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Un nuovo video che svela i retroscena dello sviluppo di Uncharted 4: Fine di un Ladro.
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01:00We still have point A to point B, you just have different branches now to get there.
01:03So you've got three or four different ways to get there, but you still have to get there.
01:07Now, the complexity comes from every one of those ways has to be thought out and well designed.
01:13And we were able to kind of stick by kind of a core tenant of, I think, of what Naughty
01:17Dog's art is all about,
01:19which is this handcrafted, this very hand-placed, this very, very directed, every step along the way, kind of composition
01:25of art.
01:26We let you have a lot of choices, but it's like, it's moving forward at a very fast pace.
01:41We've been able to make the world so much bigger than we've ever been able to make before,
01:44and then also, at the same time, improve the detail of any one area.
01:49So we've increased the density of detail and the size of the world all at the same time.
01:54So with larger worlds comes larger possibilities, and larger possibilities usually mean more detail.
02:01In fact, that's one of the things that we're really shooting for in this game is a higher level of
02:05detail on the PlayStation 4 and the experience for our gamers.
02:07So the resolution involved in that requires a lot more work and a lot more thought and a lot more
02:15time.
02:16It's not just, eh, any old dirt will do.
02:18It's a very specific dirt, and how wet is that dirt?
02:20How many pebbles are pushing up in that dirt?
02:22And you take that consideration and you apply it to everything, everything.
02:26One of the things that I think improved the most from Uncharted 3 to Uncharted 4 is texture resolution.
02:33Bigger texture means more detail.
02:35The new hardware just allows us to achieve what we've been trying to achieve the whole time,
02:40and that's just believability and complexity.
02:43There's a lot of just passion into all these small, small, small details that really shines through,
02:48and it's because we really empower people who care to make the difference that they want to make.
02:54Nathan Drake, in-game, has at least 11 to 12 outfits, and that's just for Nathan Drake.
03:02Think about, we have Elena, we have Nadine, we have Rafe, we have Sully, we have Drake's brother.
03:08Everything suddenly needs a level of thought and scrutiny that we didn't have to do before.
03:13It makes a much more rich experience, a much more immersive experience, but it takes a lot of time.
03:18Just the quantity of interactable things in the environment.
03:24I mean, we really want our jungles and our environments to feel alive.
03:29And being able to have hundreds and hundreds of objects that can be destructible, moving around.
03:37It impacts gameplay in that, you know, your cover can be destroyed, so you have to move around more.
03:41But even outside of that, just seeing all this stuff happening, the screen is so much more alive.
03:47The world is much more alive.
03:48Everyone here respects the craft of making a video game,
03:52and that why shouldn't every part of this game be the best thing, the best art, the best, you know,
03:59have a design really be, like, serious, considered design and crafted experience for the player.
04:05And once that kind of gets into the DNA, it kind of takes over everything.
04:11And, you know, everybody from the very top to the very bottom, we do have a structure.
04:16We're flatter than a lot of places, but we do have a structure.
04:18But everybody listens to everybody.
04:20And if somebody has a fantastic idea, they're encouraged to just shout it out and people will listen.
04:25That feedback, it's welcome and it's encouraged, and we want that because that kind of format is ultimately going to
04:31challenge all of us
04:32and challenge everybody to say, like, can we do better?
04:36What's most important is when you stand back and you look at the whole,
04:39and when you're running through the level and you're experiencing and playing through the gameplay,
04:46the environments, the characters, the art, it's all there to just support the experience.
04:52It shouldn't stand out as the experience.
04:57Hop on!
05:07It's really an interesting challenge.
05:09Like, if we do our job right, hopefully people are not going,
05:12wow, that's great animation.
05:14They're just engrossed and they're believing it.
05:18I think we lost them.
05:20Hey, hey, we can never, ever come back to this city.
05:23Add it to the list.
05:25The biggest change we've had in Uncharted 4 would be the use of the headcams and the facial markings, facial
05:31animation.
05:31For the first three games, this has always been hand animated.
05:34Now we're in a unique situation that we're now capturing those actors' faces
05:38and we're getting all the great details that that brings in,
05:41and then we inject the look and feel that we've come to expect from the characters that we know.
05:48Every animator that we hire at Naughty Dog has to be really good with working with motion capture
05:54because a lot of their job will be doing that.
05:56But they also have to be a really, really good animator
05:59because when we do need to animate something that we can't capture,
06:03it has to look exactly like something that we captured.
06:05Yeah, can I help you?
06:07Yeah, I'm looking for my little brother.
06:14Sam?
06:16It's good to see you again, Nathan.
06:17Oh, my God, Sam!
06:18Oh, all right, all right, all right, take it easy, take it easy.
06:21Last gen, you'd actually get a black frame between gameplay and cutscene,
06:25which would mean it kind of takes you out of the experience.
06:27It's a little tell.
06:28Okay, now it's just, I'm watching something.
06:31So that's been a huge thing that the PlayStation 4 has allowed us to do,
06:34that all of our cutscenes are now in-game.
06:36What it boils down to is blurring the line between when do we kind of make this a pure cinematic
06:44moment
06:44that you just sit back and enjoy versus actually saying,
06:49no, we need you, we need you right now, do your thing.
06:53People don't only want to watch passively a story,
06:56they want to be able to participate in it.
06:58I think the focus, as always, is what serves the story.
07:02And traditionally, and this isn't any different,
07:05we try to keep as much of the big action in the hands of the player.
07:10So it's not something that you finish something in the game and then get to watch,
07:15it's something you get to experience.
07:18You reach that point yourself.
07:20What we're trying to do is make them richer,
07:22make them more playable,
07:23give the player more options within those set pieces.
07:27So to have, like, a really interesting combat encounter
07:31with a lot of different options and a lot going on
07:33within a set piece that's falling apart all around you.
07:37The gameplay, the environment, the music,
07:40everything is coming together to make you, as the player,
07:44feel like you're Nathan Drake
07:45and to feel like you're on this grand adventure.
08:06PS4 for the players.
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