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	<title type="text">Tom Regan | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2026-03-23T19:12:57+00:00</updated>

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		<entry>
			
			<author>
				<name>Tom Regan</name>
			</author>
			
			<title type="html"><![CDATA[Life is Strange: Reunion is a full-circle moment for its stars]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/entertainment/897984/life-is-strange-reunion-cast-interview" />
			<id>https://www.theverge.com/?p=897984</id>
			<updated>2026-03-23T15:12:57-04:00</updated>
			<published>2026-03-24T12:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Fans thought they were done with the original Life is Strange duo of Max and Chloe. Following the first game and its 2017 prequel, players said their tearful goodbyes to these beloved characters — or so they thought. Following Max Caulfield’s abrupt return in 2024’s Double Exposure, this week sees the unlikely return of Chloe [&#8230;]]]></summary>
			
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<img alt="A screenshot from the video game Life is Strange: Reunion." data-caption="" data-portal-copyright="Image: Square Enix" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/ss_2802cb7dd327b136709742f164d8a82d31be68f5.1920x1080.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">Fans thought they were done with <a href="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up" data-type="link" data-id="https://www.theverge.com/2015/10/28/9627302/life-is-strange-season-wrap-up">the original <em>Life is Strange</em> duo of Max and Chloe</a>. Following the first game and its 2017 prequel, players said their tearful goodbyes to these beloved characters — or so they thought. Following <a href="https://www.theverge.com/24289524/life-is-strange-double-exposure-review-pc-ps5-xbox" data-type="link" data-id="https://www.theverge.com/24289524/life-is-strange-double-exposure-review-pc-ps5-xbox">Max Caulfield’s abrupt return in 2024’s <em>Double Exposure</em></a>, this week sees the unlikely return of Chloe in <em><a href="https://www.theverge.com/games/864438/life-is-strange-reunion-release-date-max-chloe" data-type="link" data-id="https://www.theverge.com/games/864438/life-is-strange-reunion-release-date-max-chloe">Life is Strange: Reunion</a></em>, an unexpected narrative retconning sequel that’s been greeted with more raised eyebrows than rapturous fervor. It aims to bring the Max and Chloe story to an end for good — and it was just as much of a shock to the actors as it was to fans.</p>

<p class="has-text-align-none">“It was a massive surprise,” says the voice of Chloe Price, Rhianna DeVries, on getting the call to audition again in 2023. “After we wrapped <em>Before the Storm</em>, I thought, ‘All right, she&#8217;s not coming back. I have to make my peace with that.” After <em>Double Exposure</em> laid the parallel-universe-hopping foundations for her return, <em>Reunion</em> sees Chloe Price sassing her way back onto the screen, defying death in one in-game timeline, and undoing the agonizingly made choice of millions of players in the process. DeVries tells me that they were just as shocked as fans were. “I couldn&#8217;t sit down for a week. I just couldn&#8217;t stop smiling,” DeVries beams. “I was ecstatic to get to play this character again.”</p>

<p class="has-text-align-none">The initial online reaction to <em>Reunion</em>, however, wasn’t quite as gushing. At the end of the first <em>Life is Strange</em>, players were faced with the agonizing choice of either saving Chloe’s life — and dooming her hometown in the process — or sacrificing Chloe in order to save everyone else. It was a dilemma that drove countless discussions over which was the most moral choice, giving passionate fans a sense of ownership over Chloe’s fate. The sceptical fan reaction to Chloe’s unsolicited return, then, is somewhat understandable. Yet after playing a couple of hours of <em>Reunion</em>, I’m pleasantly surprised by how well things have been handled.</p>
<div class="youtube-embed"><iframe title="Life is Strange: Reunion – Announce Trailer" src="https://www.youtube.com/embed/rrxm00_0jPE?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">“I think that everybody involved in creating this game felt similarly: that this was something sacred and really formative to so many people,” explains Hannah Telle, the voice of Max Caulfield. “It was formative for myself and Rhianna and for the people who made this game as well. So I think that it was approached with love, care, and caution.”&nbsp;</p>

<p class="has-text-align-none">When it comes to the emotionally earnest <em>Life is Strange</em> series, authenticity has always been key to selling its characters, “hella” corny dialogue aside. First voicing a 16-year-old Chloe in <em>Before the Storm</em> while a teenager, as DeVries returned to the role at age 28, they were shocked to see Chloe’s unlikely resurrection one again mirror their own. “Two or three years after <em>Before the Storm </em>was released, I was in a car accident,” DeVries explains, “where I died in front of my family and my best friend.”</p>

<figure class="wp-block-pullquote"><blockquote><p>“I think that it was approached with love, care, and caution.”&nbsp;</p></blockquote></figure>

<p class="has-text-align-none">With DeVries declared clinically dead, they were resuscitated under miraculous circumstances, leaving them confused and shaken. “When I was first told that Chloe will be navigating having memories of having died and having different timelines living inside of her psyche, I went, ‘That is crazy!’” DeVries says. “I think that the way that they&#8217;ve written Chloe and the way that Chloe navigates the story is honest and real — and I&#8217;m saying that as somebody that very much relates to what she&#8217;s going through.”</p>

<p class="has-text-align-none">It’s a statement that rings true as I play <em>Reunion</em>. Following the eyebrow-raising end of <em>Double Exposure</em> — whose parallel-universe-spanning antics paved the way for Chloe’s much-publicized return — I’m relieved to see the writers at Deck Nine took a more grounded approach to their initial reconciliation in <em>Reunion</em>. After she first meets Chloe, Max stays up all night sitting by Chloe’s side, terrified that she may disappear from her life yet again. It’s a far-fetched scenario that is written in such a way as to make the implausible seem plausible, with naturalistic dialogue options exploring both the timelines where Chloe died and where she survived, cleverly honoring previous player choices. “What the writers have done is truly a demonstration of mastery and skill,&#8221; says DeVries.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/ss_5b9d410d05c050c3ad466f22a590919d42c778e3.1920x1080.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Square Enix" />
<p class="has-text-align-none">As both actors prepared to revisit their iconic characters, it wasn’t just DeVries who had returned to <em>Life is Strange</em> as a different person. Where Telle initially provided just the voice for Max Caulfield, this time around she also found herself performing Max’s motion capture. Yet trying as she might to match the physicality of Caulfield from the first game, Telle suddenly found her body failing to cooperate. </p>

<p class="has-text-align-none">Telle didn’t realize until after she wrapped shooting, but she would later be diagnosed with scoliosis, a condition that causes an unusual curvature in the spine. “I didn’t know why at the time, but I just couldn&#8217;t get my body to look exactly like I needed Max&#8217;s to look from the previous footage of her,” Telle explains. “Every time we would do a scene, I would have to just stand there and wait on the volume while everyone was behind the desk muttering, ‘Why is her arm sticking out like that?” She adds, “It was&nbsp;a mental exercise in staying calm and accepting criticism about something that I was born with, something&nbsp;that I have to become able to morph through and evolve out of. It was a challenge, and I&#8217;m still in back therapy.”</p>

<p class="has-text-align-none">With Chloe and Max spawning countless fan art — and an upcoming live-action TV adaptation on Amazon — both Telle and DeVries’ lives have been changed by inhabiting these characters. How the full story of <em>Reunion</em> plays out remains to be seen. Yet if there’s one thing that’s undoubtedly authentic about Max and Chloe’s surprise 2026 swan song, it’s the two central performances behind it, which, for one last time, are bringing this beloved duo back to life.</p>

<p class="has-text-align-none">“I think so highly of Max,” says Telle. “And I am so grateful for this closure … and to have been able to be a part of her story in this intimate, profound, and beautiful way.”</p>
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					</entry>
			<entry>
			
			<author>
				<name>Tom Regan</name>
			</author>
			
			<title type="html"><![CDATA[65daysofstatic’s new No Man’s Sky album searches for humanity in an AI-filled world]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/report/816427/no-mans-sky-album-journeys-65daysofstatic" />
			<id>https://www.theverge.com/?p=816427</id>
			<updated>2025-11-07T14:37:30-05:00</updated>
			<published>2025-11-09T09:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Music" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[It&#8217;s not often that a band returns to soundtrack the same game nine years after its release — then again, most games aren’t No Man’s Sky. Once demoed on The Tonight Show with Jimmy Fallon and at splashy E3 press conferences, in 2016, No Man’s Sky was heralded as gaming’s future. And it was all [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/11/ss_d8de91e4a87f0e2c0fb70c84bd0f798bd4617eaf.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">It&#8217;s not often that a band returns to soundtrack the same game nine years after its release — then again, most games aren’t <em>No Man’s Sky</em>. Once demoed on <em>The Tonight Show</em> with Jimmy Fallon and at splashy E3 press conferences, in 2016, <em>No Man’s Sky</em> was heralded as gaming’s future. And it was all made possible by the procedural generation that spawned its vast, sci-fi universe.</p>

<p class="has-text-align-none">Nearly a decade later, as post-rock band 65daysofstatic returns to re-score the ever-evolving game, generated content is no longer the exciting futurism it once seemed. With AI slop flooding social media and AI-generated bands sneaking their way onto Spotify, the tech that once powered gaming dreams is slowly becoming a dystopian nightmare.&nbsp;</p>

<p class="has-text-align-none">“It&#8217;s just capitalism, isn&#8217;t it?” says 65daysofstatic’s Paul Wolinski. &#8220;It&#8217;s ruining everything. It&#8217;s all these CEOs who don&#8217;t understand the difference between art and content.”&nbsp;</p>

<p class="has-text-align-none">That’s where <em>Journeys</em>, a defiantly human soundtrack that stands firmly against the rise of the music-generating machines, comes in. Working alongside Hello Games’ audio director, Paul Weir, Wolinski has spent the last year transforming a series of abstract, unreleased soundscapes into full-fledged songs. Once intended as pieces to be infinitely reassembled by <em>No Man’s Sky</em>’s algorithm, the two Pauls strove to reimagine these ethereal bleeps and bloops into something that sounded altogether more human. The result is a 32-track, four-LP album that combines 65daysofstatic’s reworked soundscapes with original compositions from Weir.</p>
<div class="spotify-embed"><iframe src="https://open.spotify.com/embed/album/2yDUAuD1IJe5rOKim4DYRn" width="100%" height="152" frameborder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe></div>
<p class="has-text-align-none">“For this record, we were much more interested in turning all of that infinite stuff into something more intentional — something bespoke and artisan,” says Wolinski. Where the initial soundtrack <em>Music for an Infinite Universe</em>’s pounding drums and swelling guitars match the highs and lows of jetting off into space, <em>Journeys</em> is an altogether eerier creation, channeling the quiet sense of foreboding of arriving on an unknown planet, the initial score’s optimism replaced by a more unknowable reality.</p>

<p class="has-text-align-none">“When we first started this, I assumed it would be just remixing our old selves,” says Wolinski, “but most of the soundscapes didn’t provide an origin point for an actual song at all… It was much harder, more mysterious.” Luckily, 65daysofstatic had an ethereal expert on hand:&nbsp;Weir.&nbsp;</p>

<figure class="wp-block-pullquote"><blockquote><p>“We were much more interested in turning all of that infinite stuff into something more intentional”</p></blockquote></figure>

<p class="has-text-align-none">While the band went off experimenting with procedural generation in their audio / visual live shows, <em>No Man’s Sky</em> continued to grow and evolve, and it needed the music to match. “I didn&#8217;t want to sound like a fake 65daysofstatic, you know?” says Weir, as he sat at his synth, picking up where the band of static left off. “I&#8217;m a sound designer as much as a composer, and so that&#8217;s brought in quite a lot of abstraction into some music. There’s a lot of strange noises!”</p>

<p class="has-text-align-none">As 65daysofstatic’s prog-laden epics combine with Weir’s synth-led ambience, the result is closer to a Philip Glass score than a noise-drenched post-rock record. It’s a marked evolution from what came before, one that matches <em>No Man’s Sky</em>’s journey from rocky launch into the sprawling sci-fi epic that it is today. “It&#8217;s a funny old relationship,” reflects Weir, on working on the same game for 14 years. ”We&#8217;re both constantly going, ‘All right, enough already, time to move on!’ and then simultaneously delighted by its continued strength and success.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/11/NMSJ_EXCL-Render-2_c6270218-dc24-4cc9-bc81-3d68edaa1c14-1-copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A photo of a 65daysof static vinyl record." title="A photo of a 65daysof static vinyl record." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Laced Records" />
<p class="has-text-align-none">It’s not just Hello Games who has enjoyed the fruits of <em>No Man’s Sky</em>&#8216;s success. Of 65daysofstatic’s top-played songs on Spotify, nine of them were written for the game. <em>No Man’s Sky</em> songs have become integral parts of 65daysofstatic live sets, these compositions living on outside of the game in a way soundtracks rarely do. “To us, it has always been a 65daysofstatic record as much as the <em>No Man&#8217;s Sky</em> score,” says Wolinski. “We&#8217;ve been lucky enough to be associated with a few big things in our career, but to be tied to something that has had such a massive cultural impact, it&#8217;s just a lovely feeling.”</p>

<p class="has-text-align-none">Now with <em>Journeys</em> out in the wild, could 65daysofstatic and Weir perform the music live together? “We wouldn&#8217;t rule out potentially doing something on the 10th anniversary in some shape or form,” teases Weir.</p>

<p class="has-text-align-none">Much like the vast transformation <em>No Man’s Sky</em> has undergone since launch, the world’s relationship with technology has completely changed since 2016. When Wolinski first learned about the possibilities of using procedural generation to rearrange music, he tells me it became something of an obsession, inspiring live-coded, improvised audio / visual tours for the band, 2019’s algorithmic album <em>Decomposition Theory</em>, and even a PhD. “<em>No Man&#8217;s Sky</em> definitely sent us off in this other direction,” smiles Wolinski. “And I&#8217;m really happy that it did.”</p>

<figure class="wp-block-pullquote"><blockquote><p>“Who cares if computers can make music? That&#8217;s not what music is.“</p></blockquote></figure>

<p class="has-text-align-none">Yet in 2025, Wolinski believes generative tech’s name has been sullied by prompt-based dirge. “We came back to this project being very against the associations between generative systems and AI slop,” says Wolinski. “​​I think there&#8217;s a huge difference between that and <em>No Man’s Sky</em>’s generative systems … Now it’s all about making more content to churn through, just to keep people&#8217;s attention for a few seconds. The whole thing is miserable.&#8221; </p>

<p class="has-text-align-none">“With <em>No Man’s Sky</em>, it’s all our music, everything is handcrafted. The computer does not create anything — what it does do is rearrange it,” explains Weir. Despite the clear difference between an algorithm piecing together human-made music and one simply prompting it into existence, with hardworking human artists currently <a href="https://www.nme.com/news/music/ai-band-inspired-by-holding-absence-overtakes-them-on-spotify-its-disheartening-its-insulting-its-a-wake-up-call-3896550">fending off impersonation from AI impostors,</a> the Pauls felt compelled to push back against computer-led composition.</p>

<p class="has-text-align-none"><em>Journeys</em>, then, is more than just an album; it’s humans taking a stand against the rise of  the musical machines. “Who cares if computers can make music? That&#8217;s not what music is,” says Wolinski. “The moving of the speakers to generate sound waves is such a tiny part of what gives music meaning. It&#8217;s all about the social relations around [it], the human dialogue between one person and another, even if they never meet. This is what art is — and it’s why generative AI completely misses the point.”</p>

<p class="has-text-align-none"><sup><sub>Journeys<em> is out now on streaming platforms and </em><a href="https://www.lacedrecords.co/products/no-mans-sky-journeys-exclusive-edition-deluxe-double-vinyl"><em>vinyl</em></a><em>.</em></sub></sup></p>
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			<entry>
			
			<author>
				<name>Tom Regan</name>
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			<title type="html"><![CDATA[The soul of The Last of Us is in Gustavo Santaolalla&#8217;s music]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/interview/681172/gustavo-santaolalla-interview-the-last-of-us-music" />
			<id>https://www.theverge.com/?p=681172</id>
			<updated>2025-06-06T12:03:34-04:00</updated>
			<published>2025-06-07T11:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[When fans nervously tuned in to watch HBO&#8217;s adaptation of one of their favorite video games, there was one familiar presence that immediately calmed their nerves: the mournful guitar of Gustavo Santaolalla. As certain story beats changed and beloved polygonal faces were replaced with new actors, the beating heart of The Last of Us — [&#8230;]]]></summary>
			
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<img alt="Gustavo Santaolalla holding a guitar." data-caption="" data-portal-copyright="Photo: JC Olivera / Deadline via Getty Images" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/gettyimages-2213368366.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none">When fans nervously tuned in to watch <a href="https://www.theverge.com/23543145/hbo-the-last-of-us-review" data-type="link" data-id="https://www.theverge.com/23543145/hbo-the-last-of-us-review">HBO&#8217;s adaptation of one of their favorite video games</a>, there was one familiar presence that immediately calmed their nerves: the mournful guitar of Gustavo Santaolalla. As certain story beats changed and beloved polygonal faces were replaced with new actors, the beating heart of <em>The Last of Us</em> — its mesmerizing, tension-ridden score — survived the transition to TV intact.</p>

<p class="has-text-align-none">“[Series creator] Neil Druckmann has said that my music is part of the DNA of <em>The Last of Us</em>,“ Santaolalla says. “I think the fact that we kept the sonic fabric — that we didn&#8217;t do an orchestral score for the series — has been instrumental in keeping those fans of the games fans of the series, too.”</p>

<p class="has-text-align-none">Born and raised in Buenos Aires, Santaolalla first started releasing music when he was 17. Loving both English rock bands and the traditional Argentine folk music that he was raised on, Santaolalla melded both into his own unique sound, part of a genre called rock nacional. Before he could fully make his mark, Santaolalla’s family fled the Argentine junta dictatorship in 1978, moving to Los Angeles, where his unique sound soon caught the attention of filmmakers. Snapped up to score the 2000 film <em>Amores Perros</em> and 2003’s <em>21 Grams, </em>their success led to Santaolalla composing the soundtracks for <em>Brokeback Mountain</em> and <em>Babe</em>l, both of which won him Oscars.</p>

<p class="has-text-align-none">Santaolla’s sonic secret? Embracing the eloquence of silence. “I work so much with silence and space, because silences sometimes can be louder than a note that you&#8217;re playing,” says Santaolalla. “I<strong> </strong>remember on <em>Brokeback Mountain</em> when I first sent them the music, the producer said ‘I thought you were pulling my leg at first, because you wait so long to play the next note!’”</p>

<figure class="wp-block-pullquote"><blockquote><p>“Silences sometimes can be louder than a note that you&#8217;re playing.”</p></blockquote></figure>

<p class="has-text-align-none">After winning two Oscars back to back, Santaolalla carefully considered his next career move. Despite being a self-professed “terrible gamer” Santaolalla tells me he always loved watching his son play, mesmerized by the on-screen kineticism. “I always thought that if somebody connects this at an emotional level with a player, it&#8217;s going to be a revolution.”</p>

<p class="has-text-align-none">It turns out, the universe had picked up on Santaolalla’s newest interest. Post-Oscars, he was approached by several game companies to do music, but turned them down because “I’m very picky about the work that I do.”&nbsp; That includes a lucrative gaming project that he is careful not to name. “Everyone thought I was crazy!” he chuckles. Still, Santaolalla quietly hoped that a more emotionally-resonant project would materialize.</p>
<div class="youtube-embed"><iframe title="Gustavo Santaolalla Performs The Last of Us (Main Theme) | Fender" src="https://www.youtube.com/embed/Q-oyiJcDclI?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">“So, I waited… and then Neil appeared,” Santaolalla says. “When Neil told his colleagues that he wanted me to do this, [his colleagues ] said, No, Gustavo is not going to be interested — he won two Oscars! But when Neil [told me] the story, and that he wanted to do a game that connects with people on an emotional level… I was sold.</p>

<p class="has-text-align-none">What even Neil Druckmann wasn’t prepared for, however, was that Gustavo’s music would become just as crucial a presence as Ellie and Joel. In a post apocalyptic world where life is scarce and danger lurks around every corner, silence hangs in the air like a threat. Santaolalla’s scuffed notes, discordant melodies and screeching fret slides reverberate across the dilapidated city streets, feeling as unpredictable as the world Ellie and Joel inhabit.</p>

<figure class="wp-block-pullquote"><blockquote><p>“I love the use of imperfections, even errors or mistakes.”</p></blockquote></figure>

<p class="has-text-align-none">“I love the use of imperfections, even errors or mistakes,” Santaolalla explains. “Any professional guitar player when they&#8217;re recording tend to avoid all kinds of noises; when you run your hand on the fretboard or little glitches in your playing. But sometimes, I’ll push those in my mix, and I think that humanizes it. That&#8217;s why many people have said that my music becomes like a character — a presence. It’s why I play things myself.”</p>

<p class="has-text-align-none">In <a href="https://www.theverge.com/21286964/the-last-of-us-part-2-review-ps4" data-type="link" data-id="https://www.theverge.com/21286964/the-last-of-us-part-2-review-ps4">the second game</a>, Gustavo&#8217;s music becomes a physical part of the fiction, with <a href="https://www.theverge.com/21281499/the-last-of-us-part-2-ps4-guitar-touchpad" data-type="link" data-id="https://www.theverge.com/21281499/the-last-of-us-part-2-ps4-guitar-touchpad">Ellie carrying a guitar throughout her quest for vengeance</a>. She takes out the instrument during welcome moments of downtime,&nbsp; offering cathartic respite. And just like Gustavo’s score, these beautiful vignettes break up the harrowing silence, <a href="https://www.theverge.com/tv-reviews/644415/the-last-of-us-season-2-review-hbo" data-type="link" data-id="https://www.theverge.com/tv-reviews/644415/the-last-of-us-season-2-review-hbo">which carries through in the second season of the show</a>.</p>

<p class="has-text-align-none">“I love the TV series too,” says Santaolalla. “ For the show, Neil associated himself with another incredible talent, Craig Mazin — the guy that did <em>Chernobyl</em> — who knows that media and that language. I think it was a big, big challenge, because when you go from one media to another one, people say no, I like the original better! So, I think, once again, that the way we have used the music has been instrumental to keep that fan base attached.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/06/bella-ramsey_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A still photo of Bella Ramsey in the HBO series The Last of Us." title="A still photo of Bella Ramsey in the HBO series The Last of Us." data-has-syndication-rights="1" data-caption="&lt;em&gt;Bella Ramsey as Ellie&lt;/em&gt; in The Last of Us. | Image: HBO" data-portal-copyright="Image: HBO" />
<p class="has-text-align-none">He adds that “I think that when a story is really great, like a theatrical piece — like Shakespeare — it doesn&#8217;t matter who plays the character. Obviously Pedro Pascal&#8217;s Joel is different than the Joel from the game, but the substance of the character is so powerful that those things are just superficial. They could have done this as a series, as a feature film, as a puppet theatre piece, or an animation and it will still land regardless — because it&#8217;s just great writing.”</p>

<p class="has-text-align-none">Now as Santaolalla finds himself releasing his very own instrument — the Guitarocko — it feels like the culmination of the musical journey he started as a teen. Melding the traditional Bolivian 10 stringed ronroco with the form factor of a Fender Stratocaster, Gustavo feels a father-like pride for his musical creation: the 73-year-old is invigorated by what <em>The Last Of Us</em> has given him at this stage in his career.</p>

<p class="has-text-align-none">“I&#8217;ve been blessed with the fact that I have connected with an audience since I was very young,” he says.&nbsp;“But the way I connect with the fans of <em>The Last of Us</em> and the way they connect with the music… here&#8217;s a special devotion that is really beautiful. I have this new audience which is fantastic, and I love that they didn&#8217;t know me as an artist or as a film composer! Now they look for my music, and they discover these things. It&#8217;s been a gift for me, at this point — after everything that I&#8217;ve been through — to be involved with a project like this.”</p>
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			<author>
				<name>Tom Regan</name>
			</author>
			
			<title type="html"><![CDATA[How 2025’s surprise RPG hit lured some big-name stars]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/interview/653315/clair-obscur-expedition-33-rpg-interview-andy-serkis" />
			<id>https://www.theverge.com/?p=653315</id>
			<updated>2025-04-23T10:10:08-04:00</updated>
			<published>2025-04-23T11:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Interview" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Nestled between the crowd-pleasing guns and gore of Xbox’s 2024 summer showcase, was an eyebrow-raising, painterly role playing game. As its party of grimacing adults urgently sprints across a shimmering, surrealist landscape, a voiceover depicts a world terrorized by an omnipotent being called the Paintress. Each year, she daubs a new descending number on a [&#8230;]]]></summary>
			
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<p class="has-drop-cap has-text-align-none">Nestled between the crowd-pleasing guns and gore of<a href="https://www.theverge.com/24173601/xbox-games-showcase-june-2024-microsoft"> Xbox’s 2024 summer showcase</a>, was an eyebrow-raising, painterly role playing game. As its party of grimacing adults urgently sprints across a shimmering, surrealist landscape, a voiceover depicts a world terrorized by an omnipotent being called the Paintress. Each year, she daubs a new descending number on a distant monolith and everyone of the corresponding age disappears. With 60+ expeditions meeting a grizzly end, it is now up to the oldest remaining humans — the 33 year olds — to try and reverse their realm’s futile fate.</p>

<p class="has-text-align-none">After <em>Doom: The Dark Ages</em> and <em>Gears Of War E Day</em>’s carnal thrills, <em>Clair Obscur: Expedition 33</em>’s existential journey offered something refreshingly abstract. The 30 strong team at developer Sandfall Interactive took inspiration from both classic RPGs and Belle Epoque-era Impressionist painters, aiming to make a refreshingly French take on <em>Final Fantasy</em>. It was this lofty ambition that attracted some big name voice talent to this relatively modest game.</p>

<p class="has-text-align-none">“I immediately was drawn to the visual style, the world-building, the characters… just the themes behind the story,” says Andy Serkis, the voice of <em>Clair Obscur</em>’s Renoir. “Before I even became an actor, I was a painter, so there are lots of connections there.”</p>
<div class="youtube-embed"><iframe title="Clair Obscur: Expedition 33 | Cast Reveal" src="https://www.youtube.com/embed/ykQuuDwKRpo?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none">While getting the voice behind Gollum and <em>Star Wars</em> villain Snoke is a win in itself, he wasn’t the only Hollywood talent drawn to <em>Clair Obscur</em>, with <em>Daredevil</em>’s Charlie Cox also signing on for the role of Gustave. While Hollywood stars appearing in games is nothing new, the RPG’s intriguing themes and naturalistic script coax refreshingly earnest performances from the Hollywood duo, who fit in seamlessly alongside some of gaming&#8217;s hottest talents.</p>

<p class="has-text-align-none">“They are not tourists in this game,” Ben Starr, voice of Clive in <em><a href="https://www.theverge.com/23767669/final-fantasy-xvi-review-ps5" data-type="link" data-id="https://www.theverge.com/23767669/final-fantasy-xvi-review-ps5">Final Fantasy XVI</a></em> and Verso in <em>Clair Obscur</em>, says of Serkis and Cox’s impressive in-game performances. “They are doing some heavy emotional lifting, and they are doing it with a huge reverence to the craft.”</p>

<p class="has-text-align-none">It was the determination of teenager Maelle, who volunteers to embark on Expedition 33 well before her allotted time, that drew <em><a href="https://www.theverge.com/23861883/baldurs-gate-3-ps5-technical-review" data-type="link" data-id="https://www.theverge.com/23861883/baldurs-gate-3-ps5-technical-review">Baldur’s Gate 3</a></em> actor Jennifer English to the role. “I fell in love with her bravery. As soon as I got the script, I read it like a novel  and I don&#8217;t think I stopped reading it to breathe,” says English. “[Maelle] is so young, and yet has this emotional depth, which we do as teenagers. We look back at our teenage selves in a surface way, but just remember the depth of your emotions. For me, it&#8217;s all about the storytelling and the character and I just knew, instantly, that I wanted to play this role.”</p>

<figure class="wp-block-pullquote"><blockquote><p>“They are doing some heavy emotional lifting, and they are doing it with a huge reverence to the craft.”</p></blockquote></figure>

<p class="has-text-align-none">“It&#8217;s a fascinating exploration of mortality,” says Starr, on why <em>Clair Obscur</em>’s existential themes resonate. “I was obsessed by that <em>Friends</em> episode where Rachel turns 30 and that&#8217;s the end of her life. I think as a person who was born in 1988, that idea of mortality when you turn 30 was huge. A lot of people who saw [<em>Clair Obscur</em>’s] first trailer went, ‘Wow, dead at 34? <em>I&#8217;d</em> be dead.’”</p>

<p class="has-text-align-none">Despite lacking the budget of <em>Final Fantasy</em> or other blockbuster RPGs, <em>Clair Obscur</em> manages to punch above its weight with a unique blend of turn-based and real time combat that compliment its narrative ambition. “I cannot believe what this team has achieved,” reflects Starr. ”This really is a small production filled with passionate people. I think [Sandfall interactive] really wants to show you that small teams can make big experiences and have a big impact.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/gettyimages-2193624637.jpg?quality=90&#038;strip=all&#038;crop=0.0057129798903119,0,99.988574040219,100" alt="NEW ORLEANS, LOUISIANA – JANUARY 12: Andy Serkis attends 2025 FAN EXPO at Ernest N. Morial Convention Center on January 12, 2025 in New Orleans, Louisiana. (Photo by Erika Goldring/Getty Images)" title="NEW ORLEANS, LOUISIANA – JANUARY 12: Andy Serkis attends 2025 FAN EXPO at Ernest N. Morial Convention Center on January 12, 2025 in New Orleans, Louisiana. (Photo by Erika Goldring/Getty Images)" data-has-syndication-rights="1" data-caption="&lt;p&gt;&lt;em&gt;Andy Serkis.&lt;/em&gt;&lt;/p&gt;&lt;br&gt; | Photo by Erika Goldring/Getty Images" data-portal-copyright="Photo by Erika Goldring/Getty Images" />
<p class="has-text-align-none">With Cox riding high on <em><a href="https://www.theverge.com/tv-reviews/623200/daredevil-born-again-review" data-type="link" data-id="https://www.theverge.com/tv-reviews/623200/daredevil-born-again-review">Daredevil: Born Again</a></em>, and Serkis’ equally-storied career giving him the freedom to pick his projects, it was <em>Clair Obscur</em>’s compelling characters that enticed the Hollywood actors. For the regularly villain-playing Serkis, he felt an affinity for the morally-ambiguous, mysteriously age-defying Renoir. </p>

<p class="has-text-align-none">“I don&#8217;t believe in the concept of evil,” reflects Serkis, on why he enjoys inhabiting morally murky roles. “As a storyteller and as an actor, it&#8217;s your job when investigating a role to think about the character in a way where you can present them as a human being. With many of the darker characters that I played, it&#8217;s about saying, what are the layers of the character, the subtext? With Renoir, you get a sense that he is a malevolent force, but there&#8217;s some very extraordinary revelations about what he is and how he&#8217;s become that way.”</p>

<p class="has-text-align-none">This is far from Serkis’ first experience in games. He has spent decades being one of Hollywood’s mo-cap and video game champions, which included lending his voice to Ninja Theory games <em>Heavenly Sword</em> and <em>Enslaved: Odyssey to the Wes</em>t. “I remember the first time I put on a motion capture suit in New Zealand back in 1999 and thinking, this is an extraordinary digital costume,” Serkis says, recalling how misunderstood motion capture was when he first crawled across the set for <em>The Lord Of The Rings</em>. “It&#8217;s what it&#8217;s like going through the looking glass, because it means you can suddenly play anything.”</p>

<figure class="wp-block-pullquote"><blockquote><p> “There was an awful lot of looking down from the lofty heights of the film industry on the video game industry.”</p></blockquote></figure>

<p class="has-text-align-none">That experience inspired him to found his own motion capture studio called The Imaginarium. Serkis has been fascinated by the idea of interactive storytelling ever since, determined to use video games as a teaching tool for future generations. “I started working on the concept of the Imaginarium after <em>Odyssey to the West</em>,” Serkis says. “The idea was to create a place where you could explore next generation storytelling, and one of the first things I remember writing down as a business brief was that I would love to create the entire canon of Shakespeare plays as video games.” While Serkis has yet to adapt Shakespeare into games, <a href="https://variety.com/2025/gaming/news/clair-obscur-expedition-33-live-action-film-story-kitchen-sandfall-interactive-1236291356/" data-type="link" data-id="https://variety.com/2025/gaming/news/clair-obscur-expedition-33-live-action-film-story-kitchen-sandfall-interactive-1236291356/"><em>Clair Obscur</em> is already being adapted for the big screen</a>, with the entertainment company behind the <em>Sonic the Hedgehog</em> films working on a live-action film.</p>

<p class="has-text-align-none">For Serkis, after so many years of working across games and film, seeing video games finally get mainstream recognition as a storytelling medium has been a moment of personal pride. “The video game world and the film world were so separate back when I first came across it and there was an awful lot of looking down from the lofty heights of the film industry on the video game industry,” reflects Serkis. “Whereas now the opposite has happened, all the big franchise movies that are made totally rely upon video game technology for pre-visualization and virtual production. So it&#8217;s had this fantastic kind of emergence.”</p>

<p class="has-text-align-none"><sub>Clair Obscur: Expedition 33 <em>launches April 24th on the PS5, Xbox, and PC.</em></sub></p>
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