Podcast
Culture
S&U interviews
2 min read

My conversation with... Michael Hastings

Re-Enchanting… Public Life. Belle Tindall reflects on what is (perhaps surprisingly) her favourite conversation so far.

Belle is the staff writer at Seen & Unseen and co-host of its Re-enchanting podcast.

A man in conversation laughs and throws his head back
Michael Hastings being interviewed at Lambeth Palace Library.

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This opening paragraph may well break every rule in the Podcast Hosting Handbook, but I’d like to offer some context for my conversation with Lord Michael Hastings by putting my cards on the table for a moment. If there’s one place where I, the co-host of the Re-Enchanting Podcast, have become disenchanted; it’s politics. It’s capitalism. It’s leadership. It’s public life. 

It is for this reason that I am still surprised that our episode with Michael has become my personal favourite (and if you’ve been listening to the podcast, you’ll know that it has notably stiff competition). The conversation really has done what it set out to do, it has begun to re-enchant me. 

Michael Hastings, for those who are not yet acquainted, is a force of nature.  

He is an Independent Peer in the House of Lords, and that’s only the beginning. Allow me to mention just a few of his other current roles: he is the Chairman of the School of Oriental and African Studies, the London Chamber of Commerce, and the Industry Black Business Association. He’s the Vice President of UNICEF, a Professor at the Utah State University, an ambassador for Tearfund, and a personal mentor to hundreds of people.   

He was the BBC’s Head of Public Affairs before becoming its first Head of Corporate Social Responsibility. He was also GMTV’s Chief Political Correspondent.  

So, to sum up: Lord Hastings’ work resides in the realm of politics, capitalism, leadership, and public life.  

This was always going to be interesting. I just wasn’t sure it was going to be that enchanting. How deeply wrong I was.  

When Michael was just sixteen years old, he was asked what he wanted to do with his life, and the words he spoke that day are the exact words he still lives by now. He said,

"I want to speak up for the poor. I want to bend the power of the prosperous to the potential of the poor."  

And that, it seems to me, is exactly what he does. That is precisely why he sees such value in serving in the business sector, the commerce sector, the political sector. In those places, he is able to ‘leverage opportunity for others’. He does all that he can, in those public spaces, to bend the power of the privileged few in the direction of the poor.  

What I found even more interesting is that, the way he speaks of such things, it’s as if he sees no other way of operating in those societal spheres; he accepts no other (valid) reason why one would enter politics; no other (ethical) motivation behind economic prosperity. You could call such optimism naivety. Or, as I’ve learnt, you could call it enchantment.  

It strikes me that this conversation may just be the balm that the 65 per cent of people who have lost trust in the government need. Whether one agrees with the details of what Lord Hastings says or not, it’s certainly striking how foreign it feels to hear someone speak of service as the beginning and the end of their political and commercial aspirations. 

From the moment I met Lord Hastings on a drizzly Wednesday morning, I was utterly captivated by his warmth and immediately at ease in his presence. And, as a result, a truly inspiring encounter ensued. 

Review
Culture
Film & TV
Trauma
5 min read

This bad TV version of The Last of Us ruins much more than storytelling

Following up the acclaimed video game doesn't deliver prestige viewing.
A pensive looking woman glances to the side.
Ellie, played by Bella Ramsey.
HBO.

What’s the point of the TV adaptation of The Last of Us

Throughout its second series, I’ve been trying to wrap my head around this question. I’m still short of an answer. 

Turning the two The Last of Us video games into prestige TV was always going to be problematic, because those video games already were prestige TV. You just had to press buttons on a controller now and then.  

The first The Last of Us video game is regularly included in lists of the best video games ever, and it’s not because of any ground-breaking gameplay or because of any technological advancements it made. It’s because of its story.  

It is richly character-focussed, gritty, realistic, and utterly human. The Last of Us Part I (as it’s now known) carries the kind of gravitas and emotional complexity you might expect from the likes of The Sopranos, Breaking Bad, Chernobyl, or The West Wing. It’s already prestige TV.  

So, is the TV adaptation simply an attempt to make this same story accessible to people who don’t play video games? Maybe. That would make sense, were it not for its deeply frustrating second series, the finale of which has just aired. 

The Last of Us Part II was massively controversial when it released in 2020. (WARNING: absolutely colossal spoilers ahead, for both the games and the TV show). Joel – the main protagonist of the first game – is abruptly and brutally murdered in its opening act. This leads Ellie – his pseudo-surrogate-daughter – to hunt down those responsible in attempt to enact a reckoning.  

In the video game, most of the story is told over the course of three days. First, from Ellie’s perspective, then from the perspective of Abby, Joel’s killer. In the TV show, the second series covers Ellie’s side of the story before very abruptly shifting to Abby’s side in the final seconds, leaving the viewers with a cliffhanger. Even as someone who’s played the game and knows what’s going to happen, it felt like a bit of a slap in the face. 

But for someone who hasn’t played the games it must be bordering on nonsensical. Even spread over two series, the story is so truncated, and so much is left unsaid. I can’t imagine making sense of this series without having played the video game first. But the TV show is basically just a live action remake of the game. Which again begs the question: what’s the point of the TV adaptation of The Last of Us

I’ve found this series, and the video game it’s based off, hugely frustrating. Because it’s trying to convey an important message. But both the game and the show contrive to undermine their important central ideas through poor storytelling techniques and structures.  

But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

Let’s take one example. Half-way through the game (or towards the end of series 2), Ellie has tracked down and tortured one of Abby’s friends for information on her whereabouts. Afterwards, she talks to her lover Dina about what happened.  

In the game, it’s harrowing. Ellie is visibly shaken by what she’s just witnessed herself do. “I made her talk.” She says. And then to Dina: “I don’t want to lose you.” “Good,” comes Dina’s reply. And that’s it. Cut to black. Little is spoken; much is said.  

But where the scenes last about 30 seconds in the game, in the TV show it’s over five minutes long. “I made her talk. I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.” So says Ellie, halfway through the conversation. The writers are clearly trying to make explicit Ellie’s fear that she’s losing herself, and Dina by extension, in her thirst for revenge. But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

“I know writers who use subtext and they’re all cowards,” Garth Marenghi once said. I can only assume he writes for HBO now. 

It’s a shame the scene gets fluffed as badly as it does, because really it’s the centrepiece of the narrative. Faced with unthinkable violence, Ellie chooses to repay the act in kind. But, in hunting down and torturing those responsible, ultimately Ellie finds herself becoming less and less human with each act of revenge. Here, in this conversation with Dina, Ellie begins to glimpse the reality of this. That acts of violence towards others are ultimately also acts of violence towards her own nature.  

This is, as it turns out, a deeply Christian notion. Where other Ancient Near Eastern creation myths depict their gods as creating the world through violent and bloody struggle, in Genesis God merely speaks life into being. Where Jesus’ disciples would violently overthrow their Roman oppressors, he instead says “those who live by the sword, die by the sword.”  

Moreover, Jesus’ death by crucifixion was unspeakably cruel and violent, encompassing protracted public humiliation, sexual abuse, and mutilation. It is here that Christ draws the suffering of the world to himself, that we might be given the opportunity to live free from the ongoing cycle of violence that surrounds us. Not that we might avoid having violence done to us, but that we might find the strength not to be violent in turn.  

And this is the ultimate paradox at the centre of Christianity: that the greatest show of strength the world has ever seen is found in Christ’s being nailed to a tree.  

Violence begets violence begets violence begets violence. That’s the message of The Last of Us Part II; albeit one conveyed in a rather ham-fisted way. While I’m not optimistic, I hope the next series of the TV show manages to fix the game’s wobbly narrative structure to convey this in a way that is nuanced and compelling. Because it’s a message we desperately need to hear. 

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