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00:30The PlayStation 4 just does things differently.
00:31The whole studio tools everything.
00:34It's a massive challenge to push content that now needs to fill 8 gigs versus the 256 or 512 megs
00:43that were on the PS3.
00:45You have all this memory, you have all this new processing power, so I knew that there would be a
00:49step up.
00:50I think I was surprised, and I think a lot of people in the studio were surprised by just how
00:54big that leap was going to be.
00:57The first kind of start, and we asked the question of PlayStation 4, what can we do?
01:01And for me, there were always new things that were still left to put in the game, like how do
01:06you put a vehicle in Uncharted and still make it Uncharted?
01:08Oh, this was really a great idea, Nate.
01:11Do you want to drive?
01:12No, you're doing just fine.
01:14It's been a challenge because we really want it to feel like the interaction is causing things to happen.
01:20So whenever it's driving over dusty terrain, there's a lot of dust kick up.
01:26And then, say, you go into a muddy section, the effects are going to communicate that too.
01:32If the tires spin out, then they're going to kick up a lot of mud, and the vehicle's going to
01:37get muddy.
01:38And we just want to have that connection between this vehicle that you're controlling and the environment that you're in.
01:44Can we do the convoy sequence from Uncharted 2 and 3, but now I'm in control of that vehicle at
01:51the same time?
01:52And driving through a dense urban city, driving quickly, is quite a challenge because you're looking at all that geometry
02:00and all that complexity just flying by you.
02:03But you can't halfway do it because you'll know.
02:07So we have to spend so much time thinking about the people that are populating the scene, the signs in
02:13the scene, the vegetation in the scene.
02:15And even though that stuff's flying by, it's got to be convincing.
02:19We're trying to make the gameplay experience more rich by basically giving the player more choices.
02:25So we've added our rope mechanics, so that's not just a gimmick.
02:30Like, that's fully integrated into just about all of our gameplay encounters.
02:35Obviously, the rope has a huge effect on combat.
02:38So we've got melee moves that come out of rope, using the rope to traverse the space to get an
02:44advantage either in open combat or in stealth.
02:48One thing I really appreciated that, like, Bruce kind of brought around from the beginning was, let's explore the meat
02:53and potatoes of this game again.
02:54Let's get back to just, like, what is the core gameplay of this.
02:58We know we're going to get the set pieces.
02:59We know we're going to have these big things, and we're going to push that as well.
03:02But get back into our gut of, like, what is Uncharted?
03:05What is the traversal gunplay?
03:07What we wanted to do with the combat is really push the things that are unique to Drake, the things
03:13that are unique to him as a character.
03:16And one of the main things that Drake can do is just he has this amazing ability to traverse through
03:22the environment.
03:22The climbing system in Uncharted 4 has been completely overhauled.
03:28We've come up with a system that gives just an unprecedented amount of fine control over Drake as he climbs.
03:36You have full analog control over both of his hands to put his hand exactly on the rock, on the
03:44handhold, where you want it to be,
03:45and fluidly go from one climb to another.
03:49We're also able to integrate Drake into the environment a lot more.
03:53When he's climbing on the outside of a vehicle, he's moving with that vehicle, with his weight on that vehicle,
04:00on top of the animation.
04:01So it's something that the PlayStation 4 gives us, that we have so much more memory.
04:07That tends to be our biggest constraint in animation, is just trying to fit all this motion, all this animation,
04:14in memory.
04:15In the past, for example, when you had a character traversing with you, that character's traversal was scripted.
04:23Like, once you moved here, they would move in these very specific ways.
04:26Now, actually, it's very systemic, and both the enemies and your allies can view the terrain in kind of this
04:333D space.
04:35When you have big spaces, and you have the mobility of Nathan Drake, you've got to have mobility within your
04:41AI.
04:41There's a lot of really nuanced decision-making in terms of how, for example, how exposed an AI is as
04:49they're taking a flank route.
04:51They now have this really complex knowledge of the exposure to the player's vision as they're taking a flank route.
04:59And they will kind of dynamically decide, okay, this is actually a better route, because there's more cover along this
05:04route.
05:05We didn't want a game where you just sit behind one piece of cover and just, you know, sitting there
05:09and the stop and pop.
05:11You're sitting there and shooting.
05:12We really wanted you to move through the environment, to outsmart them, to flank them, for them to be able
05:18to chase you around, and just have that constant motion.
05:21The enemies are smarter. We've taken a lot of the stealth elements from The Last of Us and brought those
05:28in, so the player has more choices in combat.
05:31You can actually avoid an enemy, lose their line of sight, and just sneak past them and not even have
05:38to encounter them.
05:39Like, it used to be that you're either in stealth or you're in combat, and now there's these kind of
05:44varying levels of stealth.
05:46They go in to investigate when they think they've seen you, but they're not 100% sure.
05:51Then they'll go into combat once they find you, and once they lose you after combat, they'll go into search,
05:56where they'll kind of canvas the area looking for you.
05:59A lot of that scripting is still up to the designers, but we've given them so much better tools in
06:03order to achieve that.
06:04We always had contextual moves where you could slam guys into a wall and beat them up. Enemies are able
06:09to do that to you as well.
06:10You'll have moves and kind of fight situations where two enemies are attacking you at once, and it's not in
06:17like a scripted way.
06:18It can happen kind of in any combat encounter.
06:20There's a lot of new tools in the player's disposal, but what's cool is that they're kind of added in
06:26this way that's elegant enough to not, you know, explode the game with HUD and all these like crazy options
06:33that are difficult to learn.
06:34It's very much that same kind of seamless, very smooth, uncharted experience where we get a lot of gameplay from
06:40relatively few mechanics.
06:43And having really gorgeous animations that feels very rooted and grounded, but at the same time gives you the responsiveness.
06:49You're going to get to play this. We're showing off in a way of just like, look how gorgeous this
06:54can be.
06:54Look at what we can do. Look at the colors. Look at the scenes. Look at the environments that you're
06:58going to get to explore, and you're going to get to have that on this stick.
07:17Pre-order the PS4 Bundle.
07:21PlayStation.
07:22PlayStation.
07:24PlayStation.
07:25PlayStation.
07:27PlayStation.
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