Troy Baker
👤 SpeakerAppearances Over Time
Podcast Appearances
They came into our house. They took one of ours. My God, somebody shoots your brother, you wanna take the locks off your doors? Grow up! You idiots, they'll come back. They'll come back because we didn't make them pay. And when they come back, they'll be laughing. And you'll all deserve it.
They came into our house. They took one of ours. My God, somebody shoots your brother, you wanna take the locks off your doors? Grow up! You idiots, they'll come back. They'll come back because we didn't make them pay. And when they come back, they'll be laughing. And you'll all deserve it.
I have waited to solve... No, just shut the fuck up and do it already!
I have waited to solve... No, just shut the fuck up and do it already!
Welcome back to the official podcast for the HBO original series, The Last of Us. I'm Troy Baker, and I play Joel in The Last of Us video games. Joining me as always are the showrunners of the HBO series, Craig Mazin. Good to see you. And Neil Druckmann. Hi, Troy. Today, we are unpacking episode two of the second season. And listeners, here is your warning.
Welcome back to the official podcast for the HBO original series, The Last of Us. I'm Troy Baker, and I play Joel in The Last of Us video games. Joining me as always are the showrunners of the HBO series, Craig Mazin. Good to see you. And Neil Druckmann. Hi, Troy. Today, we are unpacking episode two of the second season. And listeners, here is your warning.
You will want to have watched this episode in its entirety before you hear this conversation. Trust me, there are many, many spoilers ahead. This episode called Through the Valley was written by Hugh Craig and it was directed by Mark Mylod. A lot happens in this episode.
You will want to have watched this episode in its entirety before you hear this conversation. Trust me, there are many, many spoilers ahead. This episode called Through the Valley was written by Hugh Craig and it was directed by Mark Mylod. A lot happens in this episode.
including what would be one of the most controversial and biggest bombshells of the series, the death of a beloved character, Joel. Wait, what? It's a shock. People who have played the game, they've been bracing for this. They've been one step ahead of a lot of people who haven't been familiar with this story. Let's just dive straight into that.
including what would be one of the most controversial and biggest bombshells of the series, the death of a beloved character, Joel. Wait, what? It's a shock. People who have played the game, they've been bracing for this. They've been one step ahead of a lot of people who haven't been familiar with this story. Let's just dive straight into that.
Do you feel like there is this unspoken expectation now from the audience you have to set the bar of catastrophe and tragedy so high that you have to continually chase that? Was that what compelled you to follow through with this act that obviously happened in the game, but to do it as early as you did to not change the timeline? What brought you to making this decision?
Do you feel like there is this unspoken expectation now from the audience you have to set the bar of catastrophe and tragedy so high that you have to continually chase that? Was that what compelled you to follow through with this act that obviously happened in the game, but to do it as early as you did to not change the timeline? What brought you to making this decision?
I remember the first time you, Neil, talked to me about bringing this plot point in. We were in London. We were standing outside the after-after party of an award show. And you said, so I have an idea for part two. And in your very Neil way, you said, so Joel dies.
I remember the first time you, Neil, talked to me about bringing this plot point in. We were in London. We were standing outside the after-after party of an award show. And you said, so I have an idea for part two. And in your very Neil way, you said, so Joel dies.
Yeah. And I, like a lot of people, had to process that. And that was something that was processed through not only hearing from you the first time, but then also seeing the script and then shooting the scene and then playing the game. What was it like for you coming from making the game, obviously, and knowing that this is coming, seeing how we're going to adapt?
Yeah. And I, like a lot of people, had to process that. And that was something that was processed through not only hearing from you the first time, but then also seeing the script and then shooting the scene and then playing the game. What was it like for you coming from making the game, obviously, and knowing that this is coming, seeing how we're going to adapt?