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The Official Uncharted: Drakes Fortune Thread (New trailer)

Great new article. Here are some highlights.

Of course, Nathan's not the only one in search of Drake's treasure. Argentine crime boss Gabriel Roman is the central bad guy who's also hunting down the legend. Aiding him are Aroq Navarro, Roman's right-hand man and expert in antiquities, archaeology, and history, as well as Eddy Raja, a more thuggish and flamboyant character who's interested mostly in a big payout. Besides Roman, his two aides will also lord over the henchmen characters Nathan must combat. We're not sure if there will be more than two types of armies who he'll have to shoot his way through, but we know that in addition to the modern-day pirates that we've been blasting away at in preview coverage you'll also have to face a squadron of well-trained mercenary henchman, who are much tougher to take down; some can even take you down with one shot of a laser scope.

Uncharted will feature chase sequences as well. Hennig said that in the same way that the team has borrowed from the swashbuckling, high-swinging and gun-blazing action in pulp media, the idea of using vehicles is another element that comes from these adventure tales. Details are still very slim at this point, but we saw a still photo of Nathan and Elena on a jet ski during the presentation, so we're pretty sure that it should be an element within the final product.

Anyway, the stage seemed to be part of some sort of cistern within the lost Spanish colony. We're really not sure, and Naughty Dog wasn't divulging much. Regardless, the space was crawling with Raja's colorful pirates, who managed to split up, flank and repeatedly kill us. We realized then, after taking several bullets, that when Naughty Dog said that it was putting a lot of effort into the AI it meant it. Based on the build that we played, the game has gotten pretty darn tough. We're not sure if it's the ruggedness of the henchmen, who can take quite a few slugs before dropping, or the overall sharpness of the AI, but we got picked off quite a bit. Word is that the game will have dynamic difficulty, which adjusts AI to your performance. We hope that the team finds a good balance; lots of people were dropping like flies during their demos.

Also, when we weren't being downed by gunfire, we took the opportunity to partake in some of the game's hand-to-hand combat, which seems to be rhythm and context-based. You can button-mash with the Square button, and Nathan will unleash a torrent of fists and fury. However, if you time your move correctly, you'll see him do anything from from grab someone and punch him in the face, then finish them off with a kick to the crotch. Sometimes you'll see him do dropkicks. Depending on your location when you start a hand-to-hand encounter, you'll even see Nathan slam a merc or pirate against a surface and pummel him. It's all very cool stuff that could have some wild variants in the final product.

It's three pages. Enjoy.

http://www.n4g.com/ClickOut.aspx?ObjID=67180
 
It's nice to here they've been addressing some of the criticisms and the mention that the game will have collectibles and re playability is great news. Heavenly Sword could probably use some of that.

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It's nice to here they've been addressing some of the criticisms and the mention that the game will have collectibles and re playability is great news. Heavenly Sword could probably use some of that.

5xfgew5.jpg
:wow::wow::wow:I want this game...
 
Dude raider

As the creators of Crash Bandicoot and Jak & Daxter, California's Naughty Dog have a peerless reputation for delivering high quality and hugely entertaining games.


But following the departure of high-profile co-founders Jason Rubin and Andy Gavin, Naughty Dog's PlayStation 3 debut is a significant change from the studio's cartoon-orientated past.


Uncharted: Drake's Fortune still has Naughty Dog trademarks like platforming action and stunning animation, but its realistic characters, focus on gunplay and deep story are aimed at a more mature market than the studio's previous games.


Screen Play chatted with Richard Lemarchand, Lead Game Designer, about Uncharted at the recent Leipzig Games Convention while enjoying some hands-on action with one of PS3's most exciting upcoming titles.


The game is due before Christmas, you must nearly be finished.

We're getting close now. We're post Alpha so the game's complete in terms of its content and now we're into that final polish phase. We're all about polish at Naughty Dog. It's really important for us that the game be in really pristine shape. We've had a good development cycle though, it's been an exciting time.

What were your goals when starting work on Uncharted?

It's a good question, we always really like to have a compact set of design goals for each project that we make. We had three main goals for Uncharted in terms of gameplay. Of course we're very interested in games with great stories, games that push out the story-telling ability of the medium, but the pillars of our gameplay were three-fold. We wanted to do great (what we used to call) platform gaming. We talk more now about traversal gaming. The sense of an environment that you can explore and make discoveries within. And as you've seen, we've spent a lot of time on the animation system for the main character. He's very nimble in terms of his ability to run, jump and climb. So that kind of platforming is one of the pillars.

The second is the shooting gameplay, blazing gunplay based on a cover-based system. Obviously Uncharted has more of an emphasis on gun-based gameplay than any previous Naughty Dog game. (But) the control scheme actually has quite a lot in common with the Jak and Daxter control scheme. Jump is X, camera control on the right analog stick, melee attack is on square, you come into and out of cover using circle, and shooting is on R1. The melee is cool for keeping it mixed up and giving the player alternate strategies as they are working through the game.

The third pillar is puzzle solving. We've put quite a lot of problem solving into the traversal-based gameplay but we also have a number of set piece puzzles with special spot interactions that have their own special animations sprinkled throughout the game.

Do you dislike the "Dude Raider" tag?

(laughs) Of course we love the Tomb Raider games. We actually think it's really funny.
Any way that people get to hear about our game is cool with us. But Drake is actually very distinct I think from Lara Croft. Lara is kind of James Bond to Nate Drake's Indy or (Die Hard's) John McClane. He's more of an every man, he's not a ninja special forces guy. Nathan Drake is not a goody two-shoes character. He has a lot of dealings in the shady underground. He's the kind of guy who's made his living from leading treasure hunting expeditions, whether for private individuals or universities. And as is common in the real world of treasure hunting, because it is a real profession, he has kind of one foot in a shady world. Kind of living just beyond the boundaries of the law. When you're treasure hunting, you might not be quite sure whether you're in international waters, and he's mixed with a cast of shady characters. He knows how to handle himself in a situation, but that doesn't mean that he's going to plough through all the enemies. He's constantly living on the edge of his abilities. I think that's what makes him a bit more interesting as a character.

Tell me about the story.

There's Nathan Drake and his friend Elaine Fisher, who is a young woman who hosts an archeology adventure show on cable television. She's hired Nathan Drake to fish out the coffin of Sir Francis Drake from the seabed off the north coast of Panama. It was where Sir Francis Drake, the famous English adventurer and pirate, was buried at sea back in the late 16th century.

When they open the coffin they find that its empty, but they do find Sir Francis Drake's travel journal, which Nate Drake quickly back-pockets and which ultimately leads him to this abandoned island somewhere in the Pacific. It's meant to be completely deserted and they're very surprised to find evidence of a Spanish colony. From the colonization of the New World, a 16th century Spanish colony. He's even more surprised to find aggressors on the island, pirates, and in the opening sequence he and Elaine are flying in an airplane heading to the island and are shot down by a World War II flak gun. They are south seas pirates from the straits of Malacca, which is plagued in the real world by a pirating problem. There's another camp of enemies that we've just started talking about which are mercenaries, private military types who have been hired by the villains of the piece, these underworld figures.

We were very keen to set our game in the real world. It's one of the things that makes Uncharted stand apart. So many games are set in grim, grey post-apocalyptic settings, we really wanted to get back to the roots of action adventure, going back to the pulp stories from the 30s. The things Indiana Jones were inspired by. We're getting a lot of positive response about the way that our game is more like an adventure movie, we've really stuck to reality.

I remember Jason and Andy were really big on focus testing, do you still use it a lot?

It's still really important to us, yeah. We do call it focus testing but I sometimes wonder whether that's misleading because we're very driven by our own creative instincts. For example, we would never change the ending of a game based on its reception by a focus group. But we do a lot of play testing. I've been very involved in that. We test the game at regular intervals on pretty large groups of players and we capture the data from their gameplay sessions onto memory cards that we then bring back to the office and analyse. We're looking for weak points in the gameplay. We also give them a questionnaire and ask them some key questions about what are the high points and the low points for them.

And what have they typically been?

Gosh, they are so different with every round of focus testing. Early on when we were still polishing the gun-based combat we had a lot of comments about the aiming, for instance. So that let us know that we had to go off and do more work in that area. Our latest round of testing has almost been a bit boring for us 'cause everyone's just loving the game. They really respond well to the characters and the story. People see that it's a really compelling story. The characters are more sympathetic than characters in games often are. They are fleshed out.

And people are really digging the traversal. We put so much time and effort into developing the animation system. It's been one of the big things for us in the development of the game, the animation system for the player character. We are very focused on animation at Naughty Dog, we have a very large crew of animators, more than is usual I think for a game developer. We do a lot of animation blending where we blend one animation into another depending on the actions of the player. We're also doing more layering than is common. He doesn't just play back one animation at once, he's usually doing around 12, and maxes out at about 18 different animations. Sometimes whole body animations that we blend, sometimes animations for say, his face. So if an explosion happens near him he'll wince, but he could be doing that at the same time as he is reloading his gun and transitioning out of combat. People have really picked up on that. It means that he's still very much under your control from moment to moment. And the cover-based combat, it's very intuitive.

There's obviously a big focus on making the game as cinematic as possible, for example, not using a health bar.

Absolutely. It was an important thing for us. We've always been as developers very keen to embody the player through the actions that are happening on screen. We really dislike the clutter that you get with too many elements in the HUD. So we decided to go with the screen desaturation. We had to work hard to make sure it was still very clear to the player when they were about to lose their life, but I think we've managed to pull it off.

But I notice you have exploding barrels...

(laughs) It's a good way to expand the strategic possibilities in a level. That's partly why everyone likes to do it so much. But we don't have an over focus on it, we use them in some interesting situations. And we do have a rationale for it, they are left behind from the Spanish colonists.

Has Naughty Dog changed at all since Jason and Andy left?

You know, there has been some change of course, but most of the people who were at Naughty Dog now got to work with Jason and Andy. I joined the company three years ago, just as we were finishing up Jak 3 and those guys were around for that. They've really left us a good heritage. In terms of the company culture, I think Naughty Dog hasn't really changed. The new presidents of the company, Evan Wells and Christophe Balestra, worked with Jason and Andy for a long time and I know that Jason and Andy were very comfortable leaving the company in their hands. They're the same kind of game developers that Jason and Andy are, they're all about passion, a love for games as a medium, a love for making new characters that really open up games culturally. That's what we're doing with Uncharted.

And I imagine once you have established a strong culture at a studio, you tend to attract similar staff of a high calibre.

Totally right, that's what it's all about. It's such an exciting place to work. It's people from all around the world. We have a lot of Europeans working at Naughty Dog as well as people from North America, Canadians and people from South America as well. So it's a great feeling place, there's a feeling of the best folk from around the world and that's always been a big part of what Naughty Dog's been about. And its still quite a small feeling company as well, we're between 70 and 80 now. We're not a big team. We're big enough to make a PS3 game but still small enough to have that real family feeling.

Do you have some sort of splinter technology or design team who has started work already on the next project?

Actually, the whole company is focused on Uncharted right now.

So being a studio that only works on one title at a time, how do you ensure there's a seamless transition to working on the next project?

Well, that's one of the secrets of the studio, so I shouldn't really dish too much on that! They wouldn't be really happy with me. But we do work very closely on planning ahead, both within the company and with Sony, who own Naughty Dog. And working smart is always a big part of the success of Naughty Dog's projects. We're always keen to make good decisions at the right times. So rest assured that future games will be well taken care of.

Thanks for your time Richard, I'm looking forward to playing the game.

http://www.n4g.com/ClickOut.aspx?ObjID=67781
 
Damn, I just let a load go in my pants. Damn you Naughty Dog!!! I love Jak 2 and 3, so I know this game will totally own.
 
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There's also a new entry about GC 2007 from Richard Lemarchand (Lead Designer) in the Technology section of the Official website. That has been revamped and looks 'le awesome'.

Quoted for awesomeness. I was looking in this thread for 1 of those pictures, but remembered how awesome all of them are, and decided to quote myself. Beautiful stuff.

As an aside

Drake Model: 30 000 polygons + normal maps
Enemies 12 000 16 000 Polygons + normal maps

It was WHF or someone who said that Drake didn't have very many polygons at all, and none more then the industry average at best.
 
TGS07: Uncharted hands-on

An updated build of Uncharted: Drake's Fortune was on display at Sony's pre-TGS media briefing. The new demo comes a long way from its previous E3 presentation, which featured some serious technical glitches, and control issues. Almost immediately, players will see that the aiming has been far improved, feeling far more accurate and responsive than before. Thankfully, players will be able to fine-tune their control settings through adjustable control sensitivity, and invert options for horizontal and vertical controls.

To show off the new and improved controls, the demo featured some truly menacing levels. One level took place in a decaying courtyard, not unlike one that would be seen in Gears of War. Laser sights will aggressively pursue your character, as you hide behind cover. Grabbing a sniper rifle, the player must quickly try to kill his aggressor -- a single shot from the sniper's gun will mean instantaneous death (as we regrettably found out). The scope of your rifle focuses around whatever your vision is centered on: a nice touch that makes sniping much easier to manage.

The gunplay and hand-to-hand brawling all feel a lot better than before. But, that doesn't mean things are quite perfect. The camera never feels perfect, and the action lacks the visceral punch of Gears. Regardless, the platforming and puzzle solving on display certainly add a nice touch of variety to the game. The platforming feels satisfying, thanks to Nathan's natural animation. Each jump feels weighted down by real gravity, and seeing Nathan barely make a jump, only to hold on to a ledge, adds a sense of real danger to the environment. The puzzle solving takes a page from Folklore: Nathan must read the notes from Drake's diary to progress. In the demo we played, we had to do a simple statue rotation puzzle, but we see a lot of potential in the concept.

Overall, we're glad to see that Uncharted has made so much progress. PS3 gamers are thirsty for a good adventure game, and with a little bit more polish before its November release, it looks to fit the bill.

http://www.joystiq.com/2007/09/19/tgs07-uncharted-hands-on/
 
On that note, Naughty Dog and Sony have done a series of 'Making of' that people should check out (better stuff then I thought there would be). There are only 2 parts up so far, but I would expect it to have multiple itterations just like for Heavenly Sword and Lair.

Part One: Inspiration, Gameplay

Part Two: Music and Characters
 
Ugh, go and wipe yourself you SICKO!:cmad:

Why, when I can just throw away the pants? And nice vid, but only cuz the chicks were hot. The song itself sucked, but at least they used Spidey, Superman's a chump. No offense Kalel.
 
Part 1 (under ground, shootout in water):
http://www.eurogamer.net/tv_video.php?playlist_id=5164

Part 2 (old ruins, guitar music, shootout):
http://www.eurogamer.net/tv_video.php?playlist_id=5165

Part 3 (library shootout, proceeds to puzzle):
http://www.eurogamer.net/tv_video.php?playlist_id=5166

New videos. I had mad a post on another forum, expressing apprehension about everything in the game, gameplay wise, aside from the platforming (The gunplay still lacked a decent punch, the enemies could take too many hits, I was wearing it it having too much 'Gears like' cover, the combat looked spastic) but these new videos must be from an updated version. The hand to hand seems to work well now, and the enemies are actually going down after being hit, which is awesome. Really this is probably the best game play footage I've seen so far.

The game is definitely back up there on my radar for this christmas...
 
More shots from the Last Crusade, coming up! :p

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Please for the love of god DO NOT delay this game... I was looking forward to playing GTA 4 in a few weeks time until it was delayed, I was looking forward to Stranglehold but they delayed that in the UK too... so please let me have a game I really really want to play on time
 
Wow. Too be honest with you, I don't think I've ever seen a game this good looking. Esp. the second pic. My God.
 
Dang, between this and Heavenly Sword, PS3 is proving itself to be a seriously powerful machine this fall. :wow:
 

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