Zombie worlds collide - from 28 Days Later to The Last of Us

When two creative geniuses collide: Neil Druckmann and Alex Garland on stories, games vs. movies and the unstoppable force of storytelling - a fascinating conversation.

Niklas Bender
Freelancer and Editor-in-Chief at PlayFront.de since 2022. Love the PS5, play games across all genres and have a weakness for humorous texts - sarcasm included.
4 Min Read

What happens when two of the most influential storytellers of our time talk about their work? Neil Druckmann, the creative mind behind "The Last of Us", and Alex Garland, director of "Ex Machina" and writer of "28 Days Later", met for a fascinating dialog on the art of storytelling, the boundaries between film and game - and why "The Last of Us" outshines Garland's own zombie classic.

Inspiration at eye level

Right at the beginning of the interview, Garland surprises us with a confession: "The Last of Us" moved him deeply - so much so that he even describes it as the better version of "28 Days Later". The emotional impact and narrative depth of the game have stayed with him to this day. Druckmann returns the favor with praise for Garland's work and emphasizes that games are just as powerful a medium for profound stories as films. He calls "BioShock" as another example of the narrative power of video games.

While in films the plot progresses without interruption, games have to find a balance between storytelling and gameplay. Druckmann explains that a scene like the one with Bill in "The Last of Us" works perfectly in the game because it is directly integrated into the gameplay. In a TV series or a movie, however, the same scene would have less dramatic impact. Garland agrees: "Movies have more narrative freedom because they don't have to constantly take the audience's interaction into account. Nevertheless, the basic pillars - characters, themes, emotions - are the same in both media.

The birth of The Last of Us

Druckmann reveals that the origins of "The Last of Us" lie in a study assignment. Originally, he was supposed to design a game idea for zombie legend George Romero - who, however, was less than enthusiastic. However, Druckmann couldn't let go of the idea and over the years it developed into the celebrated masterpiece we know today. The decisive factor for its success was that the story came before the actual development of the game, so that the narrative and gameplay complemented each other perfectly.

Druckmann, who was not originally intended to be a director, found himself in this role to protect the vision of his play. He even attended acting classes to work better with actors - an experience that made him realize the importance of collaboration. Garland, on the other hand, recounts how he fell into the film industry by chance through writing novels and fell in love with the collaborative nature of filmmaking.

Influences and future projects

Interestingly, "28 Days Later" was partly inspired by "Resident Evil", especially the idea of fast zombies. Druckmann, on the other hand, cites "Half-Life 2" and "The Secret of Monkey Island" as his biggest sources of inspiration. But both are already looking ahead: Naughty Dog is working on a mysterious sci-fi project called "Intergalactic: The Heretic Prophet", while Garland is working on "28 Months Later" - an unconventional story about a family in the face of the apocalypse.

Towards the end of the conversation, it becomes thought-provoking. Is creative work inextricably linked to self-destruction? Garland says yes - for him, this inner struggle is a constant companion. Druckmann, on the other hand, believes that creative success is also possible without personal suffering. But both agree: the urge to tell stories is a force they cannot escape.

The meeting between Neil Druckmann and Alex Garland was more than just an exchange between two storytellers. It was a reflection on the medium they both love - and on the unshakeable power of stories that transcend screens, canvases and generations.

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