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Uncharted 4: A Thief's End (Naughty Dog) Shown - 2015

I think the idea that the entire game was scrapped/rebooted is very unlikely - no way ND would have let Amy/Justin work on it for that long or go that far in the wrong direction without stepping in sooner. I would guess they will redo/change some parts but much of the core game will remain intact.
I would have said the same thing, but look at Stig's game, Sony gave them notably longer before pulling the plug, and that was completely canned, not given to other staff.

Also, considering that interview, they're talking about designing set pieces that align with the storytelling.

I was imagining the levels, and for the most part, all 'game' related content would remain, and they'd just scrap the writing and replace it. Hennig had often talked about writing a story to link various set pieces and levels together, and I thought those links would get pulled out, and Druckmann would replace them (a huge over simplification, but I imagine you know what I mean). But that doesn't jive at all the with this interview. TLoU's design and storytelling are fundamentally entwined, and to bring that to UC4 means heavily butchering what was already there, if not just writing it off.
 
I would have said the same thing, but look at Stig's game, Sony gave them notably longer before pulling the plug, and that was completely canned, not given to other staff.

Also, considering that interview, they're talking about designing set pieces that align with the storytelling.

I was imagining the levels, and for the most part, all 'game' related content would remain, and they'd just scrap the writing and replace it. Hennig had often talked about writing a story to link various set pieces and levels together, and I thought those links would get pulled out, and Druckmann would replace them (a huge over simplification, but I imagine you know what I mean). But that doesn't jive at all the with this interview. TLoU's design and storytelling are fundamentally entwined, and to bring that to UC4 means heavily butchering what was already there, if not just writing it off.

I agree, but I guess I'm of the opinion that Druckmann and Straley had their hands in this pot from day 1, and that interference/disagreement is probably what caused Amy to leave. So I think some of their TLOU influence may already be in place in the game, lessening the amount that has to be redone.
 
I would have said the same thing, but look at Stig's game, Sony gave them notably longer before pulling the plug, and that was completely canned, not given to other staff.

Also, considering that interview, they're talking about designing set pieces that align with the storytelling.

I was imagining the levels, and for the most part, all 'game' related content would remain, and they'd just scrap the writing and replace it. Hennig had often talked about writing a story to link various set pieces and levels together, and I thought those links would get pulled out, and Druckmann would replace them (a huge over simplification, but I imagine you know what I mean). But that doesn't jive at all the with this interview. TLoU's design and storytelling are fundamentally entwined, and to bring that to UC4 means heavily butchering what was already there, if not just writing it off.

I think a lot of the storytelling elements and gameplay integration can be hugely influenced by druckley with the time they have left. Storytelling comes together sort of at the end with lots of editing before the final version is made. Ditto with certain gameplay sequences.

Bulk of the production effort so far is probably with graphics engine, multiplayer, set piece creation, and level design...these things aren't going to be scrapped.

I'm excited that UC4 will get 4 years dev time, just like TLOU, a game which also had huge changes throughout even the last six months of development....which is why it was delayed, and well worth the wait.

I think ND is through with setting strict release windows like they did with UC3. That games quality suffered and didn't live up to the reputation of the studio (even if it was still a good game, it wasn't the next big leap). ND needs to be a studio that continually gets better and sets the bar higher, and that takes time. Luckily with TLOU they have earned that right and Sony won't step in their way.
 
interview with straley & druckmann about what they did/learned with uc2 & tlou and how it´s going to influence uc4:
https://www.youtube.com/watch?v=k8Yi-9ZqSls

- Rollercoaster will still remain, but they want it to mirror what's happening with the characters the characters at that point

- They're keeping their same motto from Uncharted 2, which was "keep it core". In other words, keep it on the sticks so that the player is always in control

- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight
 
- Rollercoaster will still remain, but they want it to mirror what's happening with the characters the characters at that point

- They're keeping their same motto from Uncharted 2, which was "keep it core". In other words, keep it on the sticks so that the player is always in control

- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight

Sweet baby Jesus

JESUS it sounds too good
 
- Rollercoaster will still remain, but they want it to mirror what's happening with the characters the characters at that point

- They're keeping their same motto from Uncharted 2, which was "keep it core". In other words, keep it on the sticks so that the player is always in control

- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight

Would be nice to see more climbing options other than mash x to traverse wall. Tomb Raider has some nice little features with the bow zip-line, pickaxe traversal, etc.
 
- Rollercoaster will still remain, but they want it to mirror what's happening with the characters the characters at that point

- They're keeping their same motto from Uncharted 2, which was "keep it core". In other words, keep it on the sticks so that the player is always in control

- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight

9SltPQX.jpg
 
- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight
This is what stood out for me and what makes The Last of Us a deeper game mechanically. Just don't go full Dead Space 3 and bloat the game with menus. Make treasure seeking and platforming more meaningful.
 
I'm excited but I hope they keep it more realistic/grounded.

U3 had some of my favorite moments in the series but exploding plane parachute thing was one of the worst.
 
My theatre went nuts at the ND logo and when the first shot of Nate was shown, people started yelling "No way", "Impossible", "my lawd".

Same here. As soon as that first shot of Drake came on, people started screaming in disbelief. A group of girls below us squealed lol.
 
I'm excited but I hope they keep it more realistic/grounded.

U3 had some of my favorite moments in the series but exploding plane parachute thing was one of the worst.

Take it back, that set-piece was amazing.

I do agree though, I think that improving set-pieces from here on out can't simply be 'go bigger and crazier' as that would just be a path to silliness. They have to just make smarter, and more intricate set-pieces which I have no doubt they will.
 
I would love for Troy Baker to play the villain in this.

someone mentioned earlier but the way he squints and looks at the bullet casing is amazing. They really have the charm when it comes to attention to detail

You can feel so many emotions Drake is feeling in these gifs. Naughty Dog are number 1 in the industry when it comes to attention to detail.

That jaw-dropping animation. Completely agree with this, their attention to detail is insane.
 
I've been excited about UC4 since the turmoil at ND, and extremely excited since Druckley was confirmed, but I always had this concern that it wouldn't really be their game, because they're coming in so late. But just thinking about it, Left Behind went gold in January, if this is next November, they'll have had between twenty and twenty two months at the helm.

Obviously there's the technology and assets that can still be used, but it's actually quite possible they could have rebooted the entire game and still make launch.

Uncharted 2 was done in 22 months (6 of those months being pre-production) so I think a reboot is possible too. ND had so much crunching to do near the end though.

That interview got me hyped. Straley, Druckmann, and the dogs are going to deliver.
 
I really hope I can play UC2 and 3 sometime...maybe a PS4 collection or something. I played UC1, but never got to the other 2. Now my PS3 is broken and I really don't want to buy another for just 2 games.

I wouldn't mind a re-release either but, worse case scenario, ye will probably be able to rent them off of Playstation Now when it launches
 
People just doubt (correctly) that those will be the graphics they'll be playing with, but instead the cutscenes one, which looks usually much much better than in-game stuff.
Keeping expectations in check is a good thing.

And yet, in my comment, I never said anything about game play. I didn't mention cutscenes either, but even so, the character model fidelity in a Naughty Dog game is fantastic, in game and in in-engine cutscenes. The Last of Us showed us that. Sure, Joel and Ellie didn't have every bell and whistle in game as they did in cutscenes, but they came incredibly close. As I said before, there was nothing in that trailer that makes me think it's not possible to get that level of graphical fidelity on the PS4, and from Naughty Dog, especially.

That's also taking into account that this game will more than likely also follow the Uncharted template of being a linear action/adventure game, with light exploration. I doubt we'll be seeing massive open worlds in this game, and that, in combination with ND's prowess at art design and programming, have me more willing to accept this as a representation of the playable engine in Uncharted 4.

Hell, the trailers we saw for Uncharted, Uncharted 2, Uncharted 3, and The Last of Us also had us doubting what was possible on the PS3. To think that Naughty Dog pulled that off on a console with 512MB of split RAM, a difficult to program for Cell Processor, and, in the case of The Last of Us, they had to fit all of Joel's animations into a very small pool of memory (I forgot how small it was, like 8MB or something?).

*shrugs* I've been gaming a very, very long time now, and it astounds me what each new console and PC generational leap has brought to the table, from graphics to gameplay. The PS4 is a smartly designed console, and Naughty Dog is a cream of the crop developer. I don't share other's skepticism. If ND says the game is 1080p, and they hope to reach 60fps, I don't put it out of their abilities, but I won't crucify them if it turns out they can only do 1080p 30fps.
 
- Rollercoaster will still remain, but they want it to mirror what's happening with the characters the characters at that point

- They're keeping their same motto from Uncharted 2, which was "keep it core". In other words, keep it on the sticks so that the player is always in control

- They're looking to ways to build more systems and expand Drake's moveset so that the player has more ways to explore, traverse the environments and fight

Based ND.
 
Questions I need answered:

-Is Greg Edmonson back?

-Will we finally see Drake+Sully+Elena+Chloe co-op through the campaign (=]) or more mini kill room adventures like 2 and 3 (=/)?

-Will they take some ideas from Golden Abyss (ie the multi-layered treasure/mystery hunts)?
 
Questions I need answered:

-Is Greg Edmonson back?

-Will we finally see Drake+Sully+Elena+Chloe co-op through the campaign (=]) or more mini kill room adventures like 2 and 3 (=/)?

-Will they take some ideas from Golden Abyss (ie the multi-layered treasure/mystery hunts)?

-I don't know but I hope so

-I hope not, keep it designed around singleplayer with lots of moments you are on your own

-I wouldn't mind more complex mysteries, but only if they implement them in a far more engaging way than the time wasting treasure hunts from Golden Abyss.
 
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