Categories: Video Games

How The Last of Us Clickers were born

Ugly, strong and damned infected: i Clicker represent the third stage of Cordyceps infection in The Last of Us narrative universe. Enemies that those who have played the two video games of the franchise know well, while those who are following the TV series broadcast on Sky are learning to know, even if they would certainly have done without them.

To clarify our ideas more, the developers of Naughty Dog and the HBO producers of the TV series come to meet us. All in the second episode of the series called Building The Last of Us, in which the creators tell us the secrets and curiosities of the very popular PlayStation video game.

Watch all episodes of The Last of Us on Sky

Building The Last of Us: come nascono i Clicker

In the episode, which you find below, the developers tell the origin, the concept and the animations of the mushroom monsters, delving into detail both the disturbing sounds and their unpredictable movements, and showing the whole world a concept art never seen before portrays them.

In addition to the Clickers of the video game, the episode reveals some concepts behind the live action television adaptation. In fact, both Neil Druckmann and Craig Mazin intervene, with the former speaking openly about his television directorial debut with the second episode.

Thanks to the great media coverage of the TV series, the remake of The Last of Us Part 1 has benefited from a sales boom. The TV show also revived the song Never Let Me Down Again by Depeche Mode, featured in the first episode of the series.

In his review of The Last of Us TV series for techgameworld.com our Marco wrote:

“The Last of Us manages to find a very difficult meeting point between fidelity to the original videogame material and an authorial approach to television series, also highlighted by the decision to entrust the direction of some episodes to filmmakers of the caliber of Ali Abbassi (Border – Creature di confine, Holy Spider) e Jasmila Žbanić (Esma’s secret, Quo vadis, Aida?). We often find ourselves faced with scenes that are almost indistinguishable from those of the video game, even from the point of view of the shots, but the action of the game is compensated by the desire to wedge ourselves between the folds of the story and explore the personalities of the characters, betraying the material of departure when necessary“.

Published by
Marco Dellapina

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