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The Making of Uncharted 4: A Thief's End - The Evolution of a Franchise

Ricky_R

Member
He's a normal dude in the same way that Indiana Jones is a normal dude or John McClane is a normal dude. They aren't perfect action heroes, they screw up, they trip and stumble, they get hurt, they bleed. They are every man heroes.

That too.
 
ahoQhfx.gif

Watching his fingers subtly move against the rocks is mesmerizing. Insane how good this really is from a technical standpoint. Can't wait for the game.
 

kyser73

Member
Meh, looks like a marginal improvement at best. I'm really underwhelmed by this gen so far, these underpowered consoles can barely even keep up with a low end PC. This game looks like an up res of Uncharted 3.

7/10 - you're too nice to troll Jav :)
 
"So uh, Uncharted 3 was about making something bigger and... so yeah, moving on to the Last of Us !"

I know Straley/Druckmann didn't work on U3, but damn, that's brutal. Doing a restrospective of Uncharted without Hennig/Richmond and probably some other guys was not ideal I guess : /

What more can you really say about it? They can spend a lot talking about Uncharted 1 because it obviously laid the foundation for the series. Uncharted 2 took that, polished it, and then elevated the playable setpiece higher than any game. So much so that you had EA once mention that one of their teams recreated the train sequence just to see if they could pull it off. Then there's Uncharted 3 which was...bigger. It really didn't bring much new to the series. It more or less just built off of U2. So just describing it as doing everything bigger is a pretty accurate description.
 
That Nate gif is like the perfect reaction gif to expressing how Ill likely feel after finishing UC4.

I kind of wonder if the UC2 crew really wanted to do UC4 so that they could do a proper sequel to their game. I know they didnt work on UC3, and maybe in their heads this is the trilogy that they need to do so that they can move on to a new IP.

I sure hope we'll be able to get 3 new ND games this gen.
 
There's one thing that people seem to never notice is that Nates facial model has been changed 2 times now.

For example:

The reveal:
f0efe6d1347649efabafc31ce039263c.jpeg


1st change:
2763942-15773859807_97cb6eb1bc_o-704x352.jpg


2nd change: Current facial model. It was first reveal at E3 last year. I'm using the Story Trailer version.
Uncharted4StoryTrl-610.jpg
 
What more can you really say about it? They can spend a lot talking about Uncharted 1 because it obviously laid the foundation for the series. Uncharted 2 took that, polished it, and then elevated the playable setpiece higher than any game. So much so that you had EA once mention that one of their teams recreated the train sequence just to see if they could pull it off. Then there's Uncharted 3 which was...bigger. It really didn't bring much new to the series. It more or less just built off of U2. So just describing it as doing everything bigger is a pretty accurate description.

Basically. Its like if the Souls franchise was doing a retrospective. Demon's would be the first one, Dark 1 would be the refined consensus favorite, Bloodborne is the Last of Us style spin-off, and Dark Souls 3 is the next-gen conclusion that take everything they learned to the next level

like where do you fit Dark Souls 2/Uncharted 3 in there? "This one was more of the same and a lot of people didn't like it much as the last one"
 
He's standing in front of a cave in the U4 gif. No trees. Unless you're comparing trees and caves, which is like comparing apples and caves.

The joke just flew on by didn't it? How can something look better in comparison relative to itself if there is nothing to compare against... A tree against a tree.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
When they say he's a normal dude, they mostly mean his personality and how he interacts with other people. Even more so now that they are going into his every day life, literally. It's not like they think about his life risking adventures and ability to kill when they say that...

Unless you think Drake is the same as Marcus Phoenix, for example.
Idk man. Those family glimpses we've seen in UC4 is the only way I buy that "everyman" thing. Actually it would've been neat for the series to start like that but hindsight is 20/20.

He's a normal dude in the same way that Indiana Jones is a normal dude or John McClane is a normal dude. They aren't perfect action heroes, they screw up, they trip and stumble, they get hurt, they bleed. They are every man heroes.
They aren't exactly normal dudes either. Considering his upbringing i'm hesitant to accept the every dude thing compared to others who literally lived a normal life until the inciting incident that made them become a video game protagonist hero, to name a more egregious example that i'm not super fond of Delsin Rowe is a "pretty normal dude" in comparison because he has literally no experience as an action game hero, or Alan Wake, you see where i'm going with these?
 
Agreed! Some of the best moments in TLOU were optional side conversations that developed the world and characters.

Uncharted 2 had little moments like this that really humanized the characters. Marco Polo in the pool? The village scene, petting the ox? Those moments of rest/exploration/comedy are a big part of why everyone praised the pacing of Uncharted 2 so much at the time.

So I'd say those moments in TLOU were a natural progression with Naughty Dog realizing the value of those little scenes and really emphasizing the importance of their inclusion.
 

Memento

Member
Uncharted 2 had little moments like this that really humanized the characters. Marco Polo in the pool? The village scene, petting the ox? Those moments of rest/exploration/comedy are a big part of why everyone praised the pacing of Uncharted 2 so much at the time.

So I'd say those moments in TLOU were a natural progression with Naughty Dog realizing the value of those little scenes and really emphasizing the importance of their inclusion.

Oh, definitely! I agree ;)
 

-griffy-

Banned
They aren't exactly normal dudes either. Considering his upbringing i'm hesitant to accept the every dude thing compared to others who literally lived a normal life until the inciting incident that made them become a video game protagonist hero, to name a more egregious example that i'm not super fond of Delsin Rowe is a "pretty normal dude" in comparison because he has literally no experience as an action game hero, or Alan Wake, you see where i'm going with these?

You aren't getting it. It's not his past or his upbringing, it's his characterization (and you gotta put things into context when it comes to video games, especially in comparison to when the first Uncharted came out).

An every man action hero doesn't mean they were literally an average guy before the inciting incident, it more means they react and respond to the situations in the film in the way "every man" would. They have flaws, they question what's going on, they get hurt, they screw up, etc. All these things start to add up so rather than the viewer simply thinking "Man, that hero is so damn cool and perfect I want to be them" they think "Man, he's not perfect. He has the same reaction I would have to that situation. He didn't make that jump. He's not that different from me," which then let's them get drawn more into the story via seeing them self in the character. The entire conceit of the series is that they are taking this kind of every man hero and the action/adventure movie surrounding them and making them a playable video game.

John McClane gets cranky. He steps on glass with his bare feet and he bleeds. He gets tired. Indiana Jones misses the jump. He gets punched. He triggers the trap and has to run from the boulder. He gets the artifact stolen from him after the opening scene. They aren't the type of guys who walk away from the explosion looking all cool. They're the type of guys who get knocked on their ass from the explosion. These type of characters stand in contrast to the likes of Arnold in Commando, or Chow Yun-Fat in Hard Boiled.

Now, you take Nathan Drake, circa Uncharted: Drake's Fortune in 2007, and compare him to the average big video game hero of the time. Someone like, say, Master Chief, who is the ultimate cool badass. Or Kratos, who is the ultimate cool badass. Or even Link, who is kind of a blank slate, standard, uber competent hero.

Then here comes Nathan Drake, who has a half tucked in shirt and jeans. Who stumbles when he jumps off a small cliff. Who flinches when enemies are shooting at him. Who gets punched and knocked on his ass. Who shields his eyes from hot flames. Who vocalizes stuff the player is already thinking about a scenario in the same way those movie heroes do. "Oh great, a helicopter?!" "Ugh, another cliff? Really?" Everything from the dialog of not just Nate but other characters, to the blocking/staging of cutscenes, to the gameplay animations and incidental idle animations all work to reinforce this idea.

All of this stuff was a big deal at the time the first game released, because it was a fairly new thing for a video game. At the time, compared to the standard video game hero, Nathan Drake was absolutely a "normal guy." That's less true today partly because Uncharted was influential to the point that this kind of stuff is now more common in video games, and because games are maturing in ways that allow a much larger range of protagonists of many different types.
 

TissueBox

Member
Uncharted 2 had little moments like this that really humanized the characters. Marco Polo in the pool? The village scene, petting the ox? Those moments of rest/exploration/comedy are a big part of why everyone praised the pacing of Uncharted 2 so much at the time.

So I'd say those moments in TLOU were a natural progression with Naughty Dog realizing the value of those little scenes and really emphasizing the importance of their inclusion.

People also forget that this was optimized to the fullest and, frankly, imo, the most successful in Left Behind. Even in TLOU I felt the action gameplay was a bit much in comparison to the adventure part; in Left Behind, the pace, interactions, and core story are much more characterized by each other, I think, and was arguably ND's best work yet, on a purely auteur-istic standpoint. That was what gave (and gives) me hope for UC4. The knowledge that something like that is something they could do in a compelling way, with a sturdy hand, and without compromising. Hopefully, anyway.
 

EktorOni

Member
People also forget that this was optimized to the fullest and, frankly, imo, the most successful in Left Behind. Even in TLOU I felt the action gameplay was a bit much in comparison to the adventure part; in Left Behind, the pace, interactions, and core story are much more characterized by each other, I think, and was arguably ND's best work yet, on a purely auteur-istic standpoint. That was what gave (and gives) me hope for UC4. The knowledge that something like that is something they could do in a compelling way, with a sturdy hand, and without compromising. Hopefully, anyway.

Agreed.

Although I expect to see something like this not in Uncharted 4's main game, but in its already-announced story DLC. They've always talked about how Left Behind became the perfect space for experimentation in both gameplay and narrative, and I anticipate the same is going to happen in Uncharted 4's Story DLC.
 

zsynqx

Member
People also forget that this was optimized to the fullest and, frankly, imo, the most successful in Left Behind. Even in TLOU I felt the action gameplay was a bit much in comparison to the adventure part; in Left Behind, the pace, interactions, and core story are much more characterized by each other, I think, and was arguably ND's best work yet, on a purely auteur-istic standpoint. That was what gave (and gives) me hope for UC4. The knowledge that something like that is something they could do in a compelling way, with a sturdy hand, and without compromising. Hopefully, anyway.

Oh they went to town with this stuff in Left Behind, while re purposing the usually violent mechanics of shooting and brick throwing into tools for building relationships. Neil actually talked about adapting some of these concepts for UC4.

"And then there is stuff like, with the Last of Us - and even more so with [2014's DLC add-on] Left Behind - the really quiet moments. We were making an action game, but it was okay not to have the action wall-to-wall. It was okay to have two girls in a Halloween store putting masks on and joking around with each other.

"And getting the confidence to do that and bring that to Uncharted became really interesting because it helps show more the human side of Nathan Drake. What is Nathan Drake doing when he's not on the adventure? And how do you put that on the thumbstick. How do you not just show that in a cut-scene - how do you play that? That's something we brought straight over from the Last of Us.

"It's not a specific example, but with the Last of Us we introduced the concept of optional conversations where I could turn around to my ally and dig in a little bit deeper. And it's a choice for the player, you can do it, or you don't do it.

"Players who engage with it can slow the characters down a little bit and have them engage in conversation, and you can find out a little bit more about their relationship, and a little bit more about their personalities. We've sprinkled those throughout the game."

"But also something we learned from The Last of Us is not all set pieces have to be big and explosive. Some of them can be small and intimate. And that lets us get much more interesting and introduce different pacing than in the previous Uncharted games. So that's the thing we're experimenting with, trying to find a different way to switch up that formula."

"In Left Behind, there's the photo booth that Ellie and Riley use. That took as much effort and work as the collapsing building in Uncharted 2. And Uncharted 4 felt like it needed some of those moments that require that much effort to build the relationships when we're not under duress and under gunfire."

http://www.eurogamer.net/articles/2016-01-20-naughty-dogs-neil-druckmann-on-why-uncharted-has-to-end
 

generic_username

I switched to an alt account to ditch my embarrassing tag so I could be an embarrassing Naughty Dog fanboy in peace. Ask me anything!
People also forget that this was optimized to the fullest and, frankly, imo, the most successful in Left Behind. Even in TLOU I felt the action gameplay was a bit much in comparison to the adventure part; in Left Behind, the pace, interactions, and core story are much more characterized by each other, I think, and was arguably ND's best work yet, on a purely auteur-istic standpoint. That was what gave (and gives) me hope for UC4. The knowledge that something like that is something they could do in a compelling way, with a sturdy hand, and without compromising. Hopefully, anyway.

I am in the opposite camp. While the walk and talk etc are cute moments, it fails to keep me engaged on repeat playthroughs and can hurt the game's pacing. I still think character beats should be told through optional user initiated actions ( show a triangle symbol on top of the character, I will press it on my first playthrough and ignore it on my second,) rather than forced walk and talk scenarios or injured and slowly move the player for a few minutes with zero challenge scenarios that ND games can sometimes be guilty of doing. That is not to say those sequences can never work. UC2's chapter 16 is masterful irrespective of which playthrough it is because it perfectly punctuates the overdose of action in the prior chapters ( A lot of games including ND's still live in the shadow of UC2's masterful pacing ). It is a very fine line and more often than not I would prefer ND to always keep providing the player with interesting challenges rather than these forced walking and talking scenarios even if the latter is an easier way to infuse personality to these characters.
 

VeeP

Member
Is all of Naughtydog working on this title, or just the team that made Uncharted 2 and TLOU?

I'm curious if they have another PS4 game in the pipeline already.
 

stryke

Member
Is all of Naughtydog working on this title, or just the team that made Uncharted 2 and TLOU?

I'm curious if they have another PS4 game in the pipeline already.

They do but it's likely still in early preproduction and may even be on hiatus while they are currently crunching.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
You aren't getting it. It's not his past or his upbringing, it's his characterization (and you gotta put things into context when it comes to video games, especially in comparison to when the first Uncharted came out).

An every man action hero doesn't mean they were literally an average guy before the inciting incident, it more means they react and respond to the situations in the film in the way "every man" would. They have flaws, they question what's going on, they get hurt, they screw up, etc. All these things start to add up so rather than the viewer simply thinking "Man, that hero is so damn cool and perfect I want to be them" they think "Man, he's not perfect. He has the same reaction I would have to that situation. He didn't make that jump. He's not that different from me," which then let's them get drawn more into the story via seeing them self in the character. The entire conceit of the series is that they are taking this kind of every man hero and the action/adventure movie surrounding them and making them a playable video game.
All well and fine, but nathan Drake is not really responding to situations in the same way that an every man would. Like just because he yells "No no no" or "ohhhh crap!" during some of these situations doesn't sell the everyman thing for me because he's still making it through in the most extreme incredibly lucky fashion possible and later in the series is the one initiating the conflicts. Like, the dude gets up from a table and a villain decides to flee that's how dangerous he is as a person.

John McClane gets cranky. He steps on glass with his bare feet and he bleeds. He gets tired. Indiana Jones misses the jump. He gets punched. He triggers the trap and has to run from the boulder. He gets the artifact stolen from him after the opening scene. They aren't the type of guys who walk away from the explosion looking all cool. They're the type of guys who get knocked on their ass from the explosion. These type of characters stand in contrast to the likes of Arnold in Commando, or Chow Yun-Fat in Hard Boiled.
Yea but they're still action heroes. I mean with all the shootouts Drake has gotten into he's firmly inbetween Indiana and an invincible commando considering literal armies can't kill him.

Now, you take Nathan Drake, circa Uncharted: Drake's Fortune in 2007, and compare him to the average big video game hero of the time. Someone like, say, Master Chief, who is the ultimate cool badass. Or Kratos, who is the ultimate cool badass. Or even Link, who is kind of a blank slate, standard, uber competent hero.

Then here comes Nathan Drake, who has a half tucked in shirt and jeans. Who stumbles when he jumps off a small cliff. Who flinches when enemies are shooting at him. Who gets punched and knocked on his ass. Who shields his eyes from hot flames. Who vocalizes stuff the player is already thinking about a scenario in the same way those movie heroes do. "Oh great, a helicopter?!" "Ugh, another cliff? Really?" Everything from the dialog of not just Nate but other characters, to the blocking/staging of cutscenes, to the gameplay animations and incidental idle animations all work to reinforce this idea.
I understand what they're going for and the context at the series inception, i'm just not buying it considering the current climate of gaming.

All of this stuff was a big deal at the time the first game released, because it was a fairly new thing for a video game. At the time, compared to the standard video game hero, Nathan Drake was absolutely a "normal guy." That's less true today partly because Uncharted was influential to the point that this kind of stuff is now more common in video games, and because games are maturing in ways that allow a much larger range of protagonists of many different types.
Like I said above the current gaming climate is why I'm believing it less when we have all these characters who absolutely are just, normal people put in insane situations, to the point where a guy like Drake, even with animations that emphasize his derpiness doesn't seem like an everyday person.
 

ShutterMunster

Junior Member
All well and fine, but nathan Drake is not really responding to situations in the same way that an every man would. Like just because he yells "No no no" or "ohhhh crap!" during some of these situations doesn't sell the everyman thing for me because he's still making it through in the most extreme incredibly lucky fashion possible and later in the series is the one initiating the conflicts. Like, the dude gets up from a table and a villain decides to flee that's how dangerous he is as a person.


Yea but they're still action heroes. I mean with all the shootouts Drake has gotten into he's firmly inbetween Indiana and an invincible commando considering literal armies can't kill him.


I understand what they're going for and the context at the series inception, i'm just not buying it considering the current climate of gaming.


Like I said above the current gaming climate is why I'm believing it less when we have all these characters who absolutely are just, normal people put in insane situations, to the point where a guy like Drake, even with animations that emphasize his derpiness doesn't seem like an everyday person.

You either still don't understand what an everyman is or you believe the concept is BS. Nathan Drake is cut from the same cloth McClane, Indy, Ripley, Rick Grimes, and others. Being an everyman doesn't exclude you from being a hero.
 

sviri

Member
I love ND's behind the scenes videos. It makes the studio look like a great place to work, which I am guessing is an added benefit of them putting the videos online.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
You either still don't understand what an everyman is or you believe the concept is BS. Nathan Drake is cut from the same cloth McClane, Indy, Ripley, Rick Grimes, and others. Being an everyman doesn't exclude you from being a hero.
I realize this and never stated the opposite. I feel there's a difference between the type of people like Indy and Ripley, and Nathan Drake. But that could be due to the difference in mediums.
 

wapplew

Member
Is all of Naughtydog working on this title, or just the team that made Uncharted 2 and TLOU?

I'm curious if they have another PS4 game in the pipeline already.

Didn't someone from ND said there were 2 others project in concept phase?
Assume one of them is TLOU related, that other project is...




Crash

I love ND's behind the scenes videos. It makes the studio look like a great place to work, which I am guessing is an added benefit of them putting the videos online.

New SSM studio is even better!
https://www.youtube.com/watch?v=VlXFxEEqH2g
 

TissueBox

Member
I am in the opposite camp. While the walk and talk etc are cute moments, it fails to keep me engaged on repeat playthroughs and can hurt the game's pacing. I still think character beats should be told through optional user initiated actions ( show a triangle symbol on top of the character, I will press it on my first playthrough and ignore it on my second,) rather than forced walk and talk scenarios or injured and slowly move the player for a few minutes with zero challenge scenarios that ND games can sometimes be guilty of doing. That is not to say those sequences can never work. UC2's chapter 16 is masterful irrespective of which playthrough it is because it perfectly punctuates the overdose of action in the prior chapters ( A lot of games including ND's still live in the shadow of UC2's masterful pacing ). It is a very fine line and more often than not I would prefer ND to always keep providing the player with interesting challenges rather than these forced walking and talking scenarios even if the latter is an easier way to infuse personality to these characters.

It's a hard sell. Left Behind is much more storytelling than story beat, and it does clog up the direction as a result; how much time you spend pushing on the stick instead of making calculated decisions in a flexible, meaningfully dynamic gamespace is counteractive, to a degree, because it treads closely to becoming a dull corridor walker, as opposed to shooter.

But that's where the dilemma becomes subjective, I think, at least in some way. Whereas replay value can be gathered from objectives that utilize sensible skill-based mechanics, (ie combat, puzzles, what we know and love), the same can be said for objective-less virtual novels; the matter comes down to preference, and in the end, I think that's what makes Left Behind a tad special, and why it sits at such a strange little corner in the modern AAA market.

It's Uncharted in reverse, but in that distinctly ND way; whereas Uncharted's an action-adventure game at its foundation with story for support, Left Behind is a story at its foundation with creative game elements which support that. The same approach to TLOU, except this time, up to eleven, and more heavily iterated (and within a much shorter runtime). The shooting and stealth gameplay remain, and so do the challenges, but in a much more muffled tone. Is that the best way to do it? No, it's still a bit imbalanced and as far as fair storytelling and intelligent gameplay that go hand-in-hand go, the likes of Valve and Black Isle are still at the top and less telegraphed. But in place of actual core, in-depth gameplay is a strong artistic vision that breathes through its presentation -- it's a new type of "AAA game" (that's also not really AAA, but as close as you're gonna get), one that embraces linearity in order to maximize character. It's a risky move, and in its early stages; I don't believe it will be perfected now. But maybe one day, and that's why Left Behind (not to mention The Last of Us) is a promising game -- it actually didn't turn out all that bad.

That said, I do still agree with you on the case of UC2's pacing not being topped. That was ND's masterstroke, the apex of cinematic action. They had the right pinch of story with the right, er, sort of overblown, in-your-face high-octane setpiece mindlessness to accompany it and -- imo, most importantly -- the little moments ("little" here meaning "not involving exploding helicopters or throwing trains down cliffs") sprinkled in between. What separates it from the good and places it at great was how so much of it was practically accident -- the right people worked together at the right time and did the right stuff and that's how Uncharted 2, and thus its keenly organic charm, was born. Not from pretense, but from routine. And with that they'd reached their peak.

Until TLOU rolled along, and they set their sights away from cinematic action, and onto the perfection of cinematic narrative, in general. As you said, you're in the opposite camp in regards to Left Behind, and that's reasonable -- it's designed differently and won't appeal to the same tastes. But in the end, I believe that's where the main divide between it and its predecessors starts and ends; where some people could have called Uncharted a corridor shooter with something special, others could call Left Behind a corridor walker with something just as special; a reverse AAA action-adventure game for a still-growing breed of AAA player that may or may not represent something controversial in the current industry, but atm, may just be breaking new ground -- sure, not the first to make a crack at it, but definitely the one with most powerful swing so far.

Oh they went to town with this stuff in Left Behind, while re purposing the usually violent mechanics of shooting and brick throwing into tools for building relationships. Neil actually talked about adapting some of these concepts for UC4.







http://www.eurogamer.net/articles/2016-01-20-naughty-dogs-neil-druckmann-on-why-uncharted-has-to-end

And yep, remember that one. It was quite a read but it left me raising an eyebrow in anticipation. It's one of those things...one might feel this way about it, another might feel something different, but if it goes right, it will probably help add just a bit more umph to UC4's punch. Here's to the team nailing it!

Agreed.

Although I expect to see something like this not in Uncharted 4's main game, but in its already-announced story DLC. They've always talked about how Left Behind became the perfect space for experimentation in both gameplay and narrative, and I anticipate the same is going to happen in Uncharted 4's Story DLC.

Indeed, though I think a Doughnut Drake origin side story would be most essential. A melodramatic hero tragedy, beginning with Drake's fall into doughnut addiction. You scour a nearby town for doughnut shops, only to realize you have no money. You are then suddenly given the choice of asking the other customers for some, or stealing. You look at your gun, but no, you can't possibly do that. You sigh, generating distractingly good facial animations. To think that, in the end, all that mass murdering did was give you high cholesterol.
 

onanie

Member
Meh, looks like a marginal improvement at best. I'm really underwhelmed by this gen so far, these underpowered consoles can barely even keep up with a low end PC. This game looks like an up res of Uncharted 3.

Not to mention the shadow dithering. I mean, it looks great, but it's not the second coming of c... I mean Christ.
 

Fredrik

Member
yeah, makes it weirder when they said the game was gonna be 1080p/60. Seems like they were suuuuuuuper early at that point to make that kind of announcement/target
I simply think they were hyping up 60fps to better sell The Last of Us Remastered and Nathan Drake Collection, they were all about pointing out how much better games were at 60fps back then.

I wish they still thought that, I'm a 60fps guy, and 60fps obviously looks better in motion etc, but honestly, I don't think it's super important for the gameplay in this genre, I managed to enjoy Rise of the Tomb Raider enough to put it on my GOTY list even though it's 30fps so I'm sure I'll enjoy Uncharted 4 too.
 
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