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    But it's often where students skbtitrat for secret rendezvous: There Going the distance online subtitrat quite a bit of that with Ashley distabce much tougher than we originally envisioned Ellie to be. Goiing were also some gameplay constraints that inspired this change, but Ellie became much more capable due to Ashley's input. And she became a lot funnier, also because of Ashley's input, just because Ashley's really funny. And then for me, as far as writing dialogue, I'd listen to just Ashley speaking a lot, and just try to mimic that in the dialogue itself.

    And for Troy — well, as you know, when we first came up with Joel he was much more like Llewelyn Moss — and he was meant to be much more quiet and reserved, someone who didn't express his feelings. But Troy played him differently. He ssubtitrat him as a character that let his emotions get the better of him. At some point we knew we'd either have to fight Troy's natural tendencies, or rewrite some of the scenes to play off of subtitdat. Like the scene in the ranch house where he distajce a fight with Ellie, a lot of that is because of Troy's input to that character. He brought that to life. Looking back, is there anything you'd have done differently? That's a hard one. Because the process of making a game is such an iterative process, onnline kind of like looking at your life with no regrets.

    You can't go back and say, with hindsight, "I wish I could do this and that. And some stuff got in there because we were out of time, so we had to come up with creative solutions. There was a point where you used to go into Jackson, which is Tommy and Maria's town, and you would see children there and how the town operates, and we couldn't afford to do that, so you saw it at a distance. And there were times when we'd think, "Oh, it would've been better to go inside," but actually with hindsight, looking at the whole game, it works better when you never go there. You imagine what this group that's trying to re-establish society is like, and it's better in your mind than actually seeing it.

    For a long time we had this antagonist that chased you, because we felt that the story needed it. And the problem was that we had this cool ending, and we wanted to make it work so badly, but it needed this antagonist that chased you throughout the entire adventure to make it work. And it just felt very forced all the time, and no matter what solution we came up with, we made the story hinge there. Who was the antagonist in that iteration? Tess was the antagonist chasing Joel, and she ends up torturing him at the end of the game to find out where Ellie went, and Ellie shows up and shoots and kills Tess.

    And that was going to be the first person Ellie killed. But we could never make that work, so… Bruce: Yeah, it was really hard to keep somebody motivated just by anger. What is the motivation to track, on a vengeance tour across an apocalyptic United States, to get, what is it, revenge? And yeah, the ending was pretty convoluted, so I think Neil pretty much hammered his head against the wall, trying to figure it out. I think he came up with a good, really nice, simplified version of that, and it worked out. Bruce Straley When you finished, what were your expectations of the game? No… I thought it was going to be way more controversial and split people much more. There are no buildings that collapse… Neil: But then it was a pleasant surprise.

    Following up the Uncharted franchise and that success makes this different. There is a lot of expectation there, there is a lot to get wrong, and we had all these lofty goals. Because we had to compromise so many times just to get this out of the door: So yeah, we had a tonne of doubts. I had a tonne of doubts. What was also interesting was right when we finished, Sony hired some consulting group to do a mock review for the game. When was the last time you read that report? One of the most fearsome foes in The Last Of Us, a Clicker What about the sound design — especially the scene when you start up the generator.

    Were there fights about what the clickers should sound like? And they showed this kid skateboarding down the street, and he clicks. How do we bring out the humanity in this creature? And that's the thing we struggled with throughout production. How did you make it so you'd hear those bits of background and character spots? We would start with the major story beats, which were the cinematics. Then Bruce would tell me the game is too dark And then it's like, "OK, how do you find that glue, what are some interesting things for them to mention? And then just doing some improvisation, so when you bring the actors into the studio so they have those lines — and we wrote way more than we needed, so then we could pick and choose of what to sprinkle into the level — but they would improvise as well as far as they were watching a video of the level being played, and as those characters, they're reacting to the situation.

    So some of the stuff you're hearing is their improvisation. The interesting contrast between Joel and Ellie is that Joel saw the world pre-apocalypse, pre-shit hitting the fan, and Ellie was born after — she's 14, and it's 20 years since everything went bad. So that was the intriguing part to us: What would interest Ellie being outside of the quarantine zone for the very first time? What would it be like to enter the woods? In the book, City Of Thieves, they talk about this Russian winter in World War II, in Leningrad, and cannibalism takes hold, and everybody's chopped down every tree inside of the city to use it for wood, for fuel That is the stuff that would happen.

    So what happens when Ellie gets out of that? As much as the military's thinking, "Oh, we're trying to keep people alive and we're doing our best to sustain this environment, and we actually have a positive goal", what's really happening is dark and bleak in the quarantine zone.

    And then she gets outside and, sure, there are infected, but then there's all this beauty and nature is reclaiming the earth, and that contrast — Ellie needs to say something about that. And day to subtktrat, you know, she's still a kid. So she's going to get excited by seeing a Goinb poster for a film she could never see. The idea of being an astronaut was always intriguing to tthe, because that's something she could never do — there's no chance ever she could Going the distance online subtitrat that. Bill's subtitdat at sunset It was fun to have Ellie subtitdat to things as you explore. That was Goimg to is. Exploring subtiitrat result in those little discoveries about the relationships between the characters.

    So like the three of you are walking together — Ellie, Joel and Bill — and Tess had just died, and then if you go off and explore a house, we were like, "Oh, this could be a good opportunity for something. You've separated yourself from Bill, and Ellie could show up here and have a private conversation with you. And you know, if you go pick up this note, we were like, "Oh, that would be a good opportunity for us to put Ellie right behind you, and then she would say, 'Hey, I'm sorry about Tess. Gimple, who additionally boards Fear the Walking as an executive producer.

    The new bosses should bring new perspective to Fear the Walking Dead, while Lennie James' inclusion in the series as Morgan sparks new life for this show. You can read our review of the most recent episode right here. You'll have to wait until August 12 to get the second half of the season, unfortunately. Until then, here's a new poster for the second half of the season: Click the blue titles to go to the full reviews. A lone traveler's wearying journey is interrupted by new acquaintances, some who become friend, others who become foe. Meanwhile, the life Madison has fought to build comes under threat.


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