
Joel's Death Split Naughty Dog Before It Split Fans
A former Naughty Dog artist says the studio was "pretty split" on killing Joel in The Last of Us Part 2, confirming the most controversial moment in modern gaming was divisive long before fans got their hands on it.
"I think the studio was pretty split on the outcome of what happens. It was controversial internally, too."
That's former Naughty Dog artist Heather Cerlan, speaking to YouTuber Kiwi Talkz about the decision that defined The Last of Us Part 2 and arguably the entire discourse around narrative games for years afterward. Joel's death, the one beaten into players with a golf club in the game's opening hours, wasn't just a shock to the millions who played it. The people who built it couldn't agree on it either.
Asked whether Naughty Dog knew the game would be controversial before launch, Cerlan didn't hesitate. "Oh yeah, most of the studio was like, 'really you're going to...'" before trailing off to avoid spoilers. The implication is obvious. Developers inside the building looked at the script, looked at each other, and had the same argument fans would have months later. The difference is they had it years earlier, behind closed doors, with no Twitter mobs involved.
I find this more interesting than the usual "devs knew it would be divisive" line that gets trotted out in retrospectives. There's a gap between knowing your audience will argue and knowing your own team can't reach consensus. Naughty Dog shipped a game where a significant chunk of the people making it weren't sold on its most important creative choice. That takes a specific kind of conviction from leadership, whether you think Neil Druckmann's call was brave or reckless.
The fallout was worse than debate
The internal split stayed professional. The external one didn't. When plot details leaked before launch, the reaction turned ugly fast. Actress Laura Bailey, who played Abby, received death threats directed at both her and her infant son. "Every time I went online, that's all I saw," Bailey said in the behind-the-scenes documentary Grounded 2: Making The Last of Us Part 2. The abuse was severe enough that when Naughty Dog cast Tati Gabrielle as the lead of its next game, Intergalactic: The Heretic Prophet, Druckmann gave her what Gabrielle described as mental "bootcamp-ing" to prepare for the inevitable online hostility.
That's a studio building harassment preparation into its casting process. I don't know whether that says more about the internet or about Naughty Dog's awareness of the fires it lights, but either way it's grim.
Cerlan's comments arrive during a week where Naughty Dog's cancelled projects are also back in the conversation. Former Last of Us Online director Vinit Agarwal posted over the weekend that ex-colleagues still message him calling the scrapped multiplayer game "the best multiplayer game they've ever played." Agarwal, who worked on the project for nearly seven years before it was killed in favour of Intergalactic, previously claimed it was roughly 80 percent complete when the plug was pulled. He's since left Naughty Dog to start his own studio in Japan, vowing to never let something he works on go unreleased again.
Six years after launch, The Last of Us Part 2 remains the game people can't stop relitigating. Joel's death is still the fulcrum. Knowing that Naughty Dog's own artists and developers were split on it doesn't settle the argument, but it does reframe it. This wasn't a studio acting with unified creative certainty and then being blindsided by backlash. They saw the fracture coming because it already existed inside their own walls. Actor Troy Baker said just last week that he believes "we've not seen the last of Joel," so the conversation around this character, alive or dead, clearly isn't going anywhere.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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