1:40 that mountain used as a backdrop element actually IS seen. It’s the menu background for the game’s multiplayer. When the game first released it’s lighting was done to make it look like it’s at noon. But if you log into the multiplayer nowadays, the lighting has since been changed to look like a sunset.
Thfoxpz no idea. They just changed it because they felt like it I guess. I do know that it was either close to or was the final major update the game got so maybe changing the position of the sun was a way saying “farewell.” A lot of the people who worked on U4’s multiplayer left Naughty Dog soon after the final update. There’s a lot of theories as to why so many left but that’s a whole new story entirely.
Thanks for making this comment so I didn't have to. Speaking of UC4 multiplayer, I think I'm going to hop on now. Been living on there almost every week since the beta 5 years ago. :)
“So what you’re about to see here is very unusual, odd, perplexing, strange, off, not normal, confusing, weird, unlikely, bamboozling, and quite possibly puzzling”
just cause 2 did this with bushes and clusters of leaves on trees, that way only branches are 3D but the leaves themselves are 2d. Far Cry 3 and 4 did this to some extent, but it’s much worser on 4 where 3 looked natural
@@asscheeks3212 There's a far older and more famous example which is Mario Kart 64. Thinking back it was fairly obvious looking at the tree's in that game (at the time I think I noticed something but I was just a kid without a clue about how games actually worked). The actual racers were also sprites. I think it was actually a pretty common technique in the early 3D era as it allowed for more 3D objects to be on the screen at once.
I remember trying to "Boundary Break" the game myself by using the in-game camera/ photo mode function. That alone was quite some fun, haha. 😄 So I'm glad we have an episode on it now. 👍
@@popularsensai Are we talking about overworking their staff or Last of Us II in general? Because the former I'd say I agree and the latter I'd say shut up.
@@firstmategiddy yeah I'm talking about the general stuff. Last of us part 2 is good looking by today's standards but it ain't only the graphics that make the overall game
Nah, the game is already too open to see anything. The only thing interesting is how the game replaces the HD models during cutscenes, and IF you can move out of bounds during cutscenes
you almost skipped the entire libertalia part of the game , not gonna lie i waited very long for this episode and i'm a bit disapointed i would have loved to see a 45 minute breakdown of every map
Solid video. Although I felt it rushed through what was shown and seemed like a lot was skipped. This is my all time fav game and love to see a "part 2 cutting room floor edition" of this episode. Thanks!
I hope that one day for an April Fool's day video he just flies a drone, and he puts in one or two gameplay shots, so then you don't know what's real and what's game
@12:30 "How are the birds looking? There is some guy on the Internet who takes very close up looks at birds in gaming. Fast, finish this map with bare minimum effort but make the birds very detailed!" - Game developers during production
XD yeah now a kinda understand why my ps4 was almost flyin when i was playing uncharted 4. The details ans background are amazing. Thanks for the video 👍
I forgot how much I loved this game. One of the few games I’ve ever gone back and replayed levels to try different tactics and get higher scores. Usually I play a game once or twice and I’m done.
I literally just did my six play through,3 years later. Of course i had infinite ammo, and the golden AR, but it was still fun. That twist with sam and rafe always got me. Just some bomb ass story telling
FINALYYYYYYYYYYYYY. I’ve waited years and gave a comments a few years back. I can’t wait to see this video after this comment. Thank you so much. And I know it’s hard to do this like you said in one of your videos. Thank you 🙏
Watching this has made me realize that I have absolutely no idea how games are made (and completely underestimated the hard work of the Uncharted designers)
Naughty Dog has a history of bad management and crunch so it’s interesting to see how much work goes unseen. Tales of levels finished only to find out later the chapter was nixed. This video is great because we finally get to appreciate the hard work someone put into something that was left on the cutting room floor. It doesn’t make up for missed birthdays but it’s something.
If they do, I actually want them to focus on Cassie. They end the nathan drake's story so perfect, and they also said that a thief's end was the last nathan drake game, so i doubt that they will make another one
There is a rumour that Sony set up a new studio in San Diego 2 years ago and apparently they will be making Uncharted series games. I'm sure to do that, they need to be in communication with ND to use their game engine.
Please make a Titanfall 2 video. There are amazing camera tools, and tons of stuff to see. Funny animation stuff out of view in cinematics. Dev objects, dev textures, pretty zoom outs. The whole deal
I remember learning how to go out of bounds in twisted metal 2 with the character twister! You could use her bombs to blow yourself high in the air and if you did it in the right spot you could go out of bounds. It was the best feeling ever back then knowing what was outside the map so this channel brings back so much nostalgia. Props for coming up with this idea! Badass channel for sure!
I remember one time i used the photo mode during the cutscene when elena shows up in the story again. The next scene is supposed to be sam and nate taking a boat around a bunch of islands but for whatever reason the sequence didn't load properly. The boat remained stationary but i was being pulled into the play area
Uncharted was my childhood. I have beat uncharted 2 five times and 1 twice, 3 once, and four twice they were always fun to pick up and play. I love naughty dog games.
Honestly, the amount of details in the Tony Hawk games is mindblowing. You're not event meant to see a lot of these thigs yet here they are, fully modeled and stuff
Coming from a gameplay programer I think I know what the purple grid textures were used for. I think they were made invisible and then used for extra collision, so the player could not walk of the ledges. But if that set peace was in a place where the player never travels to, then I don’t know what it would be for.
I think it's pretty obvious that all the areas in the distance are there to shorten the load as much as possible. Remember there are no loading screens in this game, and even the developer said that they are "loading at all time." Seems reasonable to have it loaded in right off the bat when you consider the transition is a simple quick cut. Quite impressive really.
You DO eventually get a close look at one of the lemurs in the market. There is an interaction that occurs if you don’t eat/give the fruit you have where the lemur actually steals it from you. Accidentally found this after resetting a checkpoint once.
I sold that game on eBay on a Sunday. But then I realized I only played it once. Decided to play it through again before sending. Sent it on the Friday.
The plants off to the side at 1:58 were probably used as a palette. I've done the same thing when designing levels, where I have a bunch of foliage out of bounds so i can easily copy and place it in a scene.
The Uncharted series had such diverse environments. Just this one game had you going from an orphanage to a mexican (or was it south american?) prison, then a Scottish graveyard, Madagascar, and finally a pirate utopia hidden on some island
For a future video you should break the God of War 3 camera. I just know that there is a wealth of out of bound resources in that game. Awesome video by the way.
i love love your videos and can’t stop watching them but does anyone else get kinda scared while watching these like i feel anxious when you go through stuff and you’re flying around it’s so scary idk why lol 😅
There are many ways to design a level but most commonly, devs would "block out" various sections with generic cubic shapes with a grid like texture. These shapes would be later be replaced with the final assets like walls, rocks and such. The texture would usually be a helper to figure out distances for various situations. In Half Life 2 for example the helper texture gives you height for standing and crouching stances. Here i'm not so sure as many stances would be scripted but you can pretty much tell they were designing a puzzle section that was probably abandoned or repurposed elsewhere but then they forgot to remove this one. The group of plants in the begining were probably an artist's "palette" as it would be easier to have every plant you in the same place and then copy/paste it everywhere rather than looking for the assets in the editor's list each time. In older games, this would be done to preload the asset such as a character before any script would need it by moving it or instantiating it to the apropriate location. I haven't played the game but I guess the watch-tower and market static objects such as buildings and non-physics objects are on the same map but all other assets are loaded as needed. Pretty much similar to the prison map.
3:39 Nathan : this missing materials was eaten by the game engine , get it..? because it's on a plate and it missing.. Elena: you want us to leave you there Drake..? Stop the car vector ..