Uncharted 2 (PS3)

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #91
    Re: Uncharted 2 (PS3)

    Gametrailers

    Story/Setup

    They didn’t specify how long the sequel takes place after the first game, but Nathan is out on another adventure and this time around players are going to see a bit more of the shady side of his character. The legend in this case revolves around Marco Polo’s lost fleet. In history, Marco Polo left China with a fleet of 14 ships, but when he arrived in Persia, only one ship with eighteen survivors remained. The game apparently starts out in a museum where Drake lifts an artifact that sets him on Marco Polo’s trail, eventually leading him to a swamp in the South Pacific, then to Nepal and the Himalayas in the search for Shambala and the legendary Cintamani Stone – a huge sapphire possibly worth billions.

    Naughty Dog hints at a much larger cast of characters, but so far we only know of Sully and Drake’s new partner/girlfriend Chloe Frazer. She’s come back from farther in Drake’s past, she’s Australian, and she’s in every way equal or better than Nathan – but more flashy and impulsive. In one cut-scene, Drake was behind cover trying to defend himself from some guards and a truck-mounted turret, and Chloe shows up with a rocket launcher, blasting them out of the road in one shot.

    Gameplay Demo

    The small section of gameplay they showed was in Nepal City, the same area seen in recent screen shots. The city is about 1/4 of the way through the game and it’s in the midst of civil war with ravaged buildings and burning vehicles. Nathan tries to sneak into the city by pretending to be a reporter, but when the guards get suspicious, he busts through the gate.

    The beginning of the demo opens with a bunch of soldiers searching for Nathan, only to soon be run over by a runaway bus. The wrecked bus blocks the street, forcing Nathan to climb across some crumbling buildings, using shop signs and street lights to traverse and narrowly avoids impaling himself on some exposed rebar.

    The developers then used this opportunity to show off some of the game’s expanded stealth gameplay – what they’re calling action-stealth since they don’t want the pacing to get slowed down. They hung just below one guy waiting for the right moment to grab and toss him off the side of a building. Then back on ground level they snuck up behind another soldier standing in a doorway, grabbed him and knocked him out on the brick wall. Stealth kills can apparently net you more grenades or better weapons in the right situations, and using cover keeps you safe from soldiers’ line of sight as well as bullets.

    The other big gameplay feature that they talked about but didn’t really show is traversal gunplay – which basically means that Drake can now shoot back when he’s climbing on walls. They even talked about being able to hang from a sign on the side of a building, using it for cover, and peeking out over the top to fire.

    They’re aiming for a much broader range of enemies and AI behaviors. Some enemies carry big shields, which you can also pick up for portable cover if you take them down. Soldiers will also hunt for Nathan and follow him to his last seen location if you try to run away, sounding like something you’d expect from Metal Gear or Assassin’s Creed.

    Tech/Art

    Unknown to many, one of Naughty Dog’s teams actually works full-time on tech for PS3 developers to get the most out of the system, giving the developer a bit of an advantage. They estimate that in the first Uncharted, they were only utilizing the SPUs to about 30% but now they’re actually running them at 100% which gives them a lot more processing power to work with.

    In the first game, they used two different character models for cut-scenes and gameplay, but now they have the same character model for both. They also proved to us that the scene in the VGA trailer was indeed real time, showing us the scene again and moving the camera around inside and outside of the train in 3D space.

    There are more interactive items in the environment, more animations for Drake for different situations (walking across the moving train, etc.), and new shaders for things like snow, ice, and fur (Nathan will be getting a coat to keep him warm). It sounds like they want the snow and ice to be just as impressive as the water was in the first game and they’re working on effects for footprints, sparkling, and translucence.

    The art team is obsessively gathering references for all the different environments and thinking through back-stories for the use of every room in the game. One artist even ran to a house that caught on fire and asked the owner if he could take pictures for reference.

    Acting

    One thing I came away really respecting about Naughty Dog is their approach to character performances, treating it just like a film shoot. It’s no secret that most video game dialogue is done with one actor at a time, reading scripts in a sound booth. But for Uncharted 2, Naughty Dog is bringing the actors to a motion capture studio, capturing their movements and dialogue simultaneously and getting the actors interacting with each other. They showed off audition tapes for Chloe’s actress and the biggest reason they chose her for the role was her natural chemistry with Nathan. And their improvisations and body language are making big improvements to the depth of the characters in each scene.

    Out on a Limb

    That’s about all there is to tell, but I think Naughty Dog is holding on to some secrets. With all this talk of Chloe being “Nathan’s equal in every way,” I can’t help but think that they’re leading up to an announcement about co-op gameplay – or at the least, you’ll play as Chloe at some point. I didn’t get any straight answers when I asked, but I think it’s a likely possibility. In any case, the game is looking great so far and I’m looking forward to playing it this fall.

    We'll also have a two-part interview up later today.

    New Screens



    Go Noles!!! >>----->

    Comment

    • Flawless
      Bang-bang! Down-down!
      • Mar 2004
      • 16780

      #92
      Re: Uncharted 2 (PS3)

      IGN: Uncharted 2: Among Thieves First Look

      Naughty Dog is a filthy tease. Yesterday, the folks behind the company met with a plethora of videogame journalists, went over the story and details of Uncharted 2: Among Thieves, and even played through a level set in a bombed out section of Nepal. Yeah, the gameplay looked awesome and the graphics were somehow better than the crisp stuff we saw in Drake's Fortune, but when all that was said and done, Naughty Dog kept talking -- about the possibility of a helicopter shooting out the foundation of a building and Nathan having to navigate his way out of the crumbling structure while the enemies around him try and do the same thing; about fighting on top of a train as it curves and careens through the environment and Nathan having to adjust his balance and shots accordingly; about picking to either run through the train cars or shimmy along the roof. The developers talked about these OMG moments, but they didn't show them.
      Go Noles!!! >>----->

      Comment

      • Flawless
        Bang-bang! Down-down!
        • Mar 2004
        • 16780

        #93
        Re: Uncharted 2 (PS3)

        Gamespot Intereview

        We caught up with the two design leads of Uncharted 2: Among Thieves at their own studio to discuss their new game.
        ...

        1UP

        Upon receiving questions about this "dark past", Hennig quickly notes, "[While] the idea of a sequel that goes darker is immediately pejorative, that's not at all what we're doing. We want to show that Nathan has more colors to him, and is a more interesting, complex, and contradictory character than what we introduced in the first game -- we only got a little bit of that color in the beginning, and then we were on the rollercoaster ride of adventure. We saw a little bit of potential dickishness in him, occasionally, but that's not 'darkness', it's just that he's a real guy, a flawed, fallible guy."

        Hennig concludes, "It seems to be happening across most media; look at The Dark Knight and Casino Royale, and note the tendency to take tried-and-true ideas of genre and make them contemporary. That's what we're trying to do, but not in some sort of emo way."
        In terms the moment-to-moment gameplay, this perhaps the most significant change in Uncharted 2. Simply put: Nathan can defend himself at all times. Game director Bruce Straley comments, "'Cover-based' isn't 'ground-based', 'cover-based' is ledge-based -- it's sign-based. It's while I'm traversing and if an enemy comes out while I'm brachiating across, I want to be able to defend myself. It's knowing that when an enemy pops out, I'm not going to be completely defenseless-- I can pull my gun out and shoot him." Co-lead designer Richard Lemarchand quips how cool it is to have a Nathan hanging from a sign, and then be able to aim downward and pull off some headshots.

        The "action stealth" as a system looks pretty subtle. It doesn't use any sort of HUD or "stealth mode" toggle, it's more of a gut-feeling kind of thing. If the enemies aren't aware of Nathan's presence, it's as simple as he crouches lower and moves a bit more cautiously. During the demonstration, Nathan quietly shimmies across a ledge to line himself up below some hapless guard, and quickly jumps up to grab said guard and pull him over the edge, resulting in a quick (and undetected) kill. Or a simple case of managing to make his way behind another guard unawares, and quickly grabbing him to quietly snap his neck. Another subtle change I notice during these stealth kills are that the baddies drop maximum ammunition and grenade drops -- generally making stealth kills a guaranteed profit when it comes time to managing your ammunition.
        Go Noles!!! >>----->

        Comment

        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #94
          Re: Uncharted 2 (PS3)

          IGN Interview

          IGN: One of the things you guys were talking about was how there are different animations, different things for what's happening in the environment. So if I am sneaking into a room, is there some kind of button I need to press to be crawling and be stealthy?

          Evan Wells: It's automatic. It's all contextual so if you noticed in the demo as I approached the enemies and they weren't aware of me, he hunches down and you get that stealthful approach. If you're on the train, he's going to be checking his balance and making sure he doesn't fall off. It's all contextual. The idea is to make the control scheme very basic, very intuitive. We aren't trying to overcomplicate things through this addition of stealth -- it should just all come second nature and become a player choice
          IGN: As a proud Platinum holder, are you bringing that same thing to it for Uncharted 2?

          Evan Wells: Oh, absolutely and beyond. We're not getting rid of the medal system -- we're going to have the Trophy system as well as the medal system so we can have that many more unlockables and bonuses to give out.

          IGN: Is there going to be any tie-in to what you did in the previous game? I know you get fat suit Drake at the very end, but I've just finished the game for whatever number of times. Is there any carryover between saves?

          Evan Wells: Yeah, we were looking at tapping into Trophies and how far you've gotten in unlocking stuff in the last game to reward the owners and Platinum holders of Uncharted 1 in Uncharted 2, but those details, we just haven't worked out yet.
          IGN: Final question: How's Sully?

          Evan Wells: He's doing well. [laughter] He's doing well, and he and Drake they definitely are still pals and we'll see if he makes a cameo in here or not.

          IGN: I'm going to crack you, Evan.

          Evan Wells: Maybe he's got a bigger role than a cameo. I'm sure we'll be talking about him in the coming months.
          IGN: I lied; I have one more question. Now that you're introducing a second character in Chloe, who's almost on par with Nate, have you guys thought at all about a multiplayer component? I don't know for this game, and I'm sure you can't talk about it if you have, but is that something you guys have talked about for future stuff?

          Evan Wells: You know, it's really exciting how co-op and multiplayer are becoming exciting features for gamers. You're seeing a lot of great games that are taking advantage of that -- Left 4 Dead was a fantastic game, Gears co-op is awesome, Resident Evil 5's got a great co-op mode. It really does seem like it would fit the Uncharted universe well. It's something that we haven't concentrated on right now; we're really concentrating on bringing that single-player experience to the forefront and delivering the best single-player experience that is out there. At Naughty Dog, we're very excited about online games and multiplayer games, and it's something that we certainly will be looking at in the future.
          IGN: Next, as a huge fan of the series, where is Elena? Why are you hiding her?

          Amy Hennig: [laughter] We've buried her. She's in the crawlspace. No. It's so funny; we always get this question, and if you note -- if you read all of the things we've said -- we've never said that she's not in the game; we just didn't say that she is. The thing is, obviously, what we're focusing on in talking to you guys in these previews is that we really want a larger cast of characters and a more diverse cast of characters because the whole goal is to tell a character-driven story and to have those characters all reflect these different facets of Drake's sort of complications and contradictions in his character. That means more characters and a more varied cast, and that doesn't necessarily mean that there aren't people returning. But we really wanted to focus on some of the new characters that are playing a role -- Chloe Frazer being the one we've focused on so far.
          Go Noles!!! >>----->

          Comment

          • DickDalewood

            #95
            Re: Uncharted 2 (PS3)

            Oh my god, yessssssss!!!

            I cannot WAIT for this to come out!!

            Comment

            • spankdatazz22
              All Star
              • May 2003
              • 6219

              #96
              Re: Uncharted 2 (PS3)

              I'm loving the first one (currently playing through); very impressive. Uncharted 2 looks fantastic
              HBO's "The Wire" should rank as one of the top 10 shows EVER on tv - period

              XBL gamertag: d0meBreaker22 (that's a zero)

              congrats Steelers, city of Pittsburgh, and Steeler Nation - SIX TIME WORLD CHAMPS

              Comment

              • pfunk880
                MVP
                • Jul 2004
                • 4452

                #97
                Re: Uncharted 2 (PS3)

                So pumped!
                Green Bay Packers | Milwaukee Brewers | Bradley Braves | Wisconsin Badgers
                Marquette Golden Eagles | Milwaukee Bucks | Milwaukee Panthers

                Comment

                • Picci
                  MVP
                  • Feb 2003
                  • 4517

                  #98
                  Re: Uncharted 2 (PS3)

                  A Must Buy.....Loved the first. This one sounds just as good

                  Comment

                  • Jonesy
                    All Star
                    • Feb 2003
                    • 5382

                    #99
                    Re: Uncharted 2 (PS3)

                    With Killzone 2, The Show and now Uncharted 2 the list of Sony exclusives is finally starting to look very impressive.

                    Comment

                    • J-Unit40
                      Boom!!
                      • Sep 2005
                      • 8260

                      #100
                      Re: Uncharted 2 (PS3)

                      Originally posted by Jonesy
                      With Killzone 2, The Show and now Uncharted 2 the list of Sony exclusives is finally starting to look very impressive.
                      Damn straight. Those screenshots look beautiful. The original was a great experience and kept me up a couple nights in a row (rented it and loved it).
                      "Hard work beats talent, when talent isn't working hard.”

                      Comment

                      • pfunk880
                        MVP
                        • Jul 2004
                        • 4452

                        #101
                        Re: Uncharted 2 (PS3)

                        Originally posted by Jonesy
                        With Killzone 2, The Show and now Uncharted 2 the list of Sony exclusives is finally starting to look very impressive.
                        Absolutely.

                        When I was deciding between PS3 and 360 a couple months ago, exclusives weren't even really something I was thinking about. But almost all of the games I'm pumped up about purchasing this year are exclusives.
                        Green Bay Packers | Milwaukee Brewers | Bradley Braves | Wisconsin Badgers
                        Marquette Golden Eagles | Milwaukee Bucks | Milwaukee Panthers

                        Comment

                        • rudyjuly2
                          Cade Cunningham
                          • Aug 2002
                          • 14815

                          #102
                          Re: Uncharted 2 (PS3)

                          Where the heck was that other video they were supposed to release on the PSN? I still haven't seen it.

                          Comment

                          • ThaGenecyst
                            MVP
                            • Sep 2004
                            • 4404

                            #103
                            Re: Uncharted 2 (PS3)

                            Uncharted 2: Among Thieves Interrogation
                            Naughty Dog goes toe-to-toe with IGN, answers some burning questions, and gives us some new screens.

                            March 18, 2009 - Uncharted 2: Among Thieves can't get here soon enough. Sure, the PlayStation 3 has a pretty good year ahead of itself with Infamous, Fat Princess, and a whole lot more, but everyone wants to know what's happening with Nathan Drake. Sadly, there's still a lot of time between us and the fall release date.

                            It was with that in mind that IGN tracked down Richard Lemarchand, Naughty Dog co-lead designer on Uncharted 2, and put a few more burning questions into his ear. Sure, we've gone after the Dogs before, but this time we wanted the nitty gritty details on how all the new mechanics in Uncharted 2 are going to work.

                            Thankfully, Lemarchand didn't call security -- he even gave us some new screenshots. Want to see what he had to say?

                            -----------------------------------------------------------


                            IGN: Enough is enough: where are Elena Fisher and Sully?!

                            Richard Lemarchand: Someone said they saw them arguing over by the water cooler earlier today - but we're really not ready to give away the details about what's happened to the characters you got near and dear with in Uncharted: Drake's Fortune. You'll find out soon enough!

                            IGN: Drake climbed and stuff in the first game; how is this new traversal system any different?

                            Richard Lemarchand: In short, the climbing part of the traversal system in Uncharted 2 is much more realistic now. Reinforcing the sense of realism that the world of Uncharted has, by making sure that the characters and their actions behave just like you would expect in the real world, has been a key area of focus for us throughout development.

                            To that end, we've added animations and technology that allow Drake to climb and explore the environment in a much more free-form and organic manner. Drake's movement has expanded by leaps and bounds (Pun intended!) beyond just jumping from handhold to handhold. Drake now freely clambers hand over hand on all sorts of objects like walls, ladders, signposts, monkey bars, ledges, ropes and so on. We added the ability for him to swing on free-hanging ropes across chasms, too.

                            We've also made sure not to separate out the times when you use these new abilities from the combat sequences. We wanted to create a seamless experience of "traversal combat," flowing freely in and out of combat as you travel through the world. That means that you'll definitely find yourself in the middle of a firefight while running, jumping and climbing around the environment. Again, to keep things realistic, we've made sure that Drake can fire his gun during all of these actions. So if you're trying to get to higher ground and an enemy is already up there shooting down at you, you can fire at him and take him out as you're climbing your way up. This has opened up the design possibilities available to us in a massive way, since we can now throw combat into the game anywhere it looks like it will be interesting.


                            IGN: How do you make it feel fresh from the player's perspective? I mean, how do you keep it from being a stale mechanic of "Walk to this, press X?"

                            Richard Lemarchand: Our goal with both of the Uncharted games has been to create an experience that is seamless and completely engaging - something that holds your attention from beginning to end, just like a terrific action-adventure movie would. Basically, we don't want you to put down the controller until you're done playing through the game at least once! Based on anecdotes we've heard, that actually happened to some people with Uncharted: Drake's Fortune, and we were always happy to hear it.

                            One of the ways that we approach our game design to make it feel wholly engaging is to make sure that you always have a strong idea about what you have to do to proceed, without relying on methods which pull you out of the experience. So, if we've done our job right, at any given point you'll always know where you're headed next. . If we've done that, we can then set things in any way that we want in order to keep the game fresh and interesting - whether it's exploring, solving puzzles or surviving through combat as you progress in the story and move from one amazing place to another.

                            IGN: Drake will be climbing over more than just rock ledges this time around; how do you go about opening up his world and not having your team beat their heads in with keyboards?


                            Richard Lemarchand:
                            It all starts with level layout, really! Good planning and solid design is usually the key to stopping yourself going crazy when you're setting out on an endeavor as complicated as developing a story-driven character-action game.

                            At the beginning of the development of Uncharted 2 we had a huge leg up in that we already had the engine that we used to create Uncharted: Drake's Fortune. This meant that, unlike with the first game, we could start building simple prototype levels from plain-looking geometry at the very start of the design process. We call these simple, rough levels "blockmesh", and they're the foundation of our level design process. We can very quickly rough out a space in 3D, build it in our tools, and then immediately run and climb around it to get a sense of the space: the feeling of scale that the environment has, how easy it is to perceive paths through the level, the lines of sight that you have from the various spots that you can climb or run to, and so on.

                            At the same time we can start to throw in enemies, and get a sense of how well the space works for combat, as well as chucking in interactive objects to prototype out the puzzles that we're considering. At this point, the Naughty Dog Game Engine 2.0 is like a giant sandbox, where we can incredibly quickly create an interactive demo of pretty much any idea we can think of. We can easily add in or take out hand-holds and ledges to climb up to and run along, and because the geometry is still so simple, it's incredibly easy to improve based on the discoveries we make as we traverse around it.

                            After that, it becomes an intense process of play-testing the level and iteratively improving its design, making small changes until the blockmesh plays really well, and we can pass it on the artists who will make it look amazing. It was really great to be able to hit the ground running as fast as we did with this game, and I think that when players see how freely they can clamber over and around the environment as they lock horns with the enemies, they'll get a sense of the fun we had laying out the game's levels.

                            IGN: What about the snow we've heard so little about since that first trailer? How have you folks tackled weather this time around?

                            Richard Lemarchand: One of the things that Uncharted: Drake's Fortune received a lot of praise for was the quality of our water effects. We'd set ourselves a goal to make the water in Uncharted look as good as anything that had ever been seen in a video game, and we collectively spent a lot of time working to make sure that our water looked as realistic as possible, and that it acted very realistically, too.

                            For Uncharted 2: Among Thieves, we've taken that dedication and attention to detail, and applied it to snow and ice - which is really just water with the temperature lowered by fifty degrees! Unfortunately, we hadn't implemented a "freeze all the water in this level" button in our engine, so we had to do it the good old fashioned way - with lots of hard work and the skilful creation of new shaders and visual effects.

                            We've spent a lot of time focused on the distinctive look that snow has as it falls and is blown by the wind, and of course on the way in which Drake leaves footprints as he trudges through the snowdrifts in the Himalayan mountains that he ventures to. When he's out in the snow he'll accumulate a layer of snowflakes on his clothes and in his hair, which will slowly thaw when he gets back inside under cover. Ice reflects light in a way that cleverly mimics the sub-surface scattering that goes on inside a chunk of frozen water, and gives it a look of incredible volume and density. We have a few more tricks up our sleeves, too - all in all, we're really happy with the way the weather's shaping up in Uncharted 2.


                            IGN: Will Drake have different animations depending on his surroundings --shivering in the cold, slipping on wet pavement, etc.?


                            Richard Lemarchand:
                            We're big believers that great animation grounds a character in the reality of a world better than almost anything else, and so we're paying lots of attention to giving Drake a very wide range of context-dependent animation that helps sell what's happening around him in the world.

                            One new animation feature for Uncharted 2 is that, if he hasn't been spotted by the enemies in an area that he enters, Drake will hunker down and look as if he's trying to keep a low profile as he walks along, in order to get the drop on his foes. Drake still stumbles over uneven terrain or if he only just makes a jump, and he will look stressed while he's in combat, as we layer additional animations into both his posture and his facial features.

                            Another huge new feature for us in that we've added technology that lets any character in the game perform all of their traversal and combat behaviors on any kind of moving object. This has expanded what's possible for our game design in an incredible way, and has given us the ability to easily create those big summer blockbuster moments from the movies that the Uncharted universe is so inspired by. Whether it's fighting on a moving vehicle as it races through the countryside, or running around inside a tower block as it starts to collapse - all of those tense, over-the-top moments can now be experienced by players in gameplay, while they're actually playing.

                            IGN: How does the ice/snow function as a gameplay mechanic?

                            Richard Lemarchand: We don't want to give away all our secrets - you'll have to use your imagination to figure out all the ways in which we might use sub-zero temperatures in the service of gameplay! One thing I will say is that if you've ever tried to fight an intense cover-based gun battle against a vicious enemy in the middle of a Force Ten snowstorm, then you'll appreciate how complicated the reduced visibility can make things for combatants on both sides…

                            IGN: How long will this title be?

                            Richard Lemarchand: We're not quite ready to say how long the experience will be, since we still have plenty of development time in front of us before we ship.
                            However, we're making sure that the end result is not only a satisfying length to play through, but that it stays true to the needs of our story.

                            On top of that, we're planning on adding several features to the game that will increase replayability and extend the gameplay experience for everyone. We'll be revealing those features at a later date, so hold tight for more info!



                            IGN: What's your goal with Uncharted 2? Are you trying to make the most realistic traversal game featuring snow ever created?

                            Richard Lemarchand: You left out amazing cover-based shooting, intriguing problem-solving, our gripping story, our awesome character performances, and…

                            But seriously, if you distill all of the incredible variety of stuff that we're putting into this game into one simple concept: we really just want to create the most amazing and playable version of a summer blockbuster action movie that has ever been seen on the PLAYSTATION 3, or on any game console, for that matter. We want the quality of our performances and writing, and the careful way that the story interweaves with the very best action-gameplay we've ever created, to really transport the player into a world of adventure that they'll never forget.

                            We really think that we're outdoing ourselves with Uncharted 2, and we can't wait to see what people think of what we're making!

                            IGN: When can the fans expect to hear more about this game -- i.e. when will you stop torturing me and let me play it?

                            Richard Lemarchand: But it's so much fun to torture you! Of course, that means not quite yet - but you'll get your hands on it when we think you've suffered enough!
                            http://www.myspace.com/phillthegenesis
                            http://www.myspace.com/sagetheinfinite

                            SageTheInfinite = GOAT.

                            Comment

                            • ThaGenecyst
                              MVP
                              • Sep 2004
                              • 4404

                              #104
                              Re: Uncharted 2 (PS3)







                              http://www.myspace.com/phillthegenesis
                              http://www.myspace.com/sagetheinfinite

                              SageTheInfinite = GOAT.

                              Comment

                              • fishepa
                                I'm Ron F'n Swanson!
                                • Feb 2003
                                • 18989

                                #105
                                Re: Uncharted 2 (PS3)

                                Looking good!!

                                Comment

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