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Save Money on PlayStation 5 Consoles, Accessories, and Games Through June 11th

Save Money on PlayStation 5 Consoles, Accessories, and Games Through June 11th


From May 28th through June 11th, Sony is offering discounts on select PlayStation 5 hardware, accessories, and games.

It is part of their Days of Play celebration, not to be confused with their State of Play events, though one is rumored to happen sometime next month.

The big headliner for deals is a PS5 console bundle, featuring Call of Duty: Black Ops 6, available in the U.S. and Canada for $399.99 USD / $509.99 CAD. That’s a savings of $119.99 USD and $159.99 CAD, respectively.

But wait, there’s more! Sony is running the following deals for PS5 accessories:

$50 USD off PlayStation VR2 and PlayStation VR2 Horizon Call of the Mountain Bundle

$30 USD off Pulse Explore wireless earbuds

$30 USD off DualSense Edge wireless controller

$20 USD off Access controller

$20 USD off DualSense wireless controller

While details aren’t available yet, there will be “various discounts” on games including Astro Bot, MLB The Show 25, The Last of Us Part II Remastered, and more.

Sony Recently Raised Prices on PS5 Hardware

While saving over $100 on a PS5 is great, keep in mind that Sony recently raised the console price in multiple countries. In Europe, the UK, Australia, and New Zealand, Sony increased the cost of PS5 hardware, though the PS5 Pro is unaffected.

Region

New Price

Old Price

Europe

PS5 Digital Edition – €499.99

(No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive) 

€449.99

UK

PS5 Digital Edition – £429.99

(No pricing changes for the standard PS5 with Ultra HD Blu-ray disc drive) 

£389.99

Australia

Standard PS5 with Ultra HD Blu-ray disc drive – AUD $829.95

PS5 Digital Edition – AUD $749.95

$799.95

New Zealand

Standard PS5 with Ultra HD Blu-ray disc drive – NZD $949.95

PS5 Digital Edition – NZD $859.95

n/a

It is uncertain if those regions will participate in the Days of Play savings event.

There’s also uncertainty surrounding the price here in the United States, thanks to market uncertainty due to tariffs from the United States. Sony wouldn’t be the only console maker raising prices. Microsoft recently announced that they’re increasing Xbox prices, and fans are still upset at Nintendo for raising the price of select Switch 2 games to $80.

PlayStation 5 Tag Page Cover Art-1

Brand

Sony

Operating System

Orbis OS



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PlayStation Days of Play 2025 brings discounts on PS5 consoles, accessories & PS Plus | TheSixthAxis

PlayStation Days of Play 2025 brings discounts on PS5 consoles, accessories & PS Plus | TheSixthAxis


Sony has revealed the Days of Play 2025 promotion, running from 28th May through 11th June to coincide with Summer Games Fest, and bringing discounts for PlayStation 5 consoles, accessories, games, and PS Plus.

This includes some significant sale pricing on PlayStation 5 consoles. In the US and Canada, the Call of Duty: Black Ops 6 bundle is starting at $399.99 USD / $509.99 CAD for the digital edition, saving up to $120 if bought separately. Meanwhile, standalone consoles in Europe and Asia will also be on sale, starting at €399.99 / £339.99 / ¥65,980 for the digital edition. There will also be a $50 USD discount on the PS5 Pro.

That’s potentially a good set of savings, bringing the price of the digital consoles down significantly below what the MSRP was prior to the price hikes in April this year. I’m not sure why Sony aren’t saying the price of disk drive consoles, outside of “starting from” giving lower numbers.

There will also be offers for PS5 accessories and games, including:

$50 USD off PlayStation VR2 and PlayStation VR2 Horizon Call of the Mountain Bundle
$30 USD off Pulse Explore wireless earbuds
$30 USD off DualSense Edge wireless controller
$20 USD off Access controller
$20 USD off DualSense wireless controller

Discounts will also be rolling out through the PlayStation Store on hundreds of games, and there’s also some savings to be had on PlayStation Plus. New subscribers can save up to 33% on a 12-month membership, though this will depend on region and tier – PS Plus Essential typically only has a 20% discount in these deals now, though Sony has not yet stated what the discount will be, sticking with the “up to” descriptor. If you upgrade from PS Plus Essential or Extra to PS Plus Premium, then you will also save 33%.

Sony’s revealed the PS Plus Monthly Games for June, with a bonus fourth title, the Destiny 2: The Final Shape year-long expansion.

For PS Plus Extra, games added through the next fortnight include Another Crab’s Treasure (PS5), Skull and Bones (PS5), Destiny 2: Legacy Collection (PS5, PS4) and Grand Theft Auto III (PS4, PS5). Meanwhile, Myst and Riven are added to the PS Plus Premium Classics library. There’s also PS Plus trials for Kingdom Come: Deliverance II and Sid Meier’s Civilization VII.



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Nearly 4 years into early access, Timberborn makers say they’ll take ‘as much time as we need’

Nearly 4 years into early access, Timberborn makers say they’ll take ‘as much time as we need’


You may have heard of Timberborn, the beaver-themed city builder that was launched in Early Access in September 2021. That’s because it’s sold over 1 million copies already, and has a fan base dedicated to the wholesome, multifaceted game. Despite its success, developer-publisher Mechanistry hasn’t announced plans to release the 1.0 version nearly four years after it launched to the public.

I’ve only logged (sorry) a few hours in Timberborn so far, but it’s fair to say I’m charmed by the cute beaver citizens and their innate productivity and efficiency. As communications manager Michal Amielanczyk told Polygon on a video call, the species’ behaviors lend naturally to the cadence of a sandbox game — beavers build, prepare for winter, live in commune with one another, grind their teeth to sharpen them. In update 7, out May 8, Mechanistry added to the repertoire of construction options like farms and fire pits with long-distance transportation options: ziplines and “tubeways.”

“Especially after update 6 and update 7, the number of people telling us that in their opinion the game is ready for 1.0 — that’s skyrocketed,” Amielanczyk said. “But honestly, we are going to take as much time as we need to make the game worthy of that 1.0 label.”

I told Amielanczyk and game designer Adrian Bociek that the game felt complete to me. It’s a city builder as complex as any other, and it’s filled with wacky features devised by the dev team and the dedicated fans who hang out on Timberborn’s Reddit and Discord server.

“It’s a formula that allows us to test out some ideas with the community and iterate upon the reactions that they will have to that,” Bociek said. “Because sometimes people use tools that we give them in ways that surprise even us, and we just make that an even stronger part of the feature.”

In this sense, Bociek and team use Early Access like a tool, and a mutually beneficial one at that. They get more time and bandwidth to work on perfecting the game, and players get more features they enjoy or want.

“It’s not like we are still in the Early Access because we are not able to make the game playable,” Amielanczyk said. “There’s just our desire to make it as good as possible and ensure that the ‘Overwhelmingly Positive’ rating that you mentioned stays right there when the game releases into 1.0.”

I asked Amielanczyk if the team planned to move on after Timberborn’s full launch, whenever it happens. He told me it’s too early to talk about it.

“Timberborn is our first and only game at this point, and that’s probably one of the reasons we are being so cautious,” he said. “I don’t we’ll be ever ready for 1.0 in a true sense. It will have that mystery feel to us until it eventually happens.”



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Goblinarama – An exploration and platform game for the ZX Spectrum by Zero Budget

Goblinarama – An exploration and platform game for the ZX Spectrum by Zero Budget


Fancy another great game to play on your ZX Spectrum, then come and check out Zero Budget’s latest release of ‘Goblinarama’. A game which is described as an exploration and platform game developed for the ZX Spectrum created using the ZxGameMaker Engine. In this game you play as a young skater that must dispel a mysterious mist as well as deal with a town invaded by Goblins! To coincide with this news, as always provided below is the latest info as well as some gameplay footage.

And here’s the details. “Goblinarama is an exploration and platform game developed for ZX Spectrum 128K. Set in an urbanization. called Darkel Town. invaded by goblins, the player plays a young skater who must walk its streets while collecting spray cans to dispel the mysterious mist and retrieve key objects. Mechanics combines action with touches, exploration and resolution of small puzzles. To complete the mission, the player must collect all the goblin eggs to stop the infection. Goblinarama offers an intense and nostalgic experience, designed especially for lovers of Zx Spectrum”.

Links :1) Source 



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DOOM: The Dark Ages – Metal As Hell, Just Not As Sharp

DOOM: The Dark Ages – Metal As Hell, Just Not As Sharp


I have to give props to id Software – this is the third DOOM game in this new series, and so far each one has felt distinctly different. Still DOOM, sure, but with major gameplay differences. It’s a ballsy choice because there’s already a divide among the fanbase, some preferring the simpler DOOM 2016 while others view DOOM Eternal’s difficult but rewarding resource-management and shooting as peak FPS.

DOOM: The Dark Ages does not buck this trend of changing things up. It ditches the constant weapon-swapping of DOOM Eternal, eases off the accelerator just a touch, and is without a doubt the easiest of the trilogy. Perhaps it’s something of an overreaction on id Software’s part to Eternal because of players getting filtered by systems and difficulty, even while others adored it. Simply said, I think if you liked DOOM 2016 but bounced off of DOOM: Eternal then I think you’ll enjoy The Dark Ages.

Review code provided by keymailer and Bethesda

The Dark Ages is set somewhere between the events of DOOM 64 and the 2016 DOOM soft reboot, or in other words, it takes place between the Doom Guy opting to stay hell and the sarcophagus we find him in at the start of DOOM 2016. Going in, I actually assumed it would be an origin story, showing (rather than telling) how the relatively powerful Doom Guy became the God-like Doom Slayer. It does address this a little, but for the most part this is the Slayer with all his insane power, albeit technically canonically weaker than we have seen him in DOOM: Eternal. Not that you can tell.

This also feels like the most story-heavy of the new DOOM games, adding quite a lot to the lore and introducing a bunch of characters. And yet I struggle to find much to say about it because the way it is written and delivered is forgettable. At about the halfway point, the plot hits a new level of crazy and my brain shut-off, refusing to take in any more information, even while the game launched into a lengthy cutscene by the series’ standards. I respect id for trying to inject more plot into DOOM and I’m sure the lore-lovers out there will be happy, but I’m here to deliver shotgun blasts to skulls, not to ponder a fleshed-out DOOM universe where I have to remember people’s names.

During the build-up toward release, id Software were sure to describe this as a slower game featuring a Slayer more akin to a tank than the fighter jet he was in DOOM: Eternal. “Stand and fight” they cried, emphasizing the extra focus on smashing shit in the face rather than just shooting shit in the face. And yes, it is probably a slower game overall compared to Eternal, but that’s kind of like saying a street-legal Lamborghini is slow compared to an F1 car – absolutely true, but both of them are still fast as fuck. The Dark Ages is not a slow game, and is actually more consistent in its speed thanks to the sprint button. Now, I can go fast whenever I damn well please, and can still parry, shoot and hurl my shield while doing so. The generous range on the shield bash also makes it laughably easy to get up close and personal to a demon’s face. And then it’s skull. And then brains. And then the open air on the other side. Point is, while I did sometimes stand and fight, a lot of the time I was blitzing around the levels like I had commitment issues and the ground was a frustrated girlfriend.

The Slayer has picked up some new tricks for this game, rocking a chainsaw shield like he watched the MCU and decided to cosplay as Captain America, except without the aversion to decapitating enemies with a flying death frisbee. Hurling the shield is as easy as tapping a button, and it’ll decimate fodder enemies without even slowing down. For bigger enemies, the shield will chew into their flesh for a few seconds, leaving them stunned. It can even be used to blast apart armour when it starts to glow in a satisfying show of sparks and armour shards.

But the shield’s real party trick is its ability to parry green attacks, sending them hurtling back toward the enemy. This can activate special runes and abilities, like triggering a bolt of lightening or causing a small auto-sentry to pop up on the Slayer’s shoulder. At first, it felt odd to be parrying incoming attacks – like someone had injected Dark Souls into my DOOM – but it quickly became second-nature to bounce attacks back. It also’s probably the biggest example of how easy this DOOM feels compared to DOOM Eternal. Even with the difficulty ramped up, death doesn’t come often, and the parry window is beyond generous without heading to the difficulty sliders and making it harder. Even then, though, parrying attacks is a breeze. Eternal wanted you to work hard to feel awesome, but The Dark Ages just wants you to feel awesome regardless.

Fitting in with the fantasy aesthetic, the cape-wearing Slayer has gained an extra appreciation for hitting things. Armed with a couple of selectable melee weapons unlocked through the game, the Slayer hits like a truck. Weirdly, though, melee is treated like a gun in that it has “charges” you need to refill by picking up ammo. The flail, for example, has three charges before you run out and can’t hit stuff anymore. Because of that, I actually found myself using the melee system far less than I was expecting.

That’s fine, though, because this is a DOOM game and I’m here for the gunplay. There’s the usual selection of armaments to play around with like the iconic super-shotgun, which actually feels more dangerous than ever, along with awesome new additions like a rapid-firing machine gun that crushes skulls and fires the bone fragments. Since you don’t have to quickly swap between them like you did in Eternal to get ammo, there’s more room to grow attached to specific weapons and upgrade them. The downside to that, of course, is that you can find yourself sticking to just a couple of guns rather than exploring the full breadth of what’s on offer.

One odd change is the removal of awesome glory kills, replacing with them a weird kick that sometimes doesn’t connect properly or doesn’t even kill the enemy outright. According to id, the idea here was to improve the flow of the gameplay by not locking players into rigid, lengthy kill animations. I can see the logic behind this, but the glory kills never really felt like they were interrupting the action, and these weird kicks that have replaced them actually feel more awkward and far less satisfying.

The upgrade systems feels decent in this DOOM and it gives you a decent reason to check behind every nook and cranny for gold bars.

Overall, this DOOM feels like it sits in the middle between DOOM 2016’s pretty straightforward shooting, and DOOM Etenal’s puzzle-like action. I’ve seen some of the comparisons online and how The Dark Ages seems to be almost as divisive as Eternal was, but all I can tell you is that I had a blast for the entirety of the 10 hour campaign. Admittedly toward the end the action was starting to fade a little, purely because the combat doesn’t continue to evolve in the same way Eternal did. And I found the weapon switching to be a little slow. Those small gripes aside, though, I was having a blast, even if I would still rank Eternal has the strongest of the trilogy in terms of pure game design, even while probably having raw fun with The Dark Ages.

DOOM: The Dark Ages breaks up the frantic, gory action in a number of ways, including introducing a few semi-open spaces (don’t worry, they aren’t massive) where you can spend some extra time tackling optional stuff, finding secrets and even fighting bonus bosses for upgrades. But the big way it likes to break up the action is by tossing you into a mech or onto the back of a dragon. Yes, you read that right – the Doom Slayer gets to go all Pacific Rim and beat the shit out of demons using giant mech, and then ride around on fantasy dragon decked out in cybernetic augments. Somewhere, sometime, 14-year-old me is doing one hell of a happy dance.

The pure spectacle and scale of both the dragons and the mechs is absolutely fantastic. The first time you punch a building-sized demon or soar through the skies on a drag is epic. However, in terms of gameplay both types of section are a little weapon. The mechs are decent, having you just punch the shit out of demons and then dodge attacks before unleashing power moves. It’s fun in a mindless way, but toward the end of the game the novely has worn off.

As for the dragons, flying around feels good the moments where you are chasing down demon ships by hurtling through tight corridors is a lot of fun, especially because the sense of speed is so good. Combat is less fun because you lock-on and then awkwardly hover in place, dodging big glowing attacks and holding down the fire button until whatever it is dies. When I imagine dragon combat in my head, hovering in place and dodging to the side is not what I imagined. But I do like that the dragon levels often have you landing and going on foot as well.

One thing I do miss is the levity of the past two games. Neither DOOM 2016 or Eternal were comedic games, by any stretch of the imagination, but each of them had funny moments. The Dark Ages, though, takes itself 100% seriously at all times outside of the absurdity of the violence.

One aspect where the story does not fail, though, is its never-ending—nay, almost overly tryhard—quest to make the Slayer the most badass of badasses, a walking bastion of indomitable power draped in so much aura that even Chuck Norris would think twice about fucking with him. In fact, the game puts so much effort into ensuring that the Slayer is the baddest thing walking that it can border on being cringey, but that’s just part of the fun.

You hear those slamming drumbeats and those pounding guitar rhythms? yeah, DOOM: The Dark Ages still goes hard on the metal, giving us an adrenaline-pumping soundtrack designed to fuel gym sessions and ultra-violence. But between Eternal and this game, composed Mick Gordon left amidst a heap of controversy, and while still excellent, this new soundtrack is definitely missing something special. DOOM 2016 and Eternal both had a little extra flair that the Dark Ages is missing. That said, I do wonder if its the knowledge that Gordon is composing that’s making me like it a little less. If I hadn’t known that Gordon had left going into The Dark Ages, would I have even noticed?

In terms of performance, The Dark Ages generally ran pretty well. It’s another game that requires a ray-tracing capable card right out of the gate, something which seems set to become the norm, so that might be a sticking point for anyone running an older GPU. Provided you meet the requirements, though, it runs smoothly enough. I had one crash, but otherwise the game was stable and held a consistent framerate. In short, I don’t have any major complaints, although I did note some problems being reported on Steam, so as always do your homework.

In Conclusion…






Rating: 4 out of 5.

Will it split the fanbase again? Absolutely. The Dark Ages makes big swings — slower pace, less difficulty, more story, fewer glory kills — and not everyone’s going to be into that. But for my money, it’s a worthy continuation of id’s mission to keep DOOM evolving. It might not be peak Slayer, but it’s still a brutally fun time that earns its place in the series. Just don’t expect to be challenged the same way Eternal did — this one’s more about feeling powerful than becoming powerful.

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Be My Horde : Welcome To Hell Official Trailer

Be My Horde : Welcome To Hell Official Trailer



The Welcome to Hell update massively expands the base game by adding a whole new level: Hell itself. Besides the environmental hazards of fire tornadoes, lava ponds, and explosive volcanoes, Moriana will also have six new enemies to contend with, culminating in a showdown with the Lord of the Underworld himself: the Devil. Not to worry, though, the introduction of three new abilities—Frost Nova, Frost Bolt, and Blizzard—will help her keep her cool. This update also introduces the skill tree mechanic, where



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The Last Of Us Season Two, Episode Seven Recap: Abby Road

The Last Of Us Season Two, Episode Seven Recap: Abby Road


We made it, everybody. We’ve reached the end of HBO’s The Last of Us. Wait, sorry, I’m getting word in my earpiece that…we’re only halfway done with it because this show’s going for four seasons. At this point, I’m mostly feeling deflated. Last week’s episode was such a catastrophic bummer that it cemented for me that the show fundamentally misunderstands The Last of Us Part II, the game this season and those that are still yet to come are adapting. But you know how your mother would tell you not to play ball in the house because you might accidentally break the priceless vase on display in the living room? Well, if you’ve already broken the vase, you might as well keep playing ball, so we’ll probably be doing this song and dance into 2029. For now, we’re on the season two finale, which essentially wraps up Ellie’s side of this condensed revenge story and reveals the premise of season three. Most game fans probably assumed this was where the season would end and, if nothing else, it’s still a bold cliffhanger to leave off on.

Guilty as charged

After last week’s flashback-heavy episode, we open on Jesse (Young Mazino) tending to wounds the Seraphites have inflicted on Dina (Isabela Merced), which means we get a real heinous scene of him doing some amateur surgeon’s work to remove the arrow she took to the knee. He douses it in alcohol and offers her a sip to dull the pain, but she staunchly refuses without explaining why. They made Jesse an asshole in this show, but he’s still a smart guy. The gears start turning in his head about why she might turn down a swig right now. Nevertheless, he takes that motherfucker out with no anesthetic, booze, or supportive bedside girlfriend to help Dina through it.

Speaking of the absent girlfriend, Ellie (Bella Ramsey) finally returns to their theater base of operations. Now that she’s back, all her concern is on Dina, but Jesse is still wondering where the hell she’s been this whole time. Dina is resting backstage, and even though we only see these details for a few minutes, I once again want to shout out the set designers who recreated this little safe haven, which is covered in old show posters and graffiti from bands and artists that performed there before the cordyceps took over. I’m sure Joel would have loved to have seen it.

Dina stirs awake and Ellie checks her wound. Jesse’s effort to wrap the injury leaves a lot to be desired, but it should heal in time. Ellie asks if the baby’s alright, and Dina says it’s okay.

“How do you know?” Ellie asks.

“I just do,” Dina replies.

The one who is not okay in the room is Ellie, who is bleeding through the back of her shirt. Dina helps her undress and starts to clean the scratches on her back. As she does, she asks what happened while they were separated. Ellie says she found Nora (Tati Gabrielle), and she knew where Abby (Kaitlyn Dever) was, but only said two words: “Whale” and “Wheel.” Ellie says she doesn’t know what it meant. It could have been nonsense. She was infected, and it was already starting to affect her cognitive state.

“I made her talk,” Ellie whispers. “I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.”

Image: HBO

Dina asks if Ellie killed her, but she says she just “left her,” meaning that somewhere in this timeline, Nora is wandering the depths of a Seattle hospital with broken legs and an infected mind. I thought the show couldn’t possibly concoct a worse fate for her than what happens in the game, but they found a way. It takes commitment to put down a character like showrunners Craig Mazin and Neil Druckmann have done for Nora across both video games and television. Personally, I think when you already know that people are wary of the way you treat one of the few Black women in your franchise as if she doesn’t deserve the same dignity as everyone else, maybe you should do better by her when given a second chance, rather than worse. But that’s just me. I’m not the one being paid a bunch of money to butcher this story on HBO Max every Sunday at 9 p.m. Eastern. So what do I know?

Maybe this is just part of the contrived sadism the show has attached to Ellie. She thinks violence is easy and it comes naturally to her, so I guess she would beat a woman nearly to death until the fungal infection made her lose her mind. Meanwhile the game version is so traumatized by what she’s done in this moment, she’s practically speechless by the time she reaches the theater. God, I knew this shit was going to happen. Mazin has repeatedly insisted that Ellie is an inherently violent individual, something he’s communicated both in interviews and by having Catherine O’Hara’s Gail, the therapist who tells you what the story is about, say that she’s always been a sadist, probably. Now, when we get to moments like the post-Nora debrief which used to convey that Ellie is Not Cut Out For This Shit, the framing instead becomes “Ellie likes violence and feels bad about how much she likes violence.”

Before The Last of Us Part II came out, a lot of Naughty Dog’s promotion for the game was kind of vague and even deceptive in an effort to keep its biggest twists under wraps, and some of the messaging it used to talk about the game’s themes have irrevocably set a precedent for how the game’s story is talked about years later. When the game was first revealed in 2016, the studio said the story would be “about hate,” which paints a much more destructive and myopic picture of Ellie’s journey than the one driven by love and grief she actually experiences through the course of the game.

One of the most annoying things about being a Last of Us fan is that its creators love to talk about the series in ways that erase its emotional complexity, making it sound more cynical and underhanded when the actual story it’s telling is anything but. I can’t count how many times I’ve heard people reductively parroting notions that The Last of Us Part II is just about “hate” and “guilting the player” for taking part in horrifying actions when they literally have no choice but to do so, rather than cracking the text open and dissecting that nuance. Mazin’s openly-expressed belief that Ellie is an intrinsically bloodthirsty person similarly bleeds into how a lot of the public perceives her as a character, seeing her as a violent ruffian rather than a grieving daughter who was only ever taught to express her pain by inflicting it on those who made her feel it in the first place. Discussing these games as a fan means having to fight against these notions, but they’re born from a game built on subtext, and thus willingly opens itself to those interpretations.

Its willingness to dwell in ambiguity only makes it a more fascinating text to unpack, or it would, if we lived in a world where discussing video games wasn’t a volatile experience in which you constantly run the risk of being targeted for performative online dunks, or running up against rabid console tribalism. Now, the Last of Us show has decided to lean into the most boring interpretation of what this story is about without an ounce of subtlety, nuance, or even sympathy for Ellie’s plight. She is a sadist who does terrible things not simply because she’s grieving her father figure, but because this is just who she is. Mazin has deemed it so, and here we are, and this vision of her will no doubt weave itself into the fabric of how we talk about Ellie Williams, even in the game.

This story only has any thematic weight if Ellie’s violent outbursts are rooted in pain, not pleasure. Yeah, what we’re seeing in the show is her acting from a mix of those things but, in the game at least, the most affecting moments of Ellie’s Seattle revenge tour happen when she has to confront how she is not built for acts of violent excess in the same way Joel was. She never has been. Back in Part I, she was sick to her stomach when she committed her first kill to save Joel, and the entire point of Part II was that we see her cut off parts of herself to do what she feels she must, only to find that she’s unable to recognize herself when it’s all over. In the show, she is instead mesmerized by carnage, only to decide she doesn’t like that she feels that way, actually. But all this self-reflection is fleeting, because she’s only killed one person on her list, and there’s a lot more work to do. How many Joels is Nora’s life worth to Ellie? One-fifth?

While Ellie is wrestling with these feelings, Dina is about to see things with more clarity than ever. At first, she says that Nora may have deserved this fate worse than death, to which Ellie says “Maybe she didn’t,” before telling her girlfriend everything. She tearfully recounts Joel’s massacre of the Fireflies at the base in Salt Lake City, how the group was going to use her immunity to create a cure, and how Joel killed Abby’s father to save her. Dina puts it all together and asks Ellie if she knew who Abby’s group was. She says she didn’t, but she did know what Joel did. Dina sits with that for a moment, then flatly says the group needs to go home.

So I guess this is how the show gets Dina, who’s been pretty revenge-hungry thus far, back onto the track she’s on in the games. Without spoiling scenes in the late game for the uninitiated, some major points of conflict at the end of Part II require her to be less on-board with Ellie’s vendetta, so the fact that she’s been egging her girlfriend on to track down Abby was an odd choice. I wasn’t sure how the show would handle it down the line, but it seems the way HBO’s show has course-corrected was by having her condemn Joel’s actions. Dina had her own relationship with the old man in the show, so I imagine that in a later season she’ll interrogate how she feels about him in light of this new information, but having her more or less get off the ride when she learns what Joel has done sets up a contrast between her and Ellie that I’m curious to see how the show handles.

The shame of it, though, is that this is just one more thing that undermines one of the core foundations of the source material, and I have to get at least one more jab in on this topic before we end the season. In The Last of Us Part II, when you look at what is actually expressed in dialogue, you see that characters are often lacking important information about each other. This lack of communication is an important part of its storytelling, but the show is instead having characters tell everyone everything. In Part II, Joel and Ellie don’t know who Abby’s father was. It’s strongly implied that no one other than Joel, Ellie, and Tommy knew about what happened in Salt Lake City, not even Dina. The more the show bridges these gaps of communication, the more senseless this entire tit-for-tat feels. To be clear, it was senseless in the game, but it was in a tragic, “these people are so blinded by their emotions that they can’t fathom another path forward” sort of way. This time around, everyone knows exactly what’s happening and chooses to partake in violence anyway. We don’t have any mystery or lack of communication to fall back on as a we struggle to understand why the characters keep making these self-destructive decisions. Everyone is just knowingly the worst version of themselves this time around, and I guess Mazin thinks that’s the point, which is the kind of boring interpretation that makes the show such an inferior version of this story.

Family matters

We now begin our third day in Seattle. Ellie and Jesse are packing up to get going in the theater lobby. The plan is to find Tommy (Gabriel Luna) somewhere in the city and then head back to Jackson. However, Jesse is a lot less talkative this morning. Dina limps into the lobby, and after a brief scolding for being on her feet, she gives Ellie a bracelet for good luck.

“I’m not sure it’s been working for you,” Ellie jokes.

“I’m alive,” Dina replies.

Jesse is clearly uncomfortable watching his ex (or are they technically still together now? I’m not sure) give Ellie a prized possession, and says he can go alone if Dina wants Ellie to stay. Ellie says they’ll be safer together. Jesse relents and says they should be back by sundown. The tension is radiating off him, but the pair leaves Dina in the safety of the theater.

Jesse has a disgruntled expression looking at Dina and Ellie.

Image: HBO

Ellie and Jesse awkwardly walk through the remains of Seattle. She finally breaks the silence by asking how he found Ellie and Dina’s theater base. He recounts his two days of tracking, giving a shoutout to the horse Shimmer who’s still vibing in the record store the girls left her at, but he’s clearly pissed. Ellie assumes it’s because he and Tommy had to cross state lines to come find them, but no, there’s something else on his mind. Why do Ellie and Dina look at each other differently? Why did Dina turn down a free drink for the first time in her life? He’s putting it all together. Dina and Ellie are no longer just gals being pals, and his (now ex?) girlfriend is pregnant.

“None of this has to change things between us,” Ellie says.

“Everything changing doesn’t have to change things?” Jesse asks. “Well, how about this for something new: I’m gonna be a father, which means I can’t die. But because of you, we’re stuck in a warzone. So how about we skip the apologies and just go find Tommy so I can get us and my kid the fuck out of Seattle?”

Wow, okay. Judgey, much? I mean, you’re right, Jesse. This is a no good, very bad situation, and Ellie has put your kid in danger and won’t even tell you she was torturing a woman last night. But god, I miss kindhearted Jesse. I miss Ellie’s golden retriever best friend who, when finding out Dina was pregnant, firmly but gently told Ellie it was time to get the fuck out of Seattle. Now that the show has created a messy cheating love triangle out of these three, I’m once again reflecting on how The Last of Us Part II could have very easily made this storyline a dramatic, angry one, and instead it was one of the brighter spots in a dark tale. Meanwhile, in the show, the whole thing feels like it’s regressed to a rote and predictable earlier draft of the story that’s much less refreshing and compelling than the one we already know. Justice for Jesse. This is character assassination of the goodest boy in all of Jackson. Well, actually, that’s Abby’s job. Sorry, sorry. That’s actually not for another 35 minutes.

As the two move further into the city, they see more art praising the Seraphite prophet on the buildings, but she looks notably different than in images we’ve seen previously. This art depicts a Black woman, whereas others have typically portrayed the prophet as white. Ellie wonders aloud if there’s “more than one of her.” Jesse says it’s possible, but ushers her forward as rain starts pouring down. I’m curious what the show might be doing here, as this is a divergence from Part II. Could the Seraphites be a kind of polytheistic group in the show that follows multiple prophets? Could they believe the Prophet was reincarnated into a different woman at some point? All we can do is theorize, but we haven’t seen much of the Seraphites this season so we don’t have much to go on. Which is by design, and feels pretty in-line with Part II, which didn’t tell you much about the group during Ellie’s three days in Seattle. We’ll pick this thread back up next season, I’m sure.

The pair takes shelter but before they can catch their breath, they hear the popping sound of gunfire nearby as a W.L.F. squad corners a lone Seraphite. Ellie and Jesse watch in horror as the wolves strip and drag him away. Just as Ellie nearly gets out from cover to intervene, Jesse pulls her back. Once the coast is clear, Ellie walks away in a huff. As Jesse follows, he points out that they were outnumbered and would have lost that fight.

“He was a fucking kid!” Ellie shouts.

“Ellie, these people [are] shooting each other, lynching each other, ripping each other’s guts out,” Jesse says. “Even the kids? I’m not dying out here. Not for any of them. This is not our war.”

Who the fuck is this man? I touched on it in episode five, but what is with this show putting all of Ellie’s unlikable traits on other characters so she keeps getting to be the hero? Jesse turns from a selfless guardian into a selfish asshole who will watch a kid get tortured to save himself while Ellie is suddenly very concerned about a war that, in the game, she seemed largely indifferent to. It’s as if The Last of Us’ second season is so concerned with us liking Ellie and feeling like we can root for her that it’s lost sight of anything else.

So Jesse gets to be the belligerent asshole and Dina gets to be the revenge-driven one in the relationship. Ellie? She’s just bee-bopping through spouting cool space facts, and so when she tortures Nora, it feels like tonal whiplash. I don’t recognize Jesse. Most of the time, I don’t recognize Ellie. But really, the more I watch this show, the more I hardly recognize anyone, and I don’t have any faith in the series to figure these characters and their relationships out, even if it’s going to go on for two more seasons.

Will the circle be unbroken?

We shift away from the Jackson crew to check in on Isaac (Jeffrey Wright), who we haven’t seen in a few episodes. Sergeant Park (Hettienne Park) updates the W.L.F. boss that the incoming storm will get worse as the day goes on, but even so, the group is still preparing some kind of operation. She also lets him know the rank and file is a little nervous about whatever’s going on, but Isaac’s only concerned about one person: Abby. From the sound of it, she and most of her crew have all disappeared over the past few days. We’ve seen what happened to Nora, Manny is still around, but Owen and Mel are gone without a trace. Again, Isaac isn’t concerned with them. He’s nervous that they’re going into whatever operation they’re planning without Abby. Park is clearly exhausted by this lane of thinking and asks why he cares so much about the girl.

Isaac looks at a map on his desk.

Image: HBO

She starts off asking why one “great” soldier is so important when they have an army, and then gets into a weird aside where she exasperatedly asks Isaac if he’s harboring feelings for the girl when he’s at least 30 years her senior. I don’t know if this line is supposed to be a joke, but it’s not funny, even though Isaac laughs at it. She acknowledges it’s an out-of-pocket question, but says he “wouldn’t be the first old man” to make decisions based on such inappropriate impulses. As much as it’s a stupid thing for Park to say, it’s also a stupid thing for the writers room to nonchalantly whip out in a humorous fashion given The Last of Us’ history of old men preying on young women with the character of David. Why write this non-joke into your script if you don’t want viewers to possibly view his fixation on Abby as potentially untoward? Isaac’s following speech focuses on the preservation of his militia, in a very similar way to how David’s preoccupation with Ellie in season one was born from the cannibal’s warped views on longevity, and if you’re not trying to make this direct connection, why even gesture at it? Yeah, I don’t imagine anyone considered the optics of this obviously flippant, throwaway line, but Christ, if you’re that desperate for a joke or moment to cut the tension, this was the best you could come up with? Amateur shit.

Isaac sits Park down and tells her why he cares so much about one soldier. He says there’s a very strong chance that the W.L.F. leadership will be dead by tomorrow morning. If that happens, who can lead the militia in their stead? He wanted it to be Abby. It was “supposed” to be her.

“Well she’s fucked off, Isaac,” Park says as she leaves. “So maybe it wasn’t.”

We go back to the Jackson crew as Ellie and Jesse reach the rendezvous point in a bookstore, and Tommy isn’t here. The place is in bad shape like most places are in this city, but Ellie gravitates to the children’s books section. She picks up an old Sesame Street book, the Grover classic The Monster at the End of This Book, and picks it up for the bun in the oven as Jesse says she picked a good one. As the quiet creeps in on the two, Ellie tries to break the silence by clarifying what happened, but Jesse says they have enough problems for the moment, so he wants to bury the issue.

He says he loves Dina, but not in the same way Ellie does. He remembers a group that passed through Jackson, and how there was a girl he fell hard for. She asked him to leave with her to Mexico, but he declined because he’d found purpose and community in Jackson, and he was taught to put others first. People look to him to become the “next Maria” and lead the town, and he couldn’t abandon them for a girl he’d known for two weeks, even if she made him feel things he’d never felt before.

Ellie immediately sees through this story. It’s not about him pointing out how he’s felt love and knows that he and Dina aren’t the real deal; it’s about how she’s putting her own needs and wants ahead of everyone else’s.

“Okay, got it,” Ellie says. “So you’re Saint Jesse of Wyoming, and everyone else is a fucking asshole.”

“You can make fun of me all you want,” Jesse responds. “But let me ask you this, Ellie: If I go with that girl to Mexico, who saves your ass in Seattle?”

Before she can reply, they hear W.L.F. radio chatter about a sniper taking out a squad and assume it’s gotta be Tommy. The two head out to higher ground to get a better look, and Ellie sees a Ferris wheel in the distance. She finally puts Nora’s final words together: Abby is in the aquarium at the edge of the city. Immediately, her focus shifts away from Tommy as she starts trying to figure out how to reach Abby’s apparent hiding spot. Jesse is confused and says that Tommy’s got the W.L.F. pinned down in the opposite direction. Ellie starts coming up with justifications for her plan. They don’t know if that’s actually Tommy. If it is him, he’s got the group pinned down. Either way, he would want her to go after Abby to avenge Joel. Ellie doesn’t understand why Jesse is so against this. He voted to go after Abby’s crew back in Jackson, right?

Jesse and Ellie talk in the book store.

Image: HBO

No, actually. He didn’t. He believed this vendetta was selfish and “wasn’t in the best interest of the community.” That sets Ellie off.

“Fuck the community!” she screams. “All you do is talk about the fucking community, you hypocrite. You think you’re good and I’m bad? You let a kid die today, Jesse. Because why? He wasn’t in your community? Let me tell you about my community. My community was beaten to death in front of me while I was forced to fucking watch. So don’t look at me like you’re better than me, or like you’d do anything differently if you were in my shoes, because you’re not, and you wouldn’t.”

Jesse takes a beat, then tells Ellie he hopes she makes it to the aquarium as he leaves. While this scene does exemplify the show’s typicalal “no subtext allowed” approach to writing that I find so irksome, the storyline of Ellie feeling ostracized by the people of Jackson while constantly being told that she must make compromises for them even as they are incapable of extending the same to her is one of the few embellishments The Last of Us makes that resonates with me. It’s easy to write off Ellie’s revenge tour as a selfish crusade that puts everyone else in harm’s way, but when she’s also one of the few out queer people in a town that mostly coddles bigotry and she’s being constantly belittled and kept from doing things she wants to do like working on the patrol team, why would she feel any kinship to this community? Now, when she’s so close to her goal that she can almost taste it, Jesse wants her to consider the people of Jackson? Why should she do that? They’re hundreds of miles away, and the only people who came to save her and Dina were the ones who already cared about her. Ellie’s disillusionment with her neighbors is one of the few additions to the story that The Last of Us manages to pull off.

Ellie reaches the harbor from which she can use a boat to reach the aquarium and finds several Wolves meeting up on vessels heading somewhere off the coast. Isaac is here leading the charge, but it’s unclear where they’re going or what they’re doing. Game fans have the advantage of knowing what’s going on, but the W.L.F. storyline feels underbaked in this season, which is one of the real issues with the show dividing the game’s storyline into multiple seasons. During this section of the game, you get a sense that there’s an untold story happening in the background, and you can learn more about it through notes you can find in the environment and ambient dialogue from enemies. The show doesn’t have those same storytelling tools, so I wouldn’t be surprised if newcomers felt a little disoriented every time we hopped over to Isaac.

Once the W.L.F. forces make their way wherever they’re going, Ellie finds one of the spare boats and starts to make her way to the aquarium. The storm is hitting hard, though, and the tide is not on her side. A giant tidal wave knocks her out of the boat and into the sea. (Good thing you learned how to swim, queen.) As she washes up onto the shore, Ellie hears Seraphites whistling as a group of them descends upon her. She’s too weak to get onto her feet and run, so the cultists grab her and carry her to a noose hanging from a tree in the woods. She screams that she’s not a Wolf and that she’s not from here, but they don’t listen. As they wrap the noose around her neck and start to hoist her upward, a horn sounds off in the distance. The lead Scar says to leave her, their village is in danger, so I guess that’s what the W.L.F. operation is targeting? This concludes our latest little exposition detour, as Ellie gets right back into the boat to the aquarium.

Ellie crawls on a beach as rain pours down.

Image: HBO

She manages to reach the building and finds a broken window through which to enter. Inside, she finds several makeshift beds. Whatever Abby’s doing here, she’s not alone. As Ellie makes her way deeper into the aquarium, she finds a ton of medical supplies, including bloody bandages and surgical equipment. Was Abby injured? Is that why she’s been missing in action as the W.L.F. undergoes a huge, all-hands-on-deck mission? Who’s to say?

Quick sidenote: When Ellie infiltrates the aquarium in the game, she’s attacked by a guard dog named Alice. The W.L.F. used trained canines in their war against the Seraphites, but that element has been notably absent from the show. Between this and sparing Shimmer from her explosive fate, The Last of Us has been toning down the animal murder.

Ellie keeps walking through the desolate aquarium and eventually finds fresh footsteps. She follows them and soon finds their source: Abby’s friends Owen (Spencer Lord) and Mel (Ariela Barer). The two are arguing about something, though it’s not clear what. Owen wants to go somewhere behind enemy lines, even in the midst of the battle Isaac has just initiated. He says he doesn’t have a choice because “it’s Abby.” Mel says he does have a choice and so does she, and the Abby of it all is why she’s not going along with whatever the plan is. Owen says he’ll do it on his own, and if Mel’s still here when they get back, she can “keep going with [them].” Either way, Owen’s leaving. Mel let’s out a hearty “fuck you, Owen” before realizing that Ellie is there. Sure seems like there’s a whole other story that’s been going on while we’ve been hanging out with Ellie, huh? I wonder if we’ll ever get any further insight into whatever this is. Perhaps in a season entirely dedicated to the other side of what’s going on in Seattle? Maybe in a couple years it might premiere on HBO Max (or whatever it’s called by then)? That would be something!

Ellie holds the two at gunpoint and tells them to put their hands up. When she asks where Abby is, Owen realizes who she is and points out that he was the one who kept her alive. Ellie isn’t swayed by this, so he says they don’t know where Abby went. But, of course, they were just talking about her, so Ellie knows that’s not true. She spots a map on the table and decides to pull out an old Joel Miller standard: She tells Mel to bring her the map and point to where Abby is, saying that next she’s going to ask Owen the same question, and the answers had better match. Owen looks at Mel and says that Ellie will kill them either way, so there’s no reason to comply. Ellie says she won’t because she’s “not like” them. When she crosses state lines to torture and kill someone who killed somebody important to her, it’s very different than when they do it, of course.

Owen stops Mel from grabbing the map by saying he’ll do it. He slowly turns to the table, but instead of picking up the map, he grabs a handgun stowed under it. Ellie is quick with her trigger finger and shoots him right in the throat. The bullet goes straight through him, and hits Mel in the neck as well. She falls onto her back and, instead of cursing Ellie, she asks for her help. Not to save her life, but someone else’s. She opens her jacket to reveal her pregnant belly, and asks if Ellie has a knife to cut the baby out of her before she dies. Ellie is in shock and doesn’t know what to do. Mel tells her she just needs to make one incision. That isn’t enough direction, and Ellie panics. She doesn’t know how deep or which direction to cut. As Mel starts to become delirious, she asks Ellie if the baby is out. But she hasn’t even made one cut. Mel finally drifts off, and Ellie realizes it’s too late. She sits there until, eventually, Tommy and Jesse find her. Tommy attempts to comfort her, but she’s in shock and doesn’t speak. Finally they leave and head back to the theater.

Why can’t this show stop giving the audience outs to not turn against its leads? The death of Mel, specifically, feels like the show bending over backward to teach Ellie a lesson without laying blame at her feet. Mel’s death here is an accident. She’s an innocent bystander who dies because Owen and Ellie made choices, and she was, quite literally, caught in the crossfire. In Part II, by contrast, Mel “shot first.” Well, she tried to stab Ellie, but that doesn’t have the same ring to it. Ellie reacts in self-defense and stabs her right back, but she did it fully knowing she was about to send Mel to an early grave. The gut punch Ellie feels upon learning that she’s pregnant is a moment of dramatic irony, because the game’s shifting perspectives had already revealed her pregnancy to the player way back in the opening hours. So when you’re slamming the square button to fight back, you know that Mel isn’t the only one about to reach her untimely end. Here, she doesn’t even get that moment of agency to fight to protect herself. She’s just collateral damage. It’s a small but important distinction. At this point in the show, Mel’s only real trait is a clear distaste for Abby’s violence, and now, when she finally shows up again, she’s just an unintended victim of Owen pulling a gun on Ellie. Sure, season three will fill in those gaps, but the end result will be the same. Mel died not because she was fighting back, but because she was an inch too far to the left.

Then there’s the matter of her pregnancy. Again, in the game players already knew about this by the time Ellie reached the aquarium, while the show kept it secret until the end. It’s hard not to see this last-minute reveal as a knife being twisted for shock value.

The other side of the coin

The group makes it back to the theater and Ellie is still in shock, so much so that she doesn’t even look at Dina as she enters the building. Some time passes, and Tommy and Jesse are mapping out their route home on the stage. The storm is still pretty rough, so they’ll stay overnight and hope the sun is out when they wake up. Ellie finally joins the group, and Tommy reassures her that Mel and Owen played their part in Joel’s death, and they made the choices that brought them to that fateful end. Ellie can only fixate on what she didn’t get to do.

“But Abby gets to live,” she says.

“Yeah,” Tommy responds. “Are you able to make your peace with that?”

“I guess I’ll have to,” she says, defeated.

She looks to Jesse, who won’t even look up at her. Tommy realizes they might have something to talk about and walks to the lobby to pack. After some awkward silence, Ellie thanks Jesse for coming back for her, even though he had no reason to after the way they clashed.

“Maybe I didn’t want to,” he says. “Maybe Tommy made me.”

“Did he?” Ellie asks.

After a second of contemplation, Jesse drops the act and says, “No.”

“Because you’re a good person,” Ellie responds.

“Yeah,” Jesse agrees. “But also the thought did occur, that if I were out there somewhere, lost and in trouble, you’d set the world on fire to save me.”

Ellie says she would, and the two finally see one another, even if just for a moment. Jesse acknowledges that Ellie’s vendetta isn’t entirely selfish, and that when it comes to defending the people she cares about, dead or alive, you won’t find someone more loyal in all of Jackson. It’s good that they finally had this moment of connection after all this drama. But damn, I miss Ellie and Jesse being bros, and I miss her giving him shit for being a sap in these final moments. But most of all, I miss that dopey good ol’ boy with a heart of gold saying his friends “can’t get out of their own damn way.”

All that understanding is short-lived, as the two hear some ruckus in the lobby, grab their guns, and book it to the entrance. The second Jesse opens the door, bam. A gunshot rings out in the lobby, and he is on the floor. We don’t even see that it was Abby who fired it until after we get a gnarly shot of him with his face blown open. He’s gone. It was instant. The Last of Us Part II tends to draw out death. It’s either long and torturous like it was for Joel or Nora, or it’s short like Owen’s and Mel’s, but in any case, the game typically lingers on the fallout for a bit. Jesse’s death, by contrast, happens so fast that you can’t even process it before you have to deal with the situation at hand. The show follows suit, and it’s recreated practically shot for shot. But that’s hardly the most disorienting (complimentary) thing that happens in these final minutes.

“Stand up,” Abby growls forcefully from the other side of the desk Ellie has taken cover behind.

She repeats herself: “Stand. Up. Hands in the air or I shoot this one, too.”

Ellie can see Tommy on the ground with a pistol aimed right at his head. He tells Ellie to just run, but she tosses her gun where Abby can see it and crawls out from cover. Abby recognizes her immediately. Ellie asks her to let Tommy go, to which Abby replies that he killed her friends. Ellie says no, she did.

“I was looking for you,” Ellie says. “I didn’t mean to hurt them. I know why you killed Joel. He did what he did to save me, I’m the one that you want. Just let him go.”

Hm. Okay. We’re almost at the end. I gotta get another little quibble in before the curtains close. I mean, come on, we’ve been through seven episodes of me complaining together. You can’t take one last gripe? This line from Ellie is slightly altered to account for the fact that she knows more about Abby in the show than in the game, and it means we miss one of the most important subtle interactions in all of the story. As I mentioned earlier, Ellie doesn’t know anything about Abby’s father in Part II. She assumes that Abby killed Joel because he took away any chance of the Fireflies developing a cure, so she cites that in this high-stakes moment. The original line is almost identical to the one in the show, but instead, Ellie says “there’s no cure because of me” and suggests that killing her would be the extension of Abby’s presumed vendetta. Then, we get some incredible, subtle acting from Abby actor Laura Bailey, who hears what Ellie’s saying, has a brief moment of angry disbelief on her face, and then scoffs under her breath before picking right back up where she left off. In just a few seconds, you see Abby realize that, after everything, these fuckers have no idea how much pain she’s been through over the past five years. But they’re not worth the breath it would take to explain herself. They don’t deserve to know the man her father was and what he meant to her. All that matters right now is that Ellie pays for what she’s done.

Abby still views herself as the righteous one here, as she points out that she let Ellie live when she did not have to do that. It turns out that Ellie wasn’t deserving of her mercy, that she squandered it by killing her friends. Part of me has wondered if all the exposition-heavy dialogue in this show, such as Dever’s villain monologue in episode two before she murdered the shit out of Joel, was written to give its actors more words to say in front of a camera. When you’ve got big names like Kaitlyn Dever, Catherine O’Hara, and Pedro Pascal in your cast, you don’t want them to not talk, right? But all these elongated exchanges have also robbed actors like Dever of those subtle moments. Hell, she led an entire film with next to no dialogue in 2023’s No One Will Save You, and was great in it, so she has the chops to pull off that kind of acting. Communicating something through body language and expression is just as powerful as a poetic piece of dialogue (or in this show’s case, the most literal, unpoetic dialogue a person can fathom), but this show rarely, if ever, understands that.

A Last of Us poster showing Abby walking on top of a large Firefly necklace with the text "Every Path Has A Price" next to her.

Image: HBO

Anyway, Abby says that Ellie wasted the chance she was given when the ex-Fireflies spared her, and points her gun right at Ellie. We hear a bullet fire and Ellie shouts before a hard cut to black. But wait. That’s the season finale? You expect us to wait for two years, probably, to find out what happened? Well, about that. You will probably have to wait even longer.

We do have one more scene this season, however: a flashback. We see Abby lying down on a comfy couch with an unfinished book resting on her stomach. She’s in a deep sleep before Manny (Danny Ramirez) loudly enters the room and wakes her up. He says Isaac wants to see them, and she stirs awake. She gets up and walks out of this cozy living space and into a giant football stadium. The entire field has been repurposed for agriculture, manufacturing, and housing. Abby takes a second to look at the whole operation before heading to Isaac’s, but the camera lingers over the field as bold white text flashes on the screen: Seattle, Day One.

Alright, TV newbies, welcome to the second divisive twist of The Last of Us Part II. In the game, the player goes through Ellie’s three days in Seattle, killing Abby’s friends and mostly ignoring the war between the W.L.F. and the Seraphites. Meanwhile, Abby has been kind of an enigma the whole time. Every time Ellie finds a new lead, Abby has already come and gone. When Abby finally shows up at the theater for another round of vengeance, it’s clear that a lot of the story happening in this game has happened off-screen. That’s because you’re about to see an entirely different perspective on the last three days, and you’re going to play as Abby when you do it.

As you can imagine, this shit drove some players nuts at the time, and you’ll still find angry people online complaining about it to this day. For all my problems with this season, I have to commend the show for actually going for it. HBO has taken the coward’s route in adapting this story for so long, it’s almost surprising that it’s ending here and, from the sound of it, season three will be entirely about Abby and what she’s been doing these past three days. It’s very likely we won’t see Ellie again until next season’s finale after we’ve followed Dever’s character for several episodes. Despite some ham-fisted attempts by the show to build sympathy for Abby early on, it seems like swaths of TV newbies still demand blood. Will viewers complain for an entire season as Dever takes on the lead role? I’d like to think they won’t. I hope that new audiences are more open to her than the worst people you’ve ever met were when the game launched.

Despite all the golf club swings I’ve taken at this show, I’m looking forward to examining it further as HBO rolls out the next two seasons. The Last of Us Part II is one of my favorite games of all time, but I genuinely fucking hated The Last of Us’ second season. I don’t expect my feelings to improve in season three. At this point, the rot of Mazin’s poor creative decisions runs too deep for the show to be salvaged and reach the highs of the games. But if nothing else, it’s been a rewarding ride. Thank you for joining me on this seven-week journey. I think I’m due for a replay of The Last of Us Part II to wash off this stink. This shit was ass, HBO. I’ll see you in the ring again next time.

 



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Don’t Miss Out as Game Pass Drops Major Titles & Expands Cloud Gaming This Week! | TheXboxHub

Don’t Miss Out as Game Pass Drops Major Titles & Expands Cloud Gaming This Week! | TheXboxHub


xbox game pass
More changes afoot in Game Pass land

Xbox Game Pass subscribers, get ready for a packed week, as the service is undergoing a significant refresh, with major new titles joining the library, a host of fan-favourites expanding to Xbox Cloud Gaming, and a handful of games preparing for their departure.

Let’s break down all the latest movements, because if you have a Game Pass subscription, you’ll want to know about all of this…

New to the Game Pass Library

Get ready to download and play these exciting additions across Console and PC, with multiple new additions to the service this week:

Tom Clancy’s The Division 2 (Cloud, Console, and PC) – May 27th

Ubisoft’s acclaimed online action RPG drops into Game Pass.

Head to a post-apocalyptic Washington D.C. as a Division agent, working to restore order amidst a fractured society. Team up with friends, tackle challenging missions, and customise your loadout in this sprawling shooter.

Need to know more? Our review of The Division 2 is worth a read.

To a T (Cloud, PC, and Xbox Series X|S) – May 28th

To a T comes from the creative mind behind Katamari Damacy, as this unique adventure game explores the life of a teenager navigating their world while perpetually stuck in a T-pose.

Expect quirky charm, a heartwarming story, and a truly original premise.

From Atlus’ Studio Zero, the creators of the Persona series, comes Metaphor ReFantazio.

This is a JRPG that blends fantasy with a distinct modern aesthetic. Embark on a journey to lift a curse, awaken Archetype powers, and explore a visually stunning world.

It works brilliantly, and gathered up a big 5/5 score in review.

Spray Paint Simulator (Cloud, PC, and Xbox Series X|S) – May 29th

Done with the powerwashing? It’s time to unleash your inner artist (or just make a mess!) in Spray Paint Simulator.

Spray Paint Simulator allows you to build your own painting business, taking on quirky clients and transforming everything from cars, kitchens, giant robots and even yourself, with your spray can.

Stay tuned for our review.

Now Streaming: A Cloud Gaming Bonanza for Ultimate Members

Ultimate members, get ready to take your gaming on the go, because a massive batch of fantastic titles has recently been added to the Xbox Cloud Gaming (Beta) library.

Perfect for streaming directly to your mobile devices, and perhaps making the use of the likes of GameSir’s X5 Lite Controller, these games are available now:

Brütal Legend: Jack Black’s heavy metal action-adventure.

Costume Quest 2: Double Fine’s charming Halloween RPG.

Day of the Tentacle Remastered: Classic time-traveling point-and-click.

Full Throttle Remastered: Tim Schafer’s iconic biker adventure.

Grim Fandango Remastered: A beloved noir afterlife mystery.

Max The Curse of Brotherhood: A platforming puzzle adventure.

Neon Abyss: A frantic roguelike action-platformer.

Quantum Break: Remedy’s unique time-bending action-shooter.

Rare Replay: A massive collection of 30 classic Rare games.

ScreamRide: Demolition and roller coaster creation madness.

State of Decay Year-One: Undead Labs’ original zombie survival.

SteamWorld Dig 2: A fantastic underground digging adventure.

Sunset Overdrive: Insomniac’s vibrant, chaotic open-world shooter.

Super Lucky’s Tale: A delightful 3D platformer for all ages.

Zoo Tycoon Ultimate Animal Collection: Build your dream zoo.

Leaving Game Pass on May 31st

Of course, we’re coming to the end of the month, and that means you’ll not want to miss your last chance to play these titles before they depart the service.

Are you ready to say goodbye to the following?

Cassette Beasts – 4.5/5 review – (Cloud, Console, and PC): “Cassette Beasts might not be as immediate as a certain pocket-monster game on another platform, but its depths are more cavernous. If you’ve been aching for a beast-battler that treats you as an adult, well, what’s stopping you? Go collect ‘em all.“

Firework (PC): A suspenseful horror puzzle game with a compelling narrative. 

Humanity – 4.5/5 review – (Cloud, Console, and PC): “Humanity is a great game. Pretty relaxing initially, things build as progress is made, until the latter levels come across as proper tests; thank god for the provided solution videos, then. Mostly though, the challenge of Humanity is real, as is the draw to see the next section and the next.“

Remnant II – 5/5 review – (Cloud, Console, and PC): “Remnant II is absolutely full of these moments from the very beginning, to the middle bit where you keep rerolling the same worlds just in case you missed a minute detail, and then on to the conclusion, knowing you get to do it all over again.“

Slayers X: Terminal Aftermath: Vengance of the Slayer – 3.5/5 review – (Cloud, Console, and PC): “Slayers X: Terminal Aftermath: Vengeance of the Slayer is one of those games in which the creative choices should be applauded; at times, it feels genius. But the gameplay does get a bit tiresome after a while and the lack of direction is frustrating.” 

This week’s Game Pass update truly highlights the service’s evolving nature, bringing in major new experiences while broadening accessibility for many existing titles, and ditching others off in the process.

Whatever your thoughts, dive in and explore all the new adventures right now, and then head to our comments and let us know what you’re playing.



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An unofficial and unfinished demo bonanza for the Amiga via Scorpion Engine

An unofficial and unfinished demo bonanza for the Amiga via Scorpion Engine


A rather interesting news story for you all, as looking through the EAB forums for some games to talk about, and we’ve found out through Earok, who created the Scorpion Engine, that he has made available a basket full of unofficial and unfinished demo projects for the Commodore Amiga. Although he does state while they can be downloaded, aren’t really intended to be played! Well that hasn’t stopped us, as here’s the latest videos and further details from Earok below.

Phew that’s a lot of videos! And finally here’s what Earok said about all these demos. “I should be clear that the unofficial demos pack aren’t really intended to be played by Amigans in their current state. They are all projects with open assets, by a few different people, intended to be used as a spring board for Scorpion developers to learn from or to use as a base for their own projects. Since they were never intended for people to play in their current state, they’re not really fair game for review and criticism. But they are there for anyone to learn from or improve on – absolutely anyone can pick up what’s been done on Contra or anything else and improve on it until it’s a game”.

And that’s all there is to say, but if you fancy trying out these projects(?) then head on over to the link (here)



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How To Complete Convict To Convent Challenge in BitLife – ISK Mogul Adventures

How To Complete Convict To Convent Challenge in BitLife – ISK Mogul Adventures


We’re back this week with another guide for Bitlife, Netizens! This time, we’re on the run with the Convict To Convent Challenge in BitLife. This new challenge can be hard for new players, so we’ve laid out all the tips on the process and what you need to do. Your goal is to live a life of crime, then undergo a transformation of sorts, it’s pretty strange when you think about it.

This week is a pretty standard challenge, but is very dependent on RNG to get good luck. Keep reading to get all the details on what steps you need to complete.

Check on some of our BitLife guides while you’re here for tips on those as well. Let’s get moving, we’ve got the weekend ahead of us, and can’t be stuck on our phones all day!

BitLife Convict To Convent Challenge Guide

To complete the Convict to Convent Challenge in BitLife, you need to complete five main tasks in one life, which are listed as follows:

Be born as a female in GermanyKill someoneEscape from prisonAdopt a petBecome a nun after prison time

You don’t need any expansion packs to complete this challenge, but using the Assassin’s Blade can help speed up one particular step. Anyway, let’s get into the actual process of completing the Convict To Convent Challenge in BitLife.

Creating your character is the easiest part, just pick a female from the city of Berlin and you’re good to go. As far as stats it really doesn’t matter that much. There is one thing you can do, and that’s picking the Criminal special talent since it gives you a leg up on the rolls for crimes and stuff.

Eliminating Someone and Escaping Prison

The first real step you need to get done is committing murder in Bitlife. This can be very risky, as you’ll likely get caught anyway. You do want to get caught this time, but it can be really annoying if you don’t time it right. It’s usually a good idea to build up your stats a bit before trying to commit this crime in-game. That way, escaping prison might be a little easier.

To murder someone in Bitlifeyou will need to visit the Activities menu, then click Crime. From there, choose the option to commit Murder. You will be given a list of options for a target and the kind of murder you want to try and do, The outcome isn’t guaranteed, as you can fail in trying to get rid of them.

The best options are usually the ones with less likelihood of being caught. Some options like Drive-by or Poison are better than others as you can get in and get out faster. Once you succeed, it’s time to go to jail. From there, it’s time to do the hardest part of the challenge. Getting sent to jail in-game is usually better done with a lesser crime. Pick any of the lesser crimes in the Crime menu to get it done, then just repeat until you get caught.

You can try to escape from prison using the Prison menu. The basic idea is that you have to run past guards and patrolling dogs to reach the exit, and not get caught again.

Be careful not to get caught, as they can extend your sentence and it will become harder to escape next time.

When you load into the prison escape mini-game, you have one goal. Your goal is to reach the Exit sign and not be caught by the guard. Every time you make a move, the guards will also move, so plan ahead and try to outsmart the AI. The randomness of the prison map is one thing to worry about, as some maps are harder to escape than others.

How To Adopt A Pet

One of the annoying things about having a criminal record in-game is that you need to have a clean bill to adopt a pet.

To work around this, emigrate to a different country using the Emigrate option in the Activities menu. Once that’s done, you’ll be good to adopt a pet via the Activities menu. And now, time for the final step.

How To Become A Nun

To become a nun in Bitlife, you need to be lucky, but you can cheese the game a bit. If it doesn’t appear immediately, exit and reopen the app or age up your character to try again.

The Nun job will appear randomly on the full-time jobs list, just like any other in-game job. Once it does, just apply and get the task done.

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