How do shadows fall in a scene? Are the characters looking at each other when they speak?
These are the questions that Naughty Dog's developers asked themselves during the development of last year's The Last of Us.
The heart of The Last of Us is the attention to detail in every scene. It's the little things that make a character sit into the world or that translates good acting into a believable performance on screen.
Area 5, the team behind the successful Outerlands Kickstarter project, made this 90 minute documentary. Originally released as part of The Last of Us's season pass you can now watch the whole thing on YouTube.
The programme also talks about how much work went into making the player understand the feelings and motivations of the characters.
Bruce Straley, the gameplay director says "What are the things that we can do on the joystick to make you feel the same way that these [sic] characters' going to feel when we get to this next pinch point in th story?"
But wait there's more. Left Behind, the single-player story DLC for The Last of Us released on . The production values here aren't quite as high, but if you're looking for more Last of Us here you go:
Showing posts with label naughty dog. Show all posts
Showing posts with label naughty dog. Show all posts
Sunday, 2 March 2014
Friday, 20 September 2013
Games of the Generation - Uncharted 2: Among Thieves
The definition of a AAA Sony game - character driven and with a sense of scale designed to awe
All this talk about the next generation has me on edge - I won't be able to buy my way into the next wave of consoles for quite a while. But it also has me feeling nostalgic for the game of the past eight or so years. Uncharted 2 takes pride of place here - the first in a series looking at the best games of the generation.
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One of Uncharted 2's puzzle sequences. Image: Naughty Dog |
It's one of the most successful communications of a designer's intention to a player in recent years – you'll move fluidly through almost every scene, you'll understand what your character is doing there and why, and you'll feel for Nathan Drake - root for him when he's down, cringe when he's uncomfortable and smile with him when he's happy.
The developers at Naughty Dog set out to add depth to their roguish protagonist – a calculated move to take Drake from his roots in Indiana Jones and to recast him as Han Solo. Here he becomes a man with a past he might not be proud of, and a personality more suited to Uncharted's core gameplay mechanics of shooting and snapping necks.
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The way the game renders snow is one of its many technical triumphs Image: Naughty Dog |
In this darker world, the violence of a third person shooter should feel right at home. Uncharted Drake's Fortune (2007) drew criticism for the gap between its happy go lucky tone and violent gameplay. It doesn't quite work however - you'll kill 1200-plus armed and aggressive thugs along the way.
The game has a roughly 70:30 split between combat and exploration. Normal cover-based shooting is built on with the introduction of basic stealth mechanics and a hand to hand combat system much improved from the original.
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'Last year's model' - an awkward meeting Image: Naughty Dog |
There are problems however. Stealth is an excellent addition when used to create more options for the player. It's less useful when the game's designers force it on the player. And a couple of boss battles severely brake up the flow of the game - their simple attack and repeat gameplay structure not clearly communicated to the player.
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The sense of scale runs all through Uncharted 2 Image: Naughty Dog |
Drake finds himself wrapped up in an awkward love-triangle and the strong bond between him and likable father-figure Sully is further developed from the first game. Uncharted 2 doesn't flinch from hard hitting scenes of violence but can just as easily deliver touching moments such as the game's ending - one that delivers a real feeling of resolution. Those moments outweigh the slightly hokey fantasy turn that the game takes towards the end.
Uncharted 2 never lets up. While the action is always ramped to eleven, Naughty Dog knows how to vary the pacing of its games in a way that keeps players wanting more. And all that is held together by a strong narrative and some of gaming's most memorable characters.
Gameplay footage in the accompanying video was captured off-screen using a digital camera. All content (other than my scripting) is copyright of Naughty Dog and Sony Computer Entertainment.
Sunday, 21 July 2013
Read this: Edge on the representation of women in The Last of Us
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Ellie, Marlene and Tess with protagonist Joel. |
At its core, the story is about one man dealing with his past, but its strength lies in his interactions with the characters he meets along the way. There is a subtlety and a level of detail to these interactions that sets The Last of Us apart.
Naughty Dog's previous games, the Uncharted series, were praised for their representation of strong female characters. Uncharted 2 is in many ways the pinnacle of what I want from videogames. An article I wrote about that game was featured on edge-online.com. However, Uncharted had it's problems, most notably the huge body count and the overly sexualised nature of characters such as Chloe.
Writing on edge-online.com, Jason Killingsworth highlights how the developers have moved beyond that, presenting a cast of strong women who aren't defined by their sexuality. It also presents perhaps the only gay character in videogames who's primary defining characteristic isn't his being gay.
"It’s depressing that mainstream games have such an atrocious record with portrayals of women that simply writing your game’s female characters in a humane fashion warrants congratulatory slaps on the back. This ought to be standard practice. But with the inertia pushing so forcefully in the wrong direction, it’s worth taking a moment to examine and appreciate the ways in which The Last Of Us rattles the cage of the game industry’s institutional sexism and moves things forward."
Read the full article here.
The game is developed by Naughty Dog and was released for Playstation 3 in June 2013. Jason Killingsworth (@jasonkill) is features editor for Edge magazine.
Friday, 8 June 2012
Don't Cheer for Murder
For a long time I've wanted developers to contextualise videogame violence. Now along comes Naughty Dog (one of the worst offenders when it comes to casual in-game murder) with a title heavily influenced by Cormac McCarthy's The Road. It's kill or be killed in the post-apocalyptic world of 'The Last of Us'. The game's scenario demands violence and the developers don't hold back from representing it graphically.
Now that I'm finally getting what I wanted, I'm not sure how I feel about it. And I definitely don't know how to feel about the cheers and hoots of joy that accompanied every violent act on E3 stages this year. Am I the only one who found this gameplay walk-through a little disturbing?
Feeling disturbed is better than feeling nothing though right? If that's the case the above demo has already achieved more than most games. If Naughty Dog can sustain that discomfort throughout the game - can string together hours of consistently tense encounters that I'd rather avoid than get drawn into - then they may just be on to something with The Last of Us.
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