s one of the newest games to have gotten a live-action TV or movie adaptation. It hails from a time when increased storage space, high-definition graphics, motion capture, and other advances under the hood—along with the maturation, proliferation, and diversification of the people playing and making games—permitted more of an emphasis on story, a trend that The Last of Us both piggybacked on and helped propel. And it’s not just that The Last of Us comes from a more story-forward period. It’s also the way its story is set up. Some games with good stories are still challenging to adapt because player choice occupies such a central role in their narratives. The Last of Us, by contrast, is extremely linear: Its characters can’t be customized, players can’t choose the order to tackle its levels, and there’s only one ending. Although different players can choose how thoroughly to explore or whether to emphasize stealth or violence, everyone’s exposure to the story is close to the same.

That’s not an inherently good or bad thing, though some of the game’s few detractors argued that The Last of Us was more of a movie or prestige TV show grafted onto a game than it was a title whose story drew its power from the medium’s uniquely interactive qualities. (Games with more emergent or branching narratives can be just as satisfying as those that employ The Last of Us–style storytelling.) Regardless of the gameplay implications, though, a linear narrative certainly simplifies the task of a screenwriter. And the consciously cinematic aesthetic of The Last of Us—whose foundational influences included Night of the Living Dead, Children of Men, and No Country for Old Men (as well as literary references, such as The Road)—made it perfect for repackaging and made it more palatable to a crowd that could be inclined to discount the virtues of video games. (A New Yorker feature from December, in a curious aside, describes the game as “a character study that includes Phoebe Waller-Bridge among its admirers,” as if its artistic credentials needed to be burnished by the endorsement of someone celebrated for her work in TV and film.)

Some games that take cues from movies may seem like weak pastiches when they’ve been converted into movies themselves, but The Last of Us was well written enough for the adaptation to hold its own, even on the more competitive narrative turf of TV. Which brings us to the second key to success: The Last of Us was adapted to a TV show, not a movie, which wasn’t always the plan.

It’s become increasingly clear that TV is a more natural home than the big screen for many game adaptations, thanks to TV’s allowances for length and in-depth world building and its episodic format, which mirrors the mission-centric structures of most video games. The Last of Us is a roughly 15-hour game. Subtract much of the fighting, foraging, and crafting (as well as the dying, reloading, and not knowing where to go), and you’d still be left with enough material to make even James Cameron quail. It’s just too much for one movie, as Druckmann discovered when he tried to cram it all into a single script for a film that Sam Raimi was attached to direct. (“It was an impossible task,” Druckmann told The Hollywood Reporter.) The story would have needed to be abridged, and probably bastardized, in blockbuster-film form, but a well-funded nine-episode season affords enough screen time for the full scope of the game, and the gradual evolution of the Joel-Ellie relationship, to be realized. Thanks to the economic and creative calculus of the streaming wars, what might have been unmanageable as a movie has become makeable on TV.

Speaking of Druckmann: It’s no coincidence that one of the first game adaptations to completely capture its source material’s appeal was cocreated and cowritten by the writer and codirector of the game, with additional guidance from Naughty Dog’s art team and a score partly written by game composer Gustavo Santaolalla. The third downfall of game adaptations that The Last of Us skirts is the tendency for those TV shows and movies to be made by people who have little love for, understanding of, or even familiarity with the games, with next to no input or oversight by the creators who know those works intimately.

Historically, that disconnect has sometimes stemmed from an age gap between the people playing and creating games and the people helming or approving projects at movie studios or TV networks. To some extent, that still applies: HBO Chairman and CEO Casey Bloys, who greenlighted the show, told THR that he hasn’t played a video game since 1982’s Smurf: Rescue in Gargamel’s Castle on ColecoVision. But in Mazin—the Emmy-winning creator of Chernobyl, a longtime fan of The Last of Us, and a committed gamer who also served as a writer, actor, and consulting producer on Mythic Quest and cowrote the upcoming Borderlands movie—Druckmann found a kindred spirit who was similarly conversant with the language of games. And in HBO, Naughty Dog found a producing partner unlike would-be The Last of Us movie producer Screen Gems, which according to Druckmann, had pushed for the film to be bigger, “sexier,” and more action packed, along the lines of World War Z. Naughty Dog retained much more creative control over The Last of Us than it did over the muddled mess that Uncharted turned into, and it’s tough to beat a Sunday-night slot on HBO as a signifier of quality.

“Everything that we do comes out of respect for the game,” Mazin told TheWrap, and it shows. However, Mazin and Druckmann didn’t let that love stop them from making judicious additions and tweaks. Which takes us to the fourth and final factor behind how fulfilling HBO’s version of The Last of Us is: The series is faithful, but not to a fault. How closely a video game adaptation should hew to the original remains a source of some controversy: Carbon copies risk redundancy and boredom (it’s more fun to play a first-person shooter than to watch one), but straying too far from established traditions and canon can make fans feel betrayed or render the revamped property almost unrecognizable.

The Last of Us strikes the right balance. The overall arc of the season is the same as the game’s, and many scenes, set pieces, and lines of dialogue are pulled directly from the original. But the adaptation’s creators take a little more time to flesh out the backstories of some of the supporting players in Joel and Ellie’s odyssey, and those additional details lead to some of the season’s most memorable moments. Changes range from enriching to unobtrusive, and though the video game versions of the iconic core characters feel real, there’s something to be said for seeing their steps retraced by non-polygonal people.

Pedro Pascal and Bella Ramsey rise to the difficult task of re-creating the cherished characters that Troy Baker, Ashley Johnson, and Naughty Dog’s overworked animators initially brought to life, and Nick Offerman, Melanie Lynskey, Murray Bartlett, and others round out a universally capable cast. The creators of The Last of Us had the rare opportunity to make a compelling adaptation just by trimming down some elements of an existing classic and slightly supplementing others. They were wise enough to recruit great talent and largely get out of a great game’s way, but they didn’t treat the original as a static, unalterable text. (The longer and less traditionally structured The Last of Us Part II, which the series will likely adapt in its second season, may require even more massaging.)

There’s a certain sort of fan who may reject the TV series because, say, Pascal might not grow as bushy of a beard as the digital Joel, or because the series is set 10 years earlier than the game, or because some aspects of the infected are moderately reimagined. For those sticklers for slavish re-creation, there’s always the “cinematic playthrough” on YouTube. But the point of that playthrough was to spread the gospel of The Last of Us to a wider audience than the game could command. HBO’s show is about to achieve that—not only for The Last of Us, but potentially for all of the long-mistreated medium’s huddled masses that are yearning to be IP.

“This everything you were hoping for?” Joel asks Ellie in the game as they gaze across a cityscape, echoing an earlier exchange.

“It’s got its ups and downs,” she says. “But you can’t deny the view.” For the next nine Sundays, HBO viewers will be saying something similar—with an emphasis on the ups—whether they loved The Last of Us already or they’re learning to love it now.



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HBO’s The Last of Us series shows first footage in new trailer

HBO revealed the first footage of its television adaptation of Naughty Dog’s The Last of Us on Sunday, offering fans a brief glimpse of the series slated to arrive in 2023. And it is brief — roughly 20 seconds of a trailer dedicated to showcasing what’s coming to HBO Max in the coming months and next year is focused on The Last of Us and its stars, Pedro Pascal and Bella Ramsey.

Like previous glimpses of The Last of Us, the teaser trailer appears exceedingly faithful to the PlayStation games. Ramsey, as Ellie, and Pascal, as Joel, recreate a heated moment of dialogue from Naughty Dog’s video game, and the heartbreaking opening of The Last of Us featuring Joel’s daughter makes a brief appearance. The footage also teases the fungal remains of a Clicker and gives us a brief glimpse of Nick Offerman as Bill.

The Last of Us follows Joel and Ellie as they make their way through a post-apocalyptic United States that’s been ravaged by a mysterious disease that transforms people into dangerous monsters. Along the way they meet all kinds of characters, some friendly, and many others that are just as dangerous as the infected they’re running from.

The series is created by Craig Mazin, the creator and writer behind HBO’s Chernobyl, and executive produced by Neil Druckmann from Naughty Dog, the studio that developed both The Last of Us video games. The series will also star Gabriel Luna (Terminator: Dark Fate) as Tommy and Anna Torv (Mindhunter) as Tess. The Last of Us will feature 10 episodes in its first season. There’s been no official announcement of a second season.

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HBO’s Marketing Campaign Valued At $100M+ – Deadline

EXCLUSIVE: For all the noise about David Zaslav’s quest to find $3 billion in cost-saving initiatives at the newly merged Warner Bros Discovery, what remains important to the new CEO is to spend on content where those dollars pay off.

HBO

And where is that? Why, on the launch of HBO’s near $200M Game of Thrones spinoff series, House of the Dragon, premiering this Sunday on both the linear pay-TV channel and streaming service HBO Max. Sources inform Deadline that HBO’s biggest marketing campaign ever is valued at over $100M in media spend (that’s a combo of ad spot value and hard cash shelled out). That’s a theatrical tentpole-sized marketing budget by all accounts, not some thrifty, Netflix-type push to subscribers on its menu. And as Zaslav pointed out today in his congratulatory memo to staffers (obtained by Deadline) before House of the Dragon‘s debut, it’s already paid off with the series campaign having “reached nearly 130 million people in the US alone,” while also repping a united front across a majority of brands in the Warner Bros Discovery empire to tubthump this new show.

Pia Barlow, HBO Max EVP Originals Marketing
Getty

In speaking to Deadline, Pia Barlow, EVP of HBO Originals Marketing, said the m.o. of the House of the Dragon marketing campaign was to “galvanize both new and existing fans,” that demo being men and women, 18-54.

The House of the Dragon campaign is really about generating big, broad awareness and interest throughout the summer, but to also make sure we’re signaling to existing fans as well as new fans alike that this is a new Game of Thrones story coming to HBO Max,” Barlow adds.

“It has also been exciting to see teams across the company work collaboratively with the HBO team in what has been an unprecedented cross-promotional campaign. And we’ve done all of this in just a few short months, clearly showing what we can accomplish when our networks, streaming platforms, digital and social channels all work collectively in support of one shared priority,” Zaslav emphasized this AM. He outlined the conglom’s plan to micro target viewers in a marketing push that has spanned social media, outdoor, digital, traditional TV spots and splashy promotions on such distribution partners like Xfinity cable (where there’s a HOTD destination on their X1 and Flex video platforms) and Roku, which also produced a special episode of their content buzz show, The Roku Rundown.

‘House of the Dragon’ fire-breathing banner on HGTV.
HGTV

If the House of Targaryen is rich in dragons, then Warner Bros Discovery has an embarrassment of riches when it comes to ad space, with HOTD getting pumped across such channels, per advertising stat org iSpot, as TBS (20.9%), Discovery (9.1%), TNT (7.7%), CNN (7.4%) and Food Network (6.6%). If you were watching HGTV, you’d catch a fire-breathing dragon popping up in the bottom of the screen during your favorite show in a banner to promote the Ryan J. Condal co-created series. iSpot also reports that 99.1% of HBO’s promo TV ad impressions since July 20 came from HOTD. 

Another notable mention in the teamwork for HOTD among Warner Bros Discovery channels was the exclusive look at the Martin series on the debut night of Discovery’s Shark Week on Sunday, July 24. Want more cross-promotion? How about the members of TNT’s All Elite Wrestling team sitting on the new GOT throne from HOTD at the San Diego Comic-Con experience (read down).

Warner Bros

In regards to the future success of HBO Max, Zaslav has made it clear that it’s in the catalog of series and marquee Warner Bros theatrical titles hitting the service 45 days after they’re in cinemas. Warner Bros Discovery bean counters see zero upside to distributing movies directly to HBO Max like the previous WarnerMedia regime under Jason Kilar. It’s a tremendous waste of money, and their availability in theaters and homes simultaneously diminishes their patina, as well as their resonance in subsequent ancillary windows.

Not to mention there’s research out there to prove that frosh subscribers come for a movie, then bail on the service. It’s the weekly drop of a hot episodic series such as HOTD which keeps subs locked in. Not to mention, windowed theatrical films on HBO Max click better than day-and-date. We’ve heard that the first weekend of Fantastic Beasts: The Secrets of Dumbledore on HBO Max after its 45 days in theaters ($95M domestic box office) drove close to 20% of the traffic to the OTT service, while in the pic’s first week, it was responsible for a third of HBO Max’s traffic.

In addition, third-party streaming measurement org Samba TV reported that the first week of The Batman on HBO Max (after its 45-day theatrical run) pulled in 4.1 million households, besting the first week of such day-and-date Warner movies as The Suicide Squad (3.5M), Wonder Woman 1984 (3.2M), The Matrix Resurrections (3.2M) and Dune (2.3M).

The HOTD campaign kicked off with two teaser trailers released on Oct. 5, 2021 (17.1M YouTube views) and May 5, 2022 (14M YT views). But then the marketing mojo kicked into high gear heading into San Diego Comic-Con, which saw a walk-up trailer drop (July 20, 18.8M YT view), the Hall H panel with the cast, Condal, and an extended trailer; the DracARys dragon-egg hatching app, and The House of the Dragon: Dragon’s Den live experience; the latter pulling in 4k attendees who walked through the series’ castle world adorned with actors in cosplay. All of these efforts continue to shine for HBO’s social media; SDCC being “the gift that keeps on giving,” says Barlow, yielding 102M impressions and 128K new followers on the House of the Dragon and Game of Thrones social channels.

Says Barlow about HOTD’s big footprint at Comic-Con, “The timing couldn’t have been more perfect. It was right in our launch window, and because it was the first time we were going to be back truly in full force after a few years, we knew that there was going to be this pent-up demand and excitement from fans, and we’ve had pretty significant presence in the past with Game of Thrones at Comic-Con. So, there was almost an expectation that we also wanted to make sure we were fulfilling for fans.”

Social media analytics firm RelishMix clocked how loud the volume was for HOTD, saying HBO “took an solid organic approach to engaging fans of the GOT franchise social network of 44.1M — as early as casting in preproduction to engaging them with new social channels for HOTD, now built across Facebook Twitter, YouTube, Instagram and TikTok.” Add in HBO Max’s followers and the social media universe reach for the new Westeros World series stands at close to 313M.

“Material hasn’t been flooded, but selectively posted, with only 12 videos on Facebook at 11.1M views and fewer on YouTube with 134.2M views, all cross-posted on earned channels,” says RelishMix in their latest report to Deadline. “The Comic-con announcements and live panel spiked a wave of materials leading-up to the streaming premiere weekend.”

Snapchat

Also happening this Sunday on the day of the premiere is a new Snapchat selfie + world facing AR lens which will run throughout the course of the first season. AR developers who are members of Snap’s global Lens Network are building custom Landmarker AR experiences in their local markets, which include AR renderings of the HOTD dragons as they take over global landmarks. The Landmarker lenses will be unlockable via the Lens Carousel when Snapchatters are near a notable location. The lens will be available in such territories as Australia, parts of Europe, India, the Middle East and Northern Africa, North America, and more. The custom Landmarker AR experiences will launch in Chennai, London, Los Angeles, Mumbai, Prague and Rio de Janeiro this Sunday.

Among the promo partners for HOTD, there’s Bose, which had their sound system featured throughout the Dragon’s Den at SDCC, and Duolingo, which kicked off on July 19, with fans learning High Valyrian ahead of the HOTD premiere. The app’s TikTok viral mascot made an appearance at the HOTD Comic-Con activation, where he reminded attendees to complete their lessons with life-size push notifications and signs with dragon commands in High Valyrian.

In addition, among the promo partners, there’s a month-long pop-up experience for the series at the Natural History Museum of LA from Aug. 5-Sept. 7. Inspired by the exhibits one might see exploring the relics and traditions of real-life regimes such as ancient Rome or ancient Egypt, the HOTD exhibit features props, costumes, and specially-designed displays to highlight the history of Daenerys Targaryen’s ancestors.

It would be an understatement to say that the stakes are high here in the rollout of House of the Dragon, not only from a future GOT development franchise angle, but also in regards to ratings. The final season of Game of Thrones left big shoes for House of the Dragon to fill, and that was before HBO had the power of HBO Max. GOT in its final season averaged 46M per episode domestically, and RelishMix notes there’s chatter on social media of those who are “still not satisfied with the ending.” Euphoria Season 2 episodes, by comparison, which had the added advantage of HBO Max, averaged 19.5M viewers each across all platforms.

Still, RelishMix notes social chatter where there’s an “excitement for the new journey back in time 200-years before GOT — from protective dragon lovers who insist that ‘no dragons were hurt in the making of the show’ and feel that they are the core of tale — to Matt Smith super fans who are on the edge — to HBO fans who relish the history of quality programming.”

A ratings windfall for HOTD will no doubt be one of the early wins for Zaslav’s management style, which looks to break down the walls between all Warner Bros Discovery brands and amp up their synergies to the nth degree.

Beamed Zaslav in the conclusion of his company email today, “We are committed to building one team with one mission – the third of three strategic priorities I highlighted in our recent earnings call – and the efforts in support of the launch of House of the Dragon are a great indication of how strong we are and what we can do when we work together.”



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