Havok83
Avenger
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- Aug 25, 2006
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It is. I didnt even find out about that till after I beat the game which was quite annoyingThankst: Seems weird that it'd be turned off though...
It is. I didnt even find out about that till after I beat the game which was quite annoyingThankst: Seems weird that it'd be turned off though...
I don't actually think that would have had much bearing. The story process is governed by tight deadlines and whoever was on writing duty would not have been split as 50/50 between to two projects as the devs would have been. In fact, most of the story work would have been done well before they started any serious game production.
I don't think you need to try and find a 'reason' as to why you didn't like the story as much, that's the very nature of any art or creative process, sometimes it just doesn't hit that spot in the right way. I actually thought U3 had the much, much better story in terms of character development, it simply didn't have as many punchy narrative plot points.
According to what I read recently in the Mapping the Development of Uncharted 3 (http://www.1up.com/features/mapping-uncharted-3-drake-deception), their development was quite a mess, actually. They knew, for example, that they wanted to have a sequence involving a plane crashing in the desert, but they had no idea how that would happen or why. They did that poster with Nathan in the desert, which eventually even became the cover of the game, but only later they thought about how the story would go there.I don't actually think that would have had much bearing. The story process is governed by tight deadlines and whoever was on writing duty would not have been split as 50/50 between to two projects as the devs would have been. In fact, most of the story work would have been done well before they started any serious game production.
I don't actually think that would have had much bearing. The story process is governed by tight deadlines and whoever was on writing duty would not have been split as 50/50 between to two projects as the devs would have been. In fact, most of the story work would have been done well before they started any serious game production.
I don't think you need to try and find a 'reason' as to why you didn't like the story as much, that's the very nature of any art or creative process, sometimes it just doesn't hit that spot in the right way.
I actually thought U3 had the much, much better story in terms of character development, it simply didn't have as many punchy narrative plot points.
Also, regarding the 'someone should have died' point, I think that was the greatest red herring of them all.
I spent a large, large part of the game thinking Sully was going to die. Naughty Dogs decision to show their back story, focusing on their relationship, really made me think we might be getting ready to say goodbye to Sully. Then when he gets captured and Nate is chasing after him, playing with your expectations (the fake Sully on the cruise ship) it becomes almost assumed, with Elena worrying about Sully etc. Then you save him and you feel relieved, then they pull a total double red herring, they kill him off and then it turns out to be fake. For that 15 minutes where I thought Sully was dead, I was totally gutted and Drake as a character is almost completely defeated. Even when you find him again, I didn't completely trust that it was him. The final scene with all of them at the airport was probably my favourite ending yet, purely because it was heartwarming but didn't feel tokenistic. Personally, I think if they HAD killed Sully, it would have felt totally cliched. The third game so they HAVE to kill someone or do something dramatic, but Naughty Dog aren't governed by video game tropes and they haven't limited this series to a trilogy, they go with what serves the story in what they expect to be an ongoing story/saga.
Ya, I agree with you on all points. Loved the story in this one, thought it dug deeper and the risks they took story/character-wise paid off.Well, after the first two games, you are expecting there to be a supernatural twist and they play up Talbot and the organisation to be especially so, with Talbot seeming to be able to vanish into thin air, survive a gunshot wound, the tarot card and then the obvious one, the Fire Djins. The twist is that it's NOT supernatural, which is what you expect as that has been the standard. Instead they're a League of Shadows type organisation that uses fear against you. Because that is a big part of it too. Think of the first trailer, seeing Marlowe ask Drake 'What are you REALLY afraid of?' He pushes himself forwards irresponsibly and doesn't care about his own safety, much to the frustration of Sully and Elena but really it's the risk of his loved ones dying that is his biggest fear which I think is a fantastic character exploration. It explains so much of the characters motivations across all three games.
Also, regarding the 'someone should have died' point, I think that was the greatest red herring of them all.
I spent a large, large part of the game thinking Sully was going to die. Naughty Dogs decision to show their back story, focusing on their relationship, really made me think we might be getting ready to say goodbye to Sully. Then when he gets captured and Nate is chasing after him, playing with your expectations (the fake Sully on the cruise ship) it becomes almost assumed, with Elena worrying about Sully etc. Then you save him and you feel relieved, then they pull a total double red herring, they kill him off and then it turns out to be fake. For that 15 minutes where I thought Sully was dead, I was totally gutted and Drake as a character is almost completely defeated. Even when you find him again, I didn't completely trust that it was him. The final scene with all of them at the airport was probably my favourite ending yet, purely because it was heartwarming but didn't feel tokenistic. Personally, I think if they HAD killed Sully, it would have felt totally cliched. The third game so they HAVE to kill someone or do something dramatic, but Naughty Dog aren't governed by video game tropes and they haven't limited this series to a trilogy, they go with what serves the story in what they expect to be an ongoing story/saga.
The issue I had with the plot of Uncharted 3 was that it didn't really pay off. The build up to the 3rd act is pretty darned good (Ramses' general pointlessness aside) but then just as its about to climax, particularly after Sully's "death" the game just seemed to be in a rush to end as quickly as possible.
Cutter, Chloe, the roving band he met in the desert and especially Elena should have had more impact on the finale. I don't think they really ended up saying anything new about Nate and Sully's father/son relationship that we didn't know at the start and Marlowe and Talbot ended up being rather bland villains despite some great early stuff from the both of them.
I think backing away from Sully's death was a major misstep. When he got shot I was so impressed with how utterly brutal and quick it was and that they had the balls to do it. My first feeling after seeing that and then Marlow and Talbot was "NATHAN - ****ING GET THEM," they had me completely invested by that point. And then Sully was alive again and all was well and the tension of the plot just evaporated before my eyes. They ended up more or less playing the whole thing a bit safe and consequence free.
I think it definitely would have been more cliched and less fulfilling if he had died. It was telegraphed that he was going to die for the whole game, so if he had there would have been even less pay off.
And it is very much a video game trope that for the big third game or third part of a trilogy, they kill of a character who has been around for all 3 games. You only need to look at some of the biggest 3rd game titles to see this trend. Uncharted, for me, has always been a step above the standard blockbuster game narrative and I would have been sorely disappointed if they had resorted to such a cheap way of forcing an emotive response.
In 3, I think scenes like Nate falling asleep on Elena's lap, showing Nates total emotional breakdowns in the drugged scenes, him becoming a broken man when he thinks Sully is dead, are far superior narrative hooks than the simple blockbuster cliches of 'Which character will die?'. Instead of Nate going on a Marcus Fenix style 'That's it, they're all gonna pay' style thing we get a really human reaction.
Though I want to say just as an addendum that I don't think Uncharted 3's story is bad, I think there's a lot of good there and some ambitious ideas - I just think the last act does a real disservice to what they had been setting up prior.
The character of Nathan Drake is ultimately not challenged by what happens in the final act of U3.