00:06www.uncharted.com
00:30It's been a while.
00:32Too long, boyo.
00:33The heart is Nathan Drake and the cast of characters that surround him.
00:36This was somebody who was vulnerable.
00:38I remember the first time that we did a punching thing, and I said,
00:40hey, what if he hit him and it hurt?
00:43You know, I said, I've punched people, it hurts.
00:45So he was one of the first people who would hit and go, ah, you know,
00:47and when he fell from a height, it knocked the wind out of him,
00:50and he would struggle to get up.
00:52That's what Nate is at his core.
00:53He's just a normal guy trying to do the best he can,
00:56and he just keeps falling into these extraordinary circumstances.
01:00and, you know, has to dig his way out of them.
01:01Everybody wants to be that guy.
01:03You want to be that adventurer that's digging up treasures
01:07that have been lost to history and time.
01:09You want to see what kind of problems he gets himself into
01:12and how they're going to get out of it.
01:14And you get to be part of that adventure, like,
01:16how am I going to get them out of that?
01:18With Uncharted 1, you know, that was our first game on the PlayStation 3.
01:22We moved away from Jak and Daxter.
01:24It was a brand new IP,
01:25and it felt like we really have something to prove here.
01:28It was like, create a character that moves believably,
01:31that has a realistic weight,
01:33but also is fluid and responsive,
01:36and that is just about the most difficult thing you can ask.
01:40Drake was kind of, like, he was kind of a little newer to the game.
01:44He was still figuring himself out,
01:45and so was the studio in lots of ways.
01:47We were still trying to figure out what Uncharted was.
01:50The cutting-edge part of Uncharted was the process by which they decided to capture the content.
01:56And a lot of it was trial and error and trying to figure it out
01:58and trying to gain the experience of doing that.
02:00All the games that I'd done before were all you go into a booth by yourself
02:06and you do the lines one by one.
02:08And I thought that's what it was going to be.
02:10And Gordon Hunt, who was the director, came over, and I'd known him for a while,
02:14and he said,
02:15This is what we're going to do.
02:16You're going to start out here, and you're going to go,
02:18and I said, Whoa, whoa, Gordon, what are you talking about?
02:20Moving around here.
02:21This is a game, right?
02:22And he said, Yeah, it's motion capture.
02:24And I went, Motion what?
02:26And I think, you know, especially ten years ago when this started,
02:29that was something that people never saw.
02:31We had these kind of, this idea of the game was going to be three pillars.
02:35It was going to be combat, traversal, and puzzles.
02:40And now it felt like with Uncharted 2, we really,
02:42now we really have something to prove.
02:44Let's tell a more complex story.
02:46Let's get deeper into who this character is.
02:48Let's show some of his flaws.
02:49Let's get into some of his vulnerabilities,
02:51his insecurities as a character.
02:53But at the same time, we wanted to up our set piece game.
02:56And from a couple of pieces of core technology,
02:58mostly Drake's interaction with moving objects,
03:02that sort of spawned these big set pieces,
03:05like the train and the building that collapsed.
03:08But they weren't the focus.
03:09They weren't the core tenet.
03:11We didn't start saying,
03:12we're going to make amazing set pieces.
03:14We started saying,
03:15we're going to make core gameplay that's really, really solid to play.
03:29And then by the time we got to three,
03:30it was like, okay, how do we take all of that and go bigger?
03:52Last of Us to me was refreshing because you could get away from that spectacle.
03:57You could think more on like a very intimate character level and gain an experience with something that again,
04:02as a team, we were uncomfortable with.
04:04We've never done something like that before.
04:05We've never tackled a genre like that before.
04:07We tried to take those big,
04:09over-the-top set pieces and we tried to couple them in with pivotal points in the story,
04:14so that when a big event happens to our characters or their relationships with those characters,
04:20that we really wanted to play those out.
04:23The ideal for us is that when you're playing the game and the character's going through an emotion
04:28on the screen, that we've made you feel that emotion.
04:31One thing that we really learned from The Last of Us and kind of experimented with
04:36and got really good results from is just allowing the player to just poke around in an intriguing
04:41environment, you know, talk to people, have these kind of side conversations with your
04:46buddies or with your allies and stuff that give the player this slow time to really make themselves a
04:52part of this world.
04:53Hey, you like that?
04:54Nate.
04:55Tower.
04:55If it's solid, come on, it's a lemur.
04:58Come on, come say hi.
04:59Something that we really felt like we learned a lot on The Last of Us
05:03is the relationship between Joel and Ellie and how it's not just Joel doing everything,
05:09but Ellie is a big part of it as well.
05:11And it feels so satisfying when she helps him out at the last minute right when you need it.
05:16It really resonated with us and we really want to incorporate that type of feeling as well
05:21with the characters that you travel the story with.
05:24We want them to be there with you and helping you and you guys working together as a team.
05:29After making The Last of Us, I think that influenced a lot in making a more personal
05:33story with Uncharted.
05:34But at the same time, you know, we love Uncharted.
05:38This is still the Uncharted that you've always loved.
05:41It's just there's more layers to it now.
05:43So moving back into the Uncharted world is kind of like coming home in a way
05:48and creating a very kind of brighter, larger world to play in.
05:54It's similar in some ways to, you know, Nathan Drake being drawn back to the adventure being
05:58for us to like go big again and go like big spectacle, big explosions.
06:03We'll try to like take on all the lessons we've learned throughout the games that we've worked on
06:07and try to tell a more human story within that.
06:09Uncharted 4, perhaps as a result, is going to be the best balance of bombastic and over the top
06:16and exciting adventure. And these smaller moments, these small intimate moments that
06:21end up meaning just as much, that end up having sticking with us for just as long.
06:26I think there's a lot of responsibility for us to be true to what has come before with Uncharted.
06:31The last three games were those amazing adventures. And now that we're doing the fourth one,
06:36which may be the final chapter, there's a lot of respect that the characters have earned.
06:42There's a lot of emotion that we've invested in these guys and gals over the years and a lot
06:50of hard work that's gone into to make it all possible.
06:53We feel like there's so much invested from all the people here that have been working on
07:00and Drake and this whole like world for a decade.
07:07We want to do ourselves the service of actually tying this together.
07:11And I think there is some responsibility there to take it seriously, to tell the story of these
07:18characters honestly, because there are so many people that that that takes such joy in us that
07:24our responsibility is to then make sure that they're getting the best possible game we can make.
07:29And that's constantly as a team, you're seeing how every department pushes the other one and we
07:34strive for nothing less than perfection. Even though we'll never achieve it, we're constantly shooting for that.
07:39And that's the thing that drives us is we want to make something that we can look at and be
07:43proud of
07:43and say like, man, this is like how cool we made this. Every pixel on the screen, like somebody here,
07:50there was energy that went into every single pixel on that screen. That's awesome.
08:10Pre-order the PS4 bundle.
08:14PlayStation.
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