Widely considered to be one of – if not the – best game’s of last generation, Naughty Dog struck a chord with The Last of Us, a post-apocalyptic tale of survival lined with engaging characters, nerve-shredding moments and a wonderfully realized game world. It may came to your surprise, then, that prior to release the studio believed that the new IP “was going to tank.”
Speaking during PlayStation’s ongoing Conversations with Creators web series, Co-Director Bruce Straley even went so far as to the say that he worried the third-person adventure game would tarnish the Naughty Dog brand.
“We though it was going to tank. We thought we were going to ruin the name and image [of Naughty Dog] that’s been so heartily built for years with blood, sweat, and tears,” he explained. “We thought we were ruining Naughty Dog’s image.”
It’s a frank admission from a studio that prizes itself on genre-defining releases.
Speaking during PlayStation’s ongoing Conversations with Creators web series, Co-Director Bruce Straley even went so far as to the say that he worried the third-person adventure game would tarnish the Naughty Dog brand.
“We though it was going to tank. We thought we were going to ruin the name and image [of Naughty Dog] that’s been so heartily built for years with blood, sweat, and tears,” he explained. “We thought we were ruining Naughty Dog’s image.”
It’s a frank admission from a studio that prizes itself on genre-defining releases.
- 7/14/2015
- by Michael Briers
- We Got This Covered
The first three "Uncharted" games ran at 720p resolution and 30fps (frames-per-second) on the PlayStation 3. It was hoped the upcoming fourth title "Uncharted 4: A Thief's End" would lift that to 1080p/60fps for the PlayStation 4 - however Naughty Dog's Anthony Newman, a co-lead designer on the game, says that just isn't feasible.
Speaking with GameSpot he revealed that the main reason is to ensure consistency and avoid the unlocked frame rate issues that can happen on consoles such as Naughty Dog's own "The Last of Us: Remastered" title.
"We had a really long, involved conversation about it with all the leads and directors. We just realized that, for the game we wanted to make, to make the best game possible, [30fps] was just something that we had to do.
If we wanted to hit a locked 60fps, there's a lot of optimizations in the environments that would have to happen.
Speaking with GameSpot he revealed that the main reason is to ensure consistency and avoid the unlocked frame rate issues that can happen on consoles such as Naughty Dog's own "The Last of Us: Remastered" title.
"We had a really long, involved conversation about it with all the leads and directors. We just realized that, for the game we wanted to make, to make the best game possible, [30fps] was just something that we had to do.
If we wanted to hit a locked 60fps, there's a lot of optimizations in the environments that would have to happen.
- 7/5/2015
- by Garth Franklin
- Dark Horizons
Yesterday, Naughty Dog set the Internet alight with the extended, stupendous demo for Uncharted 4: A Thief’s End. It was quite frankly a tour de force, following Nat and his brother Sam as they are pursued by a group of bandits. Punches, bullets and one-liners fly at a near-relentless pace, and it’s an impressive look at the sequel’s single-player component.
In the aftermath of its debut on Twitch, the studio took time to answer some questions and queries about A Thief’s End and, specifically, whether it will run at 30 or 60 frames-per-second upon launch. Alas, Naughty Dog opted to lock the game’s single-player at the former technical threshold, citing the overwhelming workload required to push the campaign to 60fps as the core reason behind the decision. As reported by GameSpot, here’s what Co-lead Designer Anthony Newman had to say about Nd’s method of approach.
In the aftermath of its debut on Twitch, the studio took time to answer some questions and queries about A Thief’s End and, specifically, whether it will run at 30 or 60 frames-per-second upon launch. Alas, Naughty Dog opted to lock the game’s single-player at the former technical threshold, citing the overwhelming workload required to push the campaign to 60fps as the core reason behind the decision. As reported by GameSpot, here’s what Co-lead Designer Anthony Newman had to say about Nd’s method of approach.
- 7/2/2015
- by Michael Briers
- We Got This Covered
IMDb.com, Inc. takes no responsibility for the content or accuracy of the above news articles, Tweets, or blog posts. This content is published for the entertainment of our users only. The news articles, Tweets, and blog posts do not represent IMDb's opinions nor can we guarantee that the reporting therein is completely factual. Please visit the source responsible for the item in question to report any concerns you may have regarding content or accuracy.