Key Takeaways
- Heather Cerlan, a former Naught Dog artist who contributed to The Last of Us and Uncharted, revealed that the decision to kill Joel in The Last of Us Part 2 was divisive inside the studio.
- The internal disagreement mirrored the external backlash that followed the game’s leaked plot details, which sparked a heated online discourse comparable to the controversy surrounding Star Wars: The Last Jedi.
- Cerlan suggests that, given Joel’s narrative arc in the first game, his death was essentially inevitable if a sequel was to be made, though she personally questions the necessity of a sequel at all.
- Troy Baker, the voice actor for Joel, has hinted that the character’s story may not be completely finished, leaving open the possibility of future appearances either from Naught Dog or another developer.
- The interview underscores how high‑stakes narrative choices can create rifts not only among fans but also within the development team responsible for bringing those stories to life.
Heather Cerlan, who spent several years at Naught Dog working on both The Last of Us and the Uncharted series, recently spoke with Kiwi Talkz about the studio’s internal reaction to one of the most talked‑about moments in modern gaming: Joel’s death in the opening hours of The Last of Us Part 2. When asked whether the developers anticipated the controversy that would surround the game, Cerlan responded with a rueful acknowledgement that “most of the studio was like, ‘really you’re going to…’” before pausing to avoid spoiling the plot for anyone who might still be unaware. Her hesitation makes it clear that the reference is to Joel’s brutal demise, an event that has become a defining flashpoint for the sequel’s reception.
Cerlan went on to explain that the decision to kill Joel was not unanimously embraced within Naught Dog. “I think the studio was pretty split on the outcome of what happens,” she said, adding that the disagreement was “controversial internally too.” This internal rift echoes the external uproar that erupted after plot details were leaked months before the game’s official release. The leaked information precipitated a wave of heated debate across social media, forums, and gaming news outlets, with arguments often mirroring the polarized reactions seen following the release of Star Wars: The Last Jedi. In both cases, a beloved narrative direction was challenged, leading to fierce defenses and equally vehement criticisms.
From Cerlan’s perspective, the controversy surrounding Joel’s fate feels almost predetermined. She argues that, after the events of the first game, Joel’s character arc had reached a natural conclusion. “Really, what else is there to do with him after his arc in the first game?” she asks, implying that any continuation that kept Joel alive would either feel redundant or undermine the moral complexity established in the original title. The original The Last of Us left players with an ambiguous ending concerning the potential cure for the Cordyceps infection and Joel’s morally questionable decision to save Ellie at the expense of humanity’s chance at a vaccine. Cerlan notes that co‑creator Neil Druckmann’s later statements—that a cure could have been derived from Ellie’s sacrifice—removed much of that ambiguity, making Joel’s eventual demise a logical, if painful, narrative progression.
Cerlan also briefly touches on her personal skepticism about the need for a sequel at all. She muses that the first game’s story might have been best left as a standalone experience, preserving its thematic resonance without the pressure to expand the universe. However, if a sequel was going to be made, she believes that killing Joel was essentially unavoidable; the alternative would have required a contrived storyline that ignored the weight of his previous actions.
The interview concludes with a note from Troy Baker, the actor who voices Joel. Baker has suggested that “we’ve not seen the last of Joel,” hinting at possible future appearances—whether through flashbacks, alternate storylines, or even projects outside of Naught Dog’s direct control. This tease leaves the door open for Joel’s legacy to continue influencing the franchise, even if his physical presence in the main narrative has ended.
Overall, Cerlan’s recollection sheds light on the fraught creative process behind one of gaming’s most divisive narrative choices. It highlights how high‑stakes storytelling can produce disagreement not only among audiences but also within the very teams tasked with bringing those stories to life. The internal split at Naught Dog serves as a reminder that even acclaimed studios are not monolithic; they harbor a range of perspectives that shape, challenge, and ultimately define the games we play.

