Hunter Mode is a co-op mode that will appear in Uncharted 3: Drake’s Deception, including the multiplayer beta.
Uncharted 3 Hunter Mode Overview
Hunter Mode pits teams of two against each other. On one side are the heroes. These two must capture as many treasures as they can. On the other side are the villains – two players teamed with AI enemies. These people are out to stop the heroes from banking any treasure. Heroes get medal kickbacks for successful returns, and hunters earn medals for kills that allow them to pick what pirate or soldier to come back as.
After six minutes of play, the teams switch roles and the game continues. The rounds are rarely the same, as the AI spawn locations change and more powerful gear becomes available as time goes on.
Comparison between ” Uncharted 2 : Among Thives ” and ” Uncharted 3 : Drake’s Deception “. The video includes a graphical comparison and a weapon comparation between the two PlayStation 3 games. ???????????????????????????????????????????????????????Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, research and parody. “Fair use” is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of “fair use”. ??????????????????????????????????????????????????????? Video Rating: 4 / 5
Uncharted 3 interview: physics and vulnerability in the world of Nathan Drake
We talk to Uncharted 3′s co-lead designer about its new gameplay systems, and about why everyone loves its hero
Uncharted 3: Drake’s Deception
One of the most enjoyable and revealing developer sessions at last week’s Eurogamer Expo was given by Uncharted 3 co-lead designer Richard Lemarchand and actor Nolan North, who provides the voice and body of Nathan Drake. The duo sat on high stools and regaled us with tales from the making of the blockbusting action adventure series, occasionally showing off clips and trailers from Uncharted 3. They even revealed a brand new level, set in a crumbling desert city, filled with gun-toting mercenaries.
Mostly, though, they conveyed what a joy it seems to be, to work on this hugely popular series, with its note-perfect pastiche of Indiana Jones and pulp movie serials. Afterwards, I chatted to Lemarchand about the development process, and about some of the new features of Uncharted 3. He’s an engaging and thoughtful designer, and he provided some interesting insights into the success of the games…
Uncharted 3 based around historical figures
The Uncharted series has always been based around historical figures and recognisable mythologies that players can research and find out more about. How important do you think that’s been to the success of the game? It’s been crucially important. We call it the Google test and we’ve been talking about it since the pre-production days on Drake’s Fortune. A bunch of us at Naughty Dog have made a study of story-telling, in particular story-telling in film. Every film students reads Christopher Vogler’s book [The Writer's Journey: Mythic Structure for Writers], which outlines the conception of the hero’s journey for story-tellers. And we realised fairly early on something that the writers of science fiction and fantasy always say: it’s important, when you’re telling a fantastical story, to ground it. Enough of the story has to be comprised of recognisable nuts and bolts reality so that the audience has something to grab on to during the tale.
Uncharted 3: Drake’s DeceptionAnd so when we were thinking about the contemporary reinvention of classic pulp adventure, we realised that we’re in an age where genre fiction is truly in the ascendancy; we’re post-fantasy, post-science fiction, and that is informing literary fiction, cinema and video games. It’s very rare that a game is set in consensual reality – it’s usually on the bridge of a crashing starship or within the bowels of some dragon-infested cave system.
But we knew we had a great opportunity to do something that often gets overlooked; we wanted to make a game that, through the mechanism of being set in recognisable reality, could occasionally pull a mystery or some fantastical element out of the bag and it would have so much more potency as a result.
But it’s really hard, it’s a really difficult to do. Grounding a game happens on all kinds of levels, from silly things you might not think about like stopping two 3D objects from interpenetrating with each other, all the way down to the care we have to take with sound effects and music to make sure that they frame the reality of the game world.
Uncharted 3: Drake’s DeceptionIt seems that quite a substantial part of Uncharted 3 will be set in a desert. Was that a challenge in game design terms? It was a challenge, although it was a challenge we ran at, we embraced it very enthusiastically. We had great fun in Uncharted 2 with the Peaceful Village section of the game, which I was lucky enough to work on – it was an unusual video game level because the only interactivity aside from walking through the town was those little spot interactions with the villagers. And it’s made me very interested in what you can do by mixing and matching intense action sequences that feature complex sophisticated control systems and enemy AI with some things that are much more simple.
The desert gave us a great opportunity in this regard. We just prototyped a lot, that’s how we find our way through to every great sequence of gameplay. We just start building using the tools; we’d make some environments, and at first, they looked really blocky and simplistic. I’m very proud of my colleague Kurt Margenau, who took the ideas we had on the whiteboard when we started talking about the desert sequences and put together something special. I won’t tell you the details for fear of spoilers…
[The desert level Richard played during his Expo talk showed some amazingly detailed and atmospheric sandscapes. Grains flowed over the surfaces of dunes, almost like fluids, and Nathan's footsteps sunk into the sand only to be covered by drifting granules almost immediately. There's also an impressive haze on the horizon. For the first few minutes of the level it's just Drake trudging on through these ever-shifting sands, muttering to himself. David Lean's Lawrence of Arabia is a clear visual reference., and the game captures that sense of grandeur, but also fear and quiet desperation]
Uncharted 3: Drake’s DeceptionYou have said that this game may have more of an open-world feel at times – I wondered if that has been somewhat forced on you by the desert locations? Well, the desert is interesting, because it stretches out for hundreds of miles in all directions, and what does the player do when they’re plonked down in the middle of all that? I’m very interested in the psychology of video game players, which is, of course just the psychology of human beings nowadays – I’m fascinated by the kinds of things people will do predictably in certain situations and the places where they’re unpredictable. It’s very interesting for a game designer to see how someone responds to an environment that you’ve created.
This is probably going to sound really weird, but the village sequence from Uncharted 2 that you mentioned, where Drake goes around and interacts with all the inhabitants – it really reminds me of the No Russian scene in Modern Warfare 2. (Pause) That’s… interesting…
It’s all about interaction without gameplay; you sort of feel unguided, like the designers have cast you adrift… Is it important to be able to experiment like that in a big budget game? Are there expectations from Sony that you don’t confuse players too much? Well there are kind of two questions there. Your comparison with the No Russian level reminds me of something my friend, the game designer Eric Zimmerman, says about play, which is that there’s a definition of the word that means the degree of looseness in a mechanical system; so, say, the amount of ‘play’ in a lever. That interaction between freedom of motion and constraint is pivotal to video game design. We find expression of it in the control mechanics: you want to give the player enough different stuff to do so the game stays interesting over time, but you don’t want to give them so many abilities that the game is utterly unconstrained. You find the same sort of dynamic tension when you’re designing a video game level – we have a whole bag full of tricks we use to give the player freedom while guiding them toward the implicit goals. But yes, No Russian is an interesting comparison to make.
I guess the second part of your question is how important it is to have that kind of experimental freedom within the context of a big successful action adventure game, and I think it’s very important. We’re very lucky at Naughty Dog in that – excuse the awful pun – Sony gives us a very long leash. They let us operate as an independent studio. They trust us to do what we know how to do, and in return we have a great deal of responsibility to deliver a game that will be accessible to most comers. We want to reach as broad an audience as possible. But yes, it was important for us to seize a degree of freedom – we have to keep the experience fresh.
I was interested too in the number of dynamic systems you’re employing. The rolling waves on the cruise ship level in Uncharted 3 are a genuine physics model aren’t they? Yes, everyone’s expectation is that the motion of the ship is driven by an animation, but it’s not, it’s driven by a dynamic water simulation.
And you have new artificial intelligence systems, too, so that the enemy behaviour is unscripted. That’s quite a change from previous titles, isn’t it? Yes, the enemy AIs have a set of rules that they wish to operate by. They have a hierarchical sets of goals – they’ll analyse the terrain and make different choices each time about how to approach the player character. It took a lot of work, we had to disassemble the whole AI system – before, it was much more scripted, we’d tell the enemies explicitly, go over here, flank the player… now they have a choice.
Uncharted 3: Drake’s DeceptionBut that’s quite a risk isn’t it? With dynamic systems come emergent behaviours and then you’re opening the door to all sorts of unexpected outcomes… Right, and that creates a lot of work and a lot of headaches! But then we’re lucky, we have some of the best video game engineers in the world. It’s sort of miraculous they’ve pulled it together.
And there’s something about Nathan isn’t there? A sense of vulnerability that’s missing from a lot of game characters – most of them are developed by 26-year-old men who want to be space marines… Well, you know, when men are young, it seems important to express that bravado – there’s an expectation on men to project confidence. Maybe there’s an expectation on everyone to project confidence. It’s nice you’ve picked up on that – Nathan is different in that regard. He has that combination of cocksureness and willingness to take risks – he’s often seized by what Neal Stephenson in the Baroque Cycle calls ‘the imp of the perverse’.
But the game wouldn’t work if that was all he offered – it is offset by his vulnerability. There’s that moment in Uncharted 2 where he suddenly meets his current crush Chloe at the same time as his former girlfriend Elena. The fact that he doesn’t quite know where to put himself during this meeting is very disarming; it helps the audience connect with every character in the scene. It’s a big part of the emotional magic and it’s a great testament to the skill of Amy Hennig our creative director and writer, that she can draw these moments together.
And you said during your talk that Amy has this huge library where she looks up real-life legends and myths that may well work in Uncharted titles. Do you think she has a list of unused examples ready for Uncharted 4, 5 and 6… (Laughs) She just has an amazing brain, she has a real thirst for knowledge and we can sit there for hours jawing about history, and geography and… yeah, there’s a lot left in there!
Uncharted 3 is out on PlayStation 3 on 2 November.
We’re honored to have worked with 2 Player Productions to provide our community with a stellar behind the scenes look at all the work Naughty Dog put into creating the reveal trailer and all the announcement activities for UNCHARTED 3: Drake’s Deception.
You may know 2 Player Productions from their acclaimed documentary Reformat the Planet, as the documentary force behind the first season of PATV, or for their Infamous Developer Diaries – I cannot recommend enough that you watch all of those videos as soon as you can. I first heard of 2PP back in 2008 when Reformat the Planet was making a splash at SXSW – I may have downloaded the entire film from the streaming file because I liked it so much, don’t tell! It couldn’t have been more awesome to find out earlier this year that forces were already at work to bring 2PP and Naughty Dog together in the first of what I hope is a lengthy partnership to provide an exhaustive look at the game development process.
“UNCHARTED 3 – The Reveal” – the first part of a two-part documentary series – premiered on the PlayStation Network on Sunday, December 12, and is also available for viewing on the Naughty Dog YouTube channel.
Part 2 is scheduled to be released in early 2011.
Check out the whole first part in our embed code below. We’ve got an insightful interview with Asif Siddiky, Paul Levering and Paul Owens included after the video.
The cinematography, the camera work, the editing, in your releases are all top notch. What are the backgrounds for your team prior to 2PP?
Paul Owens: Asif [Siddiky] and I went to film school together, so even back then (I’m talking eight years ago) our styles were syncing and we were mutually respectful of what we each were bringing to the table. Once we graduated, we worked for a number of years documenting feature films, developing a style of shooting and editing that we thought was simple, yet stylized. I formed 2 Player Productions with Paul Levering in late 2005 and immediately asked Asif if he wanted to be involved. Then we were able to pretty easily transfer our old techniques over to the gaming world.
Asif Siddiky: Paul Owens and I met in 2001 as freshmen enrolled in the same film production program at Drexel University in Philadelphia. Over the years, we worked on a lot of the same projects and eventually lived together with five other kids in our major. During the summer between our third and fourth years, we (along with our classmate, Jim Guerriero) were hired to shoot a behind the scenes documentary for a locally produced feature film called Shadowboxer (2005). Although the movie never saw a wide theatrical release, we maintained a good relationship with the first-time director, Lee Daniels (at that point, he was mostly known for having produced Monster’s Ball (2001)).
Within the year after our graduation in 2005, 2PP was born and I moved to New York City but we continued to produce BTS documentaries for Daniels’ next two projects, Tennessee (2007) and Precious (2009) in between various freelance gigs – documenting everything from poetry festivals and weddings to off-Broadway plays and real estate videos. Somewhere in there I also shot an independent film called Natural Causes (2008), briefly interned at the office of documentary legend Albert Maysles (an amazing opportunity I regrettably had to exchange for steadier paid employment at a bank), and spent my last year in the city creating video content for an online shopping network with Owens. All of this was happening parallel to the work 2PP was doing at the time shooting live chipmusic shows and profiling the artists for Reformat the Planet. So ultimately, I think our technique was shaped (and continues to be shaped) by this wide variety of experiences—allowing us to try out different ideas with each project and implement the successful ones in future shoots.
Do you have any film or documentary inspirations or people whose work you look up to?
PO: I think we’re all pretty obsessed with “This American Life.” It’s a good thing to watch just before an important shoot, just to be reminded about the possibilities of documentary filmmaking.
Paul Levering: The work Penelope Speeris did on The Decline of Western Civilization is really amazing. We also enjoyed watching through the entire “Long Way Round” series recently. I think the best documentary work is simple and true to its subject, it doesn’t need to be flashy and expensive, just honest.
AS: Personally, I’m most directly inspired by Errol Morris’ “First Person” (2001) series, the video episodes of “This American Life” (2007), and pretty much anything made by Werner Herzog or the Maysles brothers. They all have a knack for turning over these seemingly unremarkable stones and revealing them as gems. I’m also a huge fan of movies like Sans Soleil (1983), The Times of Harvey Milk (1984), Soy Cuba (1964), and the cinematography of Roger Deakins, Robert Elswit, and Christopher Doyle. Their fingerprints may not always be immediately apparent on the surface but each one significantly impacted my perception of how the medium can be presented in one way or another.
I got to know about 2 Player Productions because of your Reformat the Planet documentary – what ended up driving the shift towards only profiling lesser known aspects of videogaming to including doing high-profile work with commercial studios like Sucker Punch and Naughty Dog?
PO: MONEY. Kidding, kidding. Actually, we see the gaming world as one single entity that has very commercial aspects, and then more underground facets. We tend to focus on the more human side of things with our work so most of our themes are universal ones that anyone can share and relate to. Whether it’s underground chip music or a blockbuster video game, the human elements are the same.
PL: It’s exciting to try and show a personal side of the games industry people may not be familiar with. To many consumers these are large faceless companies, but we have the opportunity to help create a human connection. I think that’s very rewarding. When people have passion for a project they work hard and pour themselves into it, regardless if it’s an indie game or a AAA title. I hope as we move forward we can continue to work on both.
AS: I think it was just a matter of opportunity. Our interest and our intentions have always included both ends of the spectrum because they carry and equal weight in our minds. Reformat the Planet, back when it was still called Play, was originally meant to paint a much broader portrait of the world of video game music that would take you from an underground chipmusic show in New York to Koji Kondo’s living room and examine all the facets in between. Obviously this never happened and we scaled it back a bit but it ended up being a valuable experience upon which we could cut our teeth.
When we screened Reformat the Planet at the Penny Arcade Expo in 2008, we didn’t have DVDs available for retail so we loaded our booth with all kinds of colorful chipmusic merchandise on behalf of some of our film’s subjects. This eventually caught the passing eye of a producer at Sony [Computer Entertainment America], Sam Thompson. Intrigued by the concept of original music written on vintage gaming gear, he ended up going back to his hotel with some CDs a burned copy of the movie. Before PAX was over, we were already discussing how our style could fit in at Sony. It was through his advocacy that we were given access to these amazing studios and we can’t thank him enough for that.
What’s your process in determining who to work with, in terms of sourcing music for your commercial pieces? Do you have a few go-to performers?
PO: A lot of our friends are musicians from the chip music world and it’s become a symbiotic relationship. Their music ordinarily wouldn’t be heard anywhere else and so by allowing us to use it we expose a lot of people to it, while at the same time lifting the quality of our work up as well. It gives us an identity too I think and keeps us connected to the chip music world, which is what 2PP initially formed to document.
PL: With Reformat the Planet we set out to show people that there is more depth to the chip music world then they might expect. We’re continuing to drive that concept by bringing the music into projects where people may not expect to hear it, but it still works.
PO: As far as favorite musicians, I used pretty much every Alex Mauer track in existence for season one of Penny Arcade: The Series. For the Uncharted doc, I wanted a more mature sound, so chip musicians like Failotron and Bear & Walrus seemed appropriate.
AS: We typically draw from our friends in the chipmusic community for a number of reasons. Most of the content we put in our pieces is already freely available under some form of Creative Commons so the conditions surrounding their use are straightforward and mutually beneficial (i.e. free music for us, free exposure for the musician). But, more importantly, we feel as though there’s a strong conceptual link between that sonic aesthetic and our approach to this subject matter. Their music is detached from the actual experience of playing video games in the same way that our documentaries are less focused on the specifics of gameplay and more concerned with the process behind their creation. It also doesn’t hurt that our go-to performers are amazing musicians in their own right. Alex Mauer, Anamanaguchi, Bear & Walrus, Cheap Dinosaurs, Disasterpeace, and failotron in particular can always be counted upon for that perfect soundtrack.
The vast majority of behind the scenes work covering the commercial side of the industry appear to be high production value promotional pieces – how do you feel your 2PP work fits in or brings something new to the table?
PO: We’re not really part of the industry so that gives us more freedom to explore other elements of the games, without having to worry about if what we’re doing will help the game sell. We’ve benefited from being outsiders for sure.
PL: That kind of work certainly has a place but it’s very far removed from what we set out to do. I think you can boil it down to our content being about the people behind the games, while that content is just about the games. Even when they have the actual developers talking, they are just hitting selling points about the game, so you don’t really get a sense of who the people behind the scenes are. When I look at how the majority of gamers see the industry as a whole, there seems to be a vast emotional disconnect. People love games but they don’t see the effort that goes into them. Nurturing a concept of respect and educating the consumer about the process of game development can only lead to greater loyalty, so I think there is tremendous value in what we do.
What kinds of topics do you think are underserved in BTS pieces – what would you like to see more of based on your experiences so far?
PO: A typical Behind the Scenes piece will usually discuss the new features of the game or the graphics in order to get the fans excited to play it. Problem is, once you’ve played the game there’s no reason to go back and look at the BTS again because you already know that information. They need to tell you what the game doesn’t–about all the passion and hard work that went into crafting a work of art, not a product.
PL: I’m very disappointed when I go to watch some recently unlocked bonus content and find nothing but commercials for the game I just finished playing. I think you can appreciate art on two very basic levels; the intended purpose of the piece and the human effort that went into creating it. I’d like to see people have more opportunities to take games apart and see the basic elements. I’m a big fan of the The Document of Metal Gear Solid 2 disc – it basically spread out every component of the game and gave you control to manipulate them freely. There is something very tangible about that, like going back stage at a play or being on a movie shoot.
How did you come to work with Naughty Dog on a BTS for the announcement trailer?
PO: Sam Thompson, a producer at [SCEA], saw our Reformat the Planet doc and was intrigued by our ideas about a new type of game development doc. He gave us the freedom to try out our style on a piece about the making of Infamous for PS3. I think based on that, he was willing to trust us with the Naughty Dog gig. Without someone like Sam constantly supporting us, we would have never made it as far as Naughty Dog. He’s pretty much the reason we’re here.
PL: Many potential projects came and went after the work we initially did on Infamous. Most of the time these would never get off the ground just because of how difficult it can be to find that right window of opportunity to slip into a games development cycle. The Penny Arcade series kept us busy for the better part of a year, and just as work on that came to a close, Naughty Dog was getting into Uncharted 3. I was set up to meet with Naughty Dog and talk about some ideas for a BTS, and now here we are.
I think I recall that when you came to our motion capture stage to start shooting “UNCHARTED 3 – The Reveal” that was your first time shooting Naughty Dog and at our motion capture stage. What were your initial impressions once that day was over?
PO: I thought that I was seeing a lot of stuff no one outside Naughty Dog had ever seen before. I had a realization that we could really show the fans a whole new world.
PL: I was aware of how Naughty Dog worked in motion capture, but that still didn’t really prepare me for the kind of open, almost black-box theater style of production that was taking place. It was always my impression that motion capture shoots would stick firmly to a script and not allow any variation, and in most instances that is totally true. The degree to which Naughty Dog allowed the actors to improvise was fascinating. In wasn’t even just allowed, it was encouraged that they embrace the characters and explore any number of ways a scene could play out.
AS: That we had entered an environment populated by some of the leading players in the field. It was the same way I felt after hearing the guys at Sucker Punch talk about their work. It wasn’t the physical scale of the production or the impressive technical capabilities of the mo-cap studio as much as it was the clear expression of everyone’s vision coupled with the willingness to experiment, improvise, and act upon gut instincts. It is often said that there is no vertical hierarchy at Naughty Dog – that good ideas are incorporated into the project no matter from whom they come from. After that day at the sound stage and our subsequent visits over the following months, we began to appreciate how essential that was to creating the best space to develop games in as a team.
How does your shooting and editing process differ, if at all, when you’re working for a “client” versus for your own work?
PO: It doesn’t really. I think we just do what we feel is right. So far it hasn’t gotten us in trouble (yet).
PL: There are always preconceptions for a piece when it comes to doing contract work. Generally I try to keep pre-production outlines as simple and vague as possible. Sure a client is going to want something done a certain way to meet a specific need, but documentary work is at its heart an organic process. You are there to capture the feel of an environment, not bend it to match a preconception. It can be difficult to explain that when going into a contract job, and I tend to fall back on trusting the final product will speak for itself.
AS: From a shooting perspective, I don’t think there’s a conscious effort on our parts to approach the two any differently. We do what we feel best suits the project at hand regardless of who it’s for and, thankfully, we’ve had the good fortune to work with people that respect that creative freedom and don’t try to tell us what to do all the time. As an example, our Sucker Punch series shared some tonal similarities with a piece we produced about circuit-bender Pete Edwards (which was technically for CurrentTV but we treated it as our own work). When we shot and edited the live musical performances for the PAX 2009 DVD set for Penny Arcade, we were able to inject it with the same loose, kinetic energy we had grown comfortable with while filming chipmusic shows.
“UNCHARTED 3 – The Reveal” is the first part of a two-part series, what can you tell us to look forward to with Part 2?
PO: In part two, we get to see the emotional release of getting the trailer out there. The Naughty Dog team has been working for a year on this game already and I think in part one, we really explored their insecurities about their progress thus far. Now that the world is responding positively to the trailer, I think the company is finally ready to start making the game for real.
PL: I find it interesting that there are no real big egos at Naughty Dog. Even though members of the team have to deal with these high profile media events, they are all still out to put the game first instead of becoming famous themselves. I hope we can portray that accurately as the team is thrust through this gauntlet.
Naughty Dog and Uncharted 3 Drake’s Deception voice cast discuss motion capture
Comic-Con 2011: Naughty Dog and Drake’s Deception voice cast discuss motion capture and what it means to work together as a team.
Who was there: From Naughty Dog, there was creative director Amy Hennig, cinematic production lead Taylor Kurosaki, and lead cinematics animator Josh Scherr. These three were accompanied by members of the acting cast, including Nolan North, who plays Nathan Drake; Emily Rose, who does Elena Fisher; and Richard McGonagle, the actor behind Victor Sullivan.
From left to right: North, Rose, and McGonagle.
Motion-Capture techniques behind the Uncharted 3
What they talked about: While the panel was largely focused on the motion-capture techniques behind the Uncharted series, one consistent theme was the importance of Naughty Dog’s collaborative spirit within everything the studio does. Hennig stressed early on that any member of the development team has to “check their ego at the door” when they come on board, which leads to an environment where staffers feel comfortable bouncing ideas off one another in a free-spirited work environment–an atmosphere that Naughty Dog has previously called “messy and chaotic in a good way.”
Hennig suggested that the key to Uncharted’s success is that this sort of team mentality doesn’t exist purely on the technical side of the game’s development; it applies to the actors as well. “So much of what we do is about nuance and humor, and you’re not going to get that with actors acting alone in a booth,” said Hennig. What Naughty Dog does is film in-game cinematics with every actor together on the same motion-capture set, simultaneously capturing both full-body animations and vocal performances for everyone involved. This contrasts with the more traditional approach where motion capture and vocal recordings are done separately, generally one actor at a time in a sound booth.
“It’s just common sense,” said Hennig. “It’s something that I’m so glad our industry is finally coming around to, realizing acting is about reacting. It’s about getting them together, getting them to know their characters and getting to own their characters. The reason [these actors'] characters are the way they are is that they’ve inhabited them. And because I’ve worked with them and known them for five years, I can write the characters and hear their voices in my head…especially Richard’s laugh.”
Early on, there were challenges with this approach. According to Scherr, the actors had to put a lot of faith in Naughty Dog while shooting the cinematics of the original game because of the starkly minimal nature of the motion-capture sets and the fact that there was no in-game footage to use as a reference point. And not only that, certain traditional acting techniques didn’t really apply. At one point, Rose asked Scherr where she needed to stand for a particular shot, only to be caught by surprise when Scherr said it didn’t really matter. They could make her stand wherever they wanted in postproduction.
One interesting note about Naughty Dog’s preferred motion-capture technique is that unlike another notable PlayStation 3 action game, Resistance 3, the motion-capture sessions intentionally leave out sensors on the face to record facial animations. The reason, according to Scherr, is flexibility. Leaving facial animations up to the postproduction animation team allows Naughty Dog to mix and match the best full-body take and the best vocal take and then splice them together after the fact.
With each subsequent game, the actors have become more comfortable with this method of storytelling. In fact, to make the postproduction animating process easier and more flexible, the motion-capture sets have grown more minimal with each game. According to Kurosaki, for one of the jeep scenes in the original Uncharted, Naughty Dog wheeled in an actual vehicle onto the motion-capture stage to help the actors with the scene. Now the vehicles in Uncharted 3 are shot on little more than a few chairs pushed together.
Even Nathan Drake had some questions for the panel.
The on-stage banter between Naughty Dog and the actors suggested that the motion-capture technique isn’t the only thing that’s become more casual. One video Naughty Dog showed the audience during the panel began with a shot of the actors on stage in motion-capture suits, acting out a complete scene from the game. However, the video ended with an extended montage of the actors standing around making comically strained grunting noises for additional audio material to fill out the game’s action scenes. This second half of the video earned hysterical laughter from the audience and helped show that the relationship between developer and talent is so comfortable now that the former has no issue with teasing the latter.
“We laugh more than you can imagine,” said North in reference to the loose atmosphere that the actors work in during these capture sessions. “I’d love to give you some technical speak, but it’s just professional play time.”
Quote: Before Naughty Dog rolled the video of the actors in their embarrassing skin-tight motion-capture suits, McGonagle quipped, “If any of you are wearing glasses, this will look a lot better without them.”
The takeaway: There are a lot of hurdles that go into making a great video game, but Naughty Dog has shown that having fun and maintaining a casual atmosphere can go a long way toward reaching that goal.
Many have questioned how the developers of Uncharted 3 have been able to create a video game with such cinematic style quality. Up until now the Uncharted 3 team has managed to keep their secret locked away. So what is it that makes a cinematic-style video game so successful?
Uncharted 3 | Aspects of a Cinema-style video game
There are many different aspects of a cinema-style video game that make it successful. The audio, video footage, realistic graphics, and creative story line are all necessary components of a successful video game that is created in cinematic fashion.
One of the ways that cinematic-style video games become successful is through the close knit relationship that is created between the actors and actresses who are acting out the scenes for the video games. Good acting that is free flowing and pressure free helps make for quality scenes in video games.
The environment in which the actors play out their scenes also plays a huge part in the amount of success that is achieved when producing footage for video games. When actors are given a relaxing and stress free environment to work in, they do not feel pressured to do their best. They are able to be themselves which really helps them portray their characters in the best way that they know how.
The actors are not the only ones who are responsible for cinema style success. There is an entire supporting team that has to come together in order to make things work. From cameramen to prop runners, everyone involved plays some sort of role in the success of a cinema-style video game.
One huge advantage of cinema-style video is that you can shoot any one scene over and over again until you get just what you are looking for. This gives the actors the ability to act out the scenes just how they want in order to get the perfect shot. Having every scene come together perfectly really helps get the store across effectively.
Once the actors shoot their scenes, then animators can take them and add special effects to them and fine tune them however necessary. This might involve changing the appearance of characters, adding lighting, or making other environmental changes.
Another aspect of creating a successful cinema-style video game is recording the speaking parts as the scenes are acted out. The audio that is recorded is then used in the different scenes of the video game which helps make the action seem more realistic with lots of human interaction.
Are you excited about the upcoming release of Uncharted 3? Well you’re not alone because thousands of gamers are patiently awaiting the release much like you are. So what do you think will make this new addition to the family so great? Many have speculated about the different new features of Uncharted 3 that will make it even better than previous versions. Here is what we found: The latest release of Uncharted 3: Drake’s Deception is said to be made available in stores on November 1st. You can almost guarantee that gamers around the world will be storming stores to get their hands on a copy so that they can dive right into the new gaming action.
Uncharted 3 as a sequel
This latest release comes as a sequel to the release of Uncharted 2: Among Thieves which came out in 2009. There is no question that the main focus of the Uncharted series is to provide gamers with a theatrical action packed gaming experience that highlights storylines and somewhat controlled exploration. One thing that has been introduced with these later versions, however, is multiplayer mode. While many were unsure about the incorporation of a multiplayer mode into the game, it has quickly caught on and become very popular among Uncharted followers.
The opportunity to duke it out with friends and family in an all out free for all battle has quickly caught on and become a favorite for many gamers. The chaotic yet exhilarating experience that multiplayer mode provides definitely is a much welcomed change from the typical single player action that gamers have been used to. Many have had the experience of participating in an Uncharted 3 beta multiplayer release over the past couple weeks, and here are some of the great things that were discovered about the multiplayer gaming action that the next release will feature: Buddy System One thing that gamers will see in the new multiplayer mode is the buddy system which is a system in which two players will be rewarded for combining forces in order to kill enemies.
One thing you can do in the buddy system is respawn next to your buddy when you die. You also have the opportunity to high five each other when you kill an enemy together, which is a great way to really say “In your face!” to your enemies. Kickbacks Highly skilled play is rewarded with medals which is something that gamers are all too familiar with. One new twist that is being added is that gamers can now cash in those medals for powers which are known as kickbacks.
These kickbacks will feature a number of different abilities, weapons, and other items that will give the gamer a competitive advantage over enemies. Power Plays In Uncharted 2 it wasn’t uncommon to experience unfair matchups or matchups that were quite one sided when it came to skill and experience among players. One thing that is being done to combat this is the introduction of Power Plays which are competitive advantages that are given to teams that are losing by a significant margin. The goal of Power Plays is to give teams who would otherwise experience certain defeat a fighting chance. Posted in Uncategorized « Uncharted 3 beta impressions You can leave a response , or trackback from your own site.
We went behind the scenes with Naughty Dog’s Arne Meyer to see more of that epic aerial demo from the Sony press conference
Following an impressive demo at the Sony Gamescom 2011 press conference, we were itching to find out how Drake would get out of his latest ordeal, hanging out the back of an airborne plane. Well, luckily we got to meet with Naughty Dog’s community strategist, Arne Meyer, to see a little bit more of the plane-based level. If you’ve yet to see the Gamescom demo, be sure to check it out, especially if you’re a fan of cinematic action set pieces.
We get insight on Uncharted 3 multiplayer, the cargo plane sequence, and more in this Gamescom interview.
The Gamescom demo ended with our hero, Nathan Drake, hanging out the back of an airborne plane, clinging on to some netting for dear life. He’d just dispatched an evil henchman by opening a parachute attached to a vehicle, thereby emptying the plane of its cargo, along with the enemy and Drake himself. He managed to catch onto the netting holding one of the vehicles, only just stopping him from hurtling to his death in the desert below.
Leaving off where the demo ended, Arne Meyer hauled Nathan Drake along the netting and back toward the plane. But as he progressed, more henchmen appeared and began opening fire, while other enemies got sucked out of the plane and landed on the netting. In one amazing move, Meyer was able to pull the bad guy off the netting and take his gun, using it to take shots at the two guards on the loading ramp. Gradually, he hauled himself from one vehicle to the next, eventually making it back onto the plane, taking the enemies out for good measure.
Things weren’t all good for our hero at this stage, though–more bad guys came down the plane and started opening fire. Meyer gradually moved Drake up, using whatever he could as cover, although the erratic movements of the plane meant such cover slid around and was useful only temporarily. The stress of the open cargo bay had also caused the plane to start ripping itself apart in midair, with a large hole appearing in the side. The resulting draft pulled out the remaining enemies and also caught Drake, sending him hurtling through the air in yet another cliff-hanger moment.
It was a cruel moment to end the demo on, but Naughty Dog knows how to keep us wanting more. Before we left, we were able to talk to Meyer about more of the game. Naughty Dog plans to reveal more about the game’s antagonist, Katherine Marlowe, before release, shedding light on her psychological torture methods. Meyer also claims that the developer has learned a lot from the recent multiplayer beta, with gameplay and traversal mechanics currently being tweaked at the studio’s Santa Monica home. We got to play a new multiplayer desert-themed map behind closed doors, which provided many hiding places and high ground for those who like their Uncharted multiplayer a little more tactical.
It’s fair to say that Uncharted 3 enjoyed a great reception at Gamescom, but there’s clearly more the team has up its sleeve. As always, keep it locked to GameSpot to be the first to hear more about the game ahead of its release.
Just talkin’ about Voyage of the Dawn Treader, Uncharted 3 & VGAS 2010. The messed up part is, I DON’T own a PS3. Here’s the preview I promised tho. www.youtube.com
Uncharted 2 VS Uncharted 3 HD Graphics Comparison
Posted by: admin | Comments (22)Comparison between ” Uncharted 2 : Among Thives ” and ” Uncharted 3 : Drake’s Deception “. The video includes a graphical comparison and a weapon comparation between the two PlayStation 3 games. ???????????????????????????????????????????????????????Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for “fair use” for purposes such as criticism, comment, news reporting, teaching, scholarship, research and parody. “Fair use” is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of “fair use”. ???????????????????????????????????????????????????????
Video Rating: 4 / 5
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