160°

Uncharted 4 To Have A New Balance Between Spectacle Vs Intimate Set-Pieces

In a recent interview with OPM UK, Naughty Dog's creative director Neil Druckmann, talked about the new balance between spectacle versus intimate set-pieces in Uncharted 4.

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VER1ON3107d ago

If Naughty Dog succeeds in implementing those emotional Last Of Us scenes in this game, they are golden. This is great news.

BartMoons3107d ago

After reading this, I fired up my PS4 to play Last of us once again. The emotional bond in that game is insane.

ravinash3107d ago

ND are already the masters of making you build an emotional bond with their characters.
it will be interesting to see what they do with this.

FallenAngel19843107d ago

I'm glad that Naughty Dog understands there has to be an ever changing balance.

Although personally I dislike portions on games where I am forced to walk slowly and powerlessly on repeat playthroughs.

VER1ON3107d ago

I tend to agree, although I never had that feeling while playing The Last of Us. I was literally sucked into it.

Ezz20133107d ago (Edited 3107d ago )

I tend to agree as well
but yeah
TLOU indeed was something else....that game got me from the first 10 minutes
It's my favorite game ever.

What a ride :)

VER1ON3107d ago

@ezz2013

That scene in het beginning of the game, when Joel and his daughter..well Not spoiling anything. Man heart-breaking.

TwoForce3107d ago

I loved the Last of Us. And' i'm going to love Uncharted 4.

spicelicka3107d ago

Yea I have that problem with linear games, i don't like the hand-holding where I have little choice of movement and I'm forced to watch set pieces.

That's my issue with Uncharted but The Last of Us was the opposite of that and I freakin loved it. I hope they can incorporate the same method for Uncharted 4 and find a balance between the two, granted that it's supposed to be an action-adventure game.

jb2273107d ago

"Forced to watch set pieces"? Doesn't sound like you ever played an Uncharted game w/ a statement like that. A lot of the praise about the design of the UC series was the sheer fact that you weren't being "forced to watch set pieces", you were actually playing them. Naughty Dog's whole motto is "keep it on the stick" meaning that the controls aren't pulled from you during those moments. The only sections you don't actively control are the cutscenes that feature talking heads & zero action. You can dislike linear games all you like & I won't try to argue that Uncharted doesn't fit the linear definition, but the set pieces are a huge strength of the series, maybe you didn't like them but you can't begin to claim that they weren't controlled by the player.

As far as the linearity of the UC series vs. TLOU, the gameplay footage shown from UC4 so far all thoroughly illustrates that they are using that wide linear gameplay style from TLOU for UC4 but blowing that up even bigger. Unless the sections shown off are the only examples of that methodology in the campaign, UC4 will definitely be the least linear in the series. However you may feel about the series, there are plenty of fans like myself out there that all seem to be pretty excited about the prospect of the final installment.

spicelicka3106d ago (Edited 3106d ago )

^ First of all I get that you disagree with me but please understand I have enough integrity not to completely lie about playing a game, let alone one of the biggest games of last gen. I have Uncharted 1 and 2, 3rd one I'm only halfway through.

Second of all I should've been more clear in my explanation. Where I said "little choice of movement and I'm forced to watch set pieces" I wasn't referring to Uncharted per se, although parts of Uncharted that had those moments I wasn't a big fan of. I was taking a jab at COD campaigns where things explode around you, where you do nothing except what the games tell you. A tank comes, game points to an RPG, you pick up the RPG, game tells you to shoot from that sport, you shoot and move on. It's disgustingly linear.

Next, by forced to watch doesn't i didn't literally mean forced to watch. I mean you have minimal interaction. Like the sequence in UC2 where you're running towards the screen and jeep is coming crashing in your direction. You can only move left to right down that linear path, which barely amounts to "control".

That being said, after playing all of UC2 I did get the same feeling which you're trying to portray here, and what you're saying makes sense. That it's meant to be a linear action game with amazing set pieces, and that's part of the beauty of it. It's like those old school super mario style games, where you miss a jump you die a start a few seconds before it. This gave me new appreciation for the franchise.

I still believe it could benefit from more open sandbox environments in shooting portions of the game. And the shooting isn't criticized enough, which is really not good compared to other shooters, while it's almost perfect in Last of Us.

From what I've seen of Uncharted 4, these concerns are being addressed. I saw in the gameplay some nice flanking and maneuverability. The part where you're driving through the city being chased by the jeep is EXACTLY the improvement I was hoping for. Here we saw choice between paths and set pieces trigger differently on each path. That's very well done.

jb2273106d ago

@spicelicka

Sorry if that came off harsh because I have seen a lot of people on here claim to play things then go on to illustrate they have zero knowledge w/ the series (a certain "Uncharted Veteran" comes to mind haha) and I just didn't understand that comment about the set pieces...I see where you are coming from in regards to other franchises though because having to watch set pieces & not actually have any interaction is a big bummer for me personally. There are many games guilty of this & actually Uncharted seems to be one of the few that at least give you some form of interaction during these sequences, and honestly they are one of the biggest trailblazers in getting other games to fall in line w/ that idea. Like you mentioned w/ the Jeep section, sure its a linear corridor but you are also hip firing back at that Jeep and that momentum may be narrow but it was very effective in creating tension in that moment for me personally. It's not about the amount of interactivity during those sections, its the elegance of it, every sequence working to keep that tension high. Also look at what was done w/ the train level in UC2, where most games would've dropped in a static backdrop or made most of the encounter happen through cutscenes, ND actually created a train moving in realtime through the country side...also in UC3 for the cruise ship section most games would've at best thrown in stock animations for the ocean, but ND created an actual dynamically moved ocean that ensured each playthrough happened a bit differently...the entire plane section in 3 being entirely on the stick was a feat as well. In my opinion the UC franchise would be at the top of the heap in games that really create those pulse pounding moments that you actually interact with.

I can see your criticisms about the nature of the gameplay & shooting in particular but for someone who is less a fan of the technical or twitch fps model & more a fan of the classic action adventure format, the shooting just feels satisfying & just arcade-y enough for my tastes. It's obviously not up to snuff w/ other games that put more focus on it but the fun factor worked for me for the most part, aside of some janky weapons in 3 & some bullet sponges in 1. Something about the way all of the gameplay mechanics are married together in the series just always felt so natural for me, and the only section I ever got frustrated w/ during the entire series is that big wide open room (I believe maybe chapter 10) from Drake's Fortune. For a 3 game series to only illicit one instance of frustration amidst dozens of hours or pure unadulterated fun is a pretty big accomplishment. It won't be for everyone but for people like yourself that don't necessarily feel at home w/ what the game is aspiring to, it does definitely seem like they are opening the combat up to more tactical scenarios & a higher degree of freedom & precision. My biggest concern is that they get that balance right so fans like myself don't feel like the game is trying too hard to fall in line w/ the times by aping other playstyles while losing its unique charm. Going off of TLOU though I'm highly doubting that'll be the case. Hopefully the game launches in perfect form and all of your issues w/ the series are addressed and you can get as much enjoyment out of it as I did the prior 3.

UserNameIsNotTaken3107d ago

Can't wait to see what the wizards at naughty dog were planning to do with my feels. *-*

VER1ON3107d ago

I don't think thats what Druckmann was referring to, but still.

3107d ago
ClayRules20123107d ago (Edited 3107d ago )

This is a smart move "In my opinion"
We still get the big-spectacle set-pieces that the Uncharted series is known for, but we also get Intimate set-pieces "thanks to TLoU" that have real meaning behind them.
The photobooth set-piece in TLoU Left Behind DLC was such a great surprise. Those small Intimate moments from TLoU/Left Behind DLC were so powerful "In my opinion" I really love the direction Uncharted 4 is going!

I hope one of those intimate set-pieces for Uncharted 4 involves smoking a cigar with Sully =) I always wanted to do that!

430°

Naughty Dog’s Next Game Is “Really Ambitious” And Will Be “Really Hard” To Create

Speaking on what’s coming next for Naughty Dog, which could be either their new IP or The Last Of Us Part III, Druckmann gave what he seems to feel are realities of the project he’s talking about. That it’ll both be “really ambitious” but also “really hard.”

H962d ago

"I’ve really surrendered to knowing it’s going to be really hard, knowing it’s going to stress members of the team out"
As if crunch wasn't stressing them enough

helicoptergirl62d ago

Members of the team don't have to crunch anymore

helicoptergirl62d ago

According to people who work there

H962d ago

So the people who remained in a studio that had tons of workers quiting and others laid off said that they don't have to crunch, and you are just believing that

frostypants62d ago (Edited 62d ago )

They absolutely will wind up having to crunch. Happens at the end of almost every software project development cycle, especially with release date pressures. It's part of the job. Obviously they aren't in a crunch when they aren't in that late phase. But it's wishful thinking if they think they won't see that stress again. Druckmann himself seems to be aware of that.

helicoptergirl62d ago (Edited 62d ago )

Yes I believe them. The people who want to crunch can do it. The people who mentally and physically can't, don't actually have to. Some have young babies at home. Things have changed since the Schreier report.

rlow161d ago (Edited 61d ago )

@helicoptergirl
It wishful thinking to think some workers can choose to crunch or not to do so. That’s akin to people you work with saying they don’t have to do work they don’t like and you’re the one that has to take up the slack. That’s not how things work. Especially if your the person assigned to a specific task that has to be completed for the development to move forward. It’s a team sport when it comes to making a game. As with most things in life. Now that they are a smaller group, it’s even more important for everyone to pull their weight. Peace

helicoptergirl61d ago

@rlow that was exactly the mentality before the exposure and it was talked about and reported on. It's different now. You know, sometimes things and attitudes just change for the better. They knew they needed to change and they have and they're not stopping trying to make the creative environment as good as it can be.

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Tristan198262d ago

When someone pays another person to do a specific job in exchange for a certain rate of pay, it's called work.

H962d ago

They didn't sign to crunch and neither were they paid for it, people were hospitalized in Naughty Dog

MatrixxGT62d ago (Edited 62d ago )

Exactly most of these people wouldn’t last a season in the trades.

-Foxtrot62d ago

I f******* love how many people are doing a complete 180 on their views of crunch culture despite the awful stories reported on over the many years just because we’re talking about NaughtyDog

You can’t just cherry pick what to be mad about

“They signed a contract…it’s called work…that’s life…it’s a job”

I mean really guys, if this was EA you’d be having a field day

I bet you any money if any of these guys regardless of studio went in and said to their superior “Listen, don’t feel like the over time tonight, I’ll just stick to my normal contracted hours if that’s alright” I highly doubt they’d be given a warm response

Crows9062d ago

@h9

Actually yes they did. If overtime is mentioned...that's crunch.

Christopher62d ago

@Tristan1982: The problem is crunch is because of the inefficient management and sudden changes in projects. ND made major story changes based on some feedback, that results in months of rework, redesign, etc. And none of those changes were built into the project from the get-go, so they still have to meet a deadline.

@H9: One person. And they did sign up for crunch, ND is notorious for hiring people who don't mind it. That's the problem, they tell you who they are, people just aren't listening. And, they did get paid, just their QA level of people are paid shit, which is an industry issue for something so freaking important. And people wonder why we have such broken games at launch. Because companies don't want to pay to deliver as long as people will buy enough to get them past first few months of patches and then re-release a major patch with an expansion to get people to come back.

@-Foxtrot " You can’t just cherry pick what to be mad about " -- N4G home of 'hold my beer' on that alone.

CantThinkOfAUsername62d ago

The kindda guy to guilt trip others into overwork or tell them to be better slaves ('employees'). Exactly what corps like. How does it taste?

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anast62d ago

They get paid and they signed the contract. It's not a slave factory.

Shane Kim62d ago

Shh... your in the era of feeling sorry for people.

jwillj2k462d ago (Edited 62d ago )

Assuming you have a job, how would you feel working 80 hours a week for the same pay? You’ve not experienced crunch otherwise you wouldn’t be speaking like this.

senorfartcushion62d ago

As somebody who has crunched before. No, it wasn't my choice, no, you couldn't handle it, and no, you don't work in a better industry than I do.

Markusb3361d ago

exactly, get the game out before PS6 and if it takes crunch, or over time which you get paid for, get on with it

anast61d ago

"Assuming you have a job"

Assuming I haven't worked more for less, I suppose. And yes, I do.

"Shh... your in the era of feeling sorry for people."

I feel awful for the people that fought for the workers and got stuck holding the bag and lost everything.

"no, you couldn't handle it, "

You mean "I"

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Christopher62d ago

I really hope this isn't management BS stress. I get wanting to put the best out, finding the best new ways and concepts, and ensuring your design is just top notch and not wasteful and fulfilling, but when I hear some manager talking about this my first thought is "Are these jerks changing paradigms on a regular basis that's making people play catch up and redo work to meet their new goals?"

61d ago
Kiryu199262d ago

They lost so many great experienced talented people over the past 5 years

anast61d ago

Burnout is real. I even had to change my job because of it.

Markusb3361d ago

as if you dont get paid for crunch, get on with it,

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Stuart575662d ago

That it’ll both be “really ambitious” but also “really hard.”

Not 'is' but 'will be', kinda suggests that they haven't started yet, hope not.

Come on ND, a game PLEAAAAASSSSEEEE. Desperate this gen.

S2Killinit62d ago (Edited 62d ago )

From the article:

“Working on this new game, it’s really ambitious, parts of it are really hard,…”

That is the actual quote. They are already working on it.

LucasRuinedChildhood62d ago (Edited 62d ago )

Yeah, a lot of people push fake narratives about NaughtyDog and misquote things. That quote is very straightforward.

https://twitter.com/MitchyD...
Above is the complete debunking of a false story that still gets spread around all the time. And the bad faith actors doing it also only pin it on Druckmann for some reason and ignore Straley. They want to portray Druckmann as an evil schemer, even when the false story they're spreading doesn't align with their narrative. They don't care about reality ...

SuckerPunch doesn't get even 1% of this criticism and they haven't provided any update whatsoever on their next game, and it's a sequel not a new IP, so turnaround would be quicker. That's not logical.

Markusb3361d ago

probably 7 years out at this point after wasting all that time on factions

Stuart575662d ago

Also, just off-topic slightly but..

Does anyone think that layoffs now may well be making space for AI integration of game development, and 'crunch-time', 'unsustainable', 'big budget' are all terms been used to butter us up to receiving the news that AI integration will help and maintain the level of AAA games that were accustomed to? Perhaps the layoffs were the devs that didn't join a union quick enough and if only they had the smarts of SAG members and strike while the time is right, before its too late?! Imagine DEV's on strike at a time like this, there's already a game drought.

isarai62d ago

Nah, quite literally every industry around is having layoffs.

shinoff218362d ago

I work in manufacturing. Layoffs here to. Especially people with no skill. I feel bad for them more then anything.

isarai61d ago (Edited 61d ago )

I work in advertisement, Im being laid off in may despite being the 3rd best on my team of 15 just under the team lead and assistant team lead, and the assistant team lead is out next week. Yet the last two years we've all been congratulated for record numbers. Times are weird.

shinoff218362d ago

Game drought. Lol what. I can't keep up. There's so many dope games releasing. I gotta ask what do you play

Stuart575661d ago

Not Naughty Dog games, not this gen. You know, Naughty Dog? Who the article is about?

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Brazz62d ago

I hope they remember to make it realy fun to play.

FunAndGun61d ago

I hope it's extra woke and really fun to play.

Kneetos62d ago

And then Sony will lay off 900 more staff to save costs

Christopher62d ago

Is this supposed to be a big gotcha after Microsoft laid off 1,900 and we're ignoring that? Let alone the over 16,000 other layoffs from Microsoft in 2023?

Kneetos62d ago

This is an article talking about Sony, no one said anything about Microsoft

And we should always be reminded of it like people are doing with Microsoft, Sony shouldn't get a free pass either

Christopher62d ago (Edited 62d ago )

Yes, and this article is 100% about Sony firing people.

ND says new game is ambitious - until Sony lays off 900 more staff to save costs!
Sony publishes new gameplay video - until Sony lays off 900 more staff to save costs!
Sony announces weekend sale deals - until Sony lays off 900 more staff to save costs!

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210°

Uncharted Unreal Engine 5 Imagining From MachineGames-Indiana Jones Designer is a Sight to Behold

A stunning Uncharted Unreal Engine 5 imagining has been released, featuring cutscenes, platforming, combat, stealth, and vehicles.

Created by Daniel Arriaga, a level designer at MachineGames on the upcoming Indiana Jones game, this fan concept is a solo developer project.

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RaidenBlack68d ago

to reiterate, this is just a hobby project by a single developer

isarai68d ago

As a one man project this is awesome as hell!

67d ago
lellkay67d ago

Impressive considering its a one man effort!

Nacho_Z67d ago

Nate looks like he's been charting the lost city of Marijuana.

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70°

Uncharted Love: How Nate & Elena Found Their Happily Ever After

This Valentine's Day got me thinking of some of my favorite video game couples. Specifically, Nate and Elena from the Uncharted Series.

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