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- #Uncharted 3 game developers explain plot holes series
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It was a deliberate and very gentle subversion of the controls that let players experience Drake in a different way. For a few minutes as Drake wanders the dusty streets of a small town in Nepal, he shakes hands with locals, kicks a ball around with kids, investigates the cattle – and all of these actions are instigated by the melee attack button on the joypad. The Peaceful Village section of Uncharted 2 is a key example.
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Something else Naughty Dog experimented with was providing contemplative spaces in the games – areas where players were free to mess about in the environment, but also discover Drake’s more quirky and playful side. He offered a different conception of masculinity - I think that’s one of the most important elements in the success of Uncharted.” “But we immediately saw the vulnerability and doubt in Nolan’s portrayal. “Most actors that came in played up the tough guy elements,” said Lemarchand. The reason Drake has the staying power and relatablity he has is because he’s vulnerable.”Īfter dozens of auditions, it was North who managed to get this just right. Amy Hennig has said, we needed that intangible quality that beloved actors in the action genre have. he’s fit and healthy, but he’s also a bit clumsy – we needed that to come through. We had this strong idea of a guy who was a pretty regular bloke he’s not a ninja, he’s not a special forces agent. As Lemarchand explained: “The search for the actor was long and arduous, we knew we had to get it just right. The first was the casting of Nolan North, Drake’s voice actor.
#Uncharted 3 game developers explain plot holes series
He highlighted a series of important factors.
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Three years ago, Richard Lemarchand, then the lead designer, gave a wonderful talk at the GameCity festival in Nottingham where he spoke about the process of designing the first three Uncharted games. It’s something the team at Naughty Dog, the Santa Monica studio responsible for the multimillion selling Uncharted series, has clearly thought about a lot. We are, as Dinah Washington once put it, mad about the boy.īut why? What is it about Nathan Drake? How do you design a video game character who captures the imagination and emotional investment of players – even while they’re controlling the same character to mercilessly gun down hundreds of baddies? We’ve swooned at his burgeoning romances, we’ve sighed at his jokey yet loving friendship with Sully. W e have followed him all over the world, from the coast of Panama to the lost city of Ubar.