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‘The Last of Us’ Is Afraid of Ambiguity - WorldNL Magazine
Whenever I reflect on the ending of The Last of Us when the game first released on the PlayStation 3 in 2013—long before it and its sequel were remade to death on every subsequent console—I’m reminded of the late, great director David Lynch‘s enduring philosophy on ambiguity in art. Rather than explicitly guiding audiences toward specific interpretations of works like Inland Empire, Mulholland Drive, or Twin Peaks, Lynch emphasized the significa…
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