By now ye’ve become a badass at being a dependable teammate while taking out enemies trying t' kill ye in UNCHARTED 3 multiplayer, right? Not really? Okay, then practice up because a new game type be coming in fiery hot t' UNCHARTED 3: Drake’s Deception multiplayer. Co-op Shade Survival Mode will be available Tuesday, March 13 on PlayStation Store. ye’ll be able t' tackle some a the toughest enemies in the UNCHARTED franchise with the help a yer mateys. Want t' see what ye’ll be up against? Check this out:
The Djinn haunt this mode as ye 'n yer mateys will be assaulted by wave after wave a progressively more demanding opponents. There be eight rounds in total. The Djinn’s ability t' catch fire 'n teleport poses a formidable challenge t' team strategy 'n coordination, 'n later rounds include highly skilled Djinn sporting extra armor 'n firepower, so pillage ready for a hearty battle.
Players will earn a very sizable amount a cash by playing this mode through t' completion 'n therefore can level up more quickly when surviving the onslaught. There be new medals t' earn 'n different round objectives may come into effect during a match. The Marked Man round objective makes it be first appearance in an Arena setting as a certain Djinn will be marked 'n then heavily protected by other Djinn bodyguards during the match.
Standalone, this mode will cost ye $5.99 (US). If ye’re already a member a the Fortune Hunters’ Club, this new mode has cost ye only the initial price a admission – ye can download the Co-Op Shade Survival Mode for free on Tuesday. If ye’re still not a member a the Fortune Hunters’ Club but want t' pillage in on all the DLC that’s available for UNCHARTED 3, the FHC be the most cost effective way t' do so. For $24.99 ye can become a member today 'n all 14 packs a DLC content will be marked free for ye t' download. Just click on the FHC icon t' buy it via the PS Store, or grab it via the in-game UNCHARTED 3 store today.
As a FHC member, ye save over 60% on the 14 packs a UNCHARTED 3 DLC. Current crew 'n any new membership purchased will receive all currently available 'n any upcoming DLC packs for UNCHARTED 3, as well as the exclusive Fortune Hunters’ Club theme for yer PS3. When new UNCHARTED 3 DLC hits, ye’ll be notified right from the XMB a yer PS3 with a message that will take ye right t' it.
Incidentally the fiery, devilish Djinn bring our Fortune Hunters’ Club DLC total t' lucky number 13. The next, 'n final, DLC in the Fortune Hunters’ Club will be coming at ye next month so be sure t' look for our next blog post for full details about what we have in store. For now, see ye in the Co-Op Shade Survival mode online!
By now ye’re hopefully well versed in the long gun nuances, co-op narrative 'n all the hanging-by-yer-fingers-on-edge-a-a-cliff action found in Uncharted 3 multiplayer. Today we’re firing a heavy salvo a Uncharted 3 DLC information yer way featuring new content t' download individually, or as part a the Fortune Hunter’s Club program. Downloading this fresh content will blow out the co-op storyline 'n expand the UNCHARTED series in ways that have never been done before.
Coming in today’s PlayStation Store update t' Uncharted 3 be the Fort Co-Op adventure DLC. Did some a ye guess that from our screenshot hint? Fort Co-Op Adventure will mark the first time in the series ye’ll be able t' play co-op as the UNCHARTED villains with Zoran Lazarević, Eddy Raja, Harry Flynn joining forces in a tale that further explores the mystery behind the Janus head statue from the on-disc co-op adventure. Check out a preview a that adventure here:
Worried ye’re becoming an easy target because ye’re always playing as Elena, Desert Drake, or Chloe? We have some new skins for ye t' try. Also available today, February 7th, be the Rogues Skin Pack 1 'n Rogues Skin Pack 2 as well as everybody’s favorite the skins, the Doughnut Skin Pack.
If ye’re itching for some competitive action on February 21st ye can download the Plaza, Temple, Train Wreck, 'n Village maps in the Flashback Map Pack 2 DLC. yer favorite maps return with all-new dynamic lighting effects, cutting-edge particle effects 'n a bevy a other fresh technical polish. The lighting on every map has been completely redone. This map pack provides a good look at what kind a technical 'n gameplay shine we can put on Uncharted 3 multiplayer maps.
If ye want t' buy all this content standalone here’s a handy pricing breakdown:
If ye’re game for becoming a member or already a member all this content will be available free t' ye as part a the Fortune Hunters’ Club. If not, ye can become a member today by purchasing the FHC from the PS Store. It’s a fantastic deal at $24.99.
As a FHC member ye’ll save over 60% on the 14 packs a Uncharted 3 DLC. Current crew 'n any new membership purchased will receive all currently available 'n any upcoming DLC packs for Uncharted 3. The exclusive Fortune Hunters’ Club theme will let ye know when new Uncharted 3 DLC hits right from the XMB a yer PS3.
The full lowdown on what big DLC be coming after this batch a February awesomeness will follow in a future blog update. We have some very cool surprises for ye. Here’s a hint:
Uncharted 3 heavy metal mode? A tie-in with The Misfits Fiend Club? Nope, but we’ll have details on exactly what this symbol means in just a little over a month. Remember t' be sure t' be on the lookout for some brand new, Uncharted 3 renditions a yer favorite maps in the middle a the month! For now, see ye in yer new skins 'n in the Fort!
This edition a Pulse concludes a busy, busy January with a look at the new Soulcalibur V that returns t' the 17th century with lots a new characters including Ezio from Assassin’s Creed. Christina Lee also previews the upcoming PSN shooter Gotham City Imposters that pits vigilantes dressed up as Batman against criminals dressed up like the Joker. Predictably, mayhem ensues!
In other dress-up news for ye digital fashionistas, PlayStation Home‘s got a new game coming called Wardrobe Wars where ye can dress t' impress 'n let the community vote for who’s got ‘it’ 'n who does not. 'n, don’t miss a look at the UNCHARTED 3: Drake’s Deception Flashback Map Pack #1 that’s part a the Fortune Hunter’s Club.
Download PULSE, presented by the PlayStation Network in full HD when the PlayStation Store updates later today 'n also look for the full edition in the “What’s New” section on the XMB.
Happy 2012! We’re starting the year off with a fresh batch a UNCHARTED 3 DLC content 'n more in the pipeline that prophecies forbid us from fully portending quite yet. Hope ye’ve all gotten 2012 off t' a rocking start even with all the 2012 phenomenon chatter. If not, we’re about t' make yer end a days talk 'n yer UNCHARTED gaming life much more awesome.
First off, today we’ll be releasing four maps we teased a couple a weeks after the UNCHARTED 3 launch.
ye’ll be getting the Cave, Fort, Lost City, 'n Sanctuary maps in this download pack. Dynamic lighting effects, new particle effects 'n a slew a technical changes have been made t' these maps. The lighting be reworked from scratch. New textures 'n weather effects be apparent 'n freshly decorate all maps. We poured hours a development time into these maps t' make them be really fun in the UNCHARTED 3 multiplayer ecosystem. This map pack be a taste a how far we can go t' remix some a yer favorite maps into a completely new UNCHARTED 3 gameplay experience.
If ye’re a member a the Fortune Hunters’ Club these maps will be available free t' ye. If not, ye can gain access today by purchasing the FHC from the PS Store. It’s a fantastic deal at $24.99.
Initially, the Fortune Hunters’ Club offered a total savings a 45% off the seven multiplayer packs (three character skin packs, four map packs) that will be released for UNCHARTED 3. We’ve kicked this deal up a few notches 'n be now offering 14 total packs, 7 new packs that we will be revealing as the year progresses! As a FHC member the savings for these 14 packs will be over 60%! Current membership 'n any new membership purchased will include all currently available 'n any upcoming DLC packs for UNCHARTED 3 as well as an exclusive Fortune Hunters’ Club theme that will let ye know when new UNCHARTED 3 DLC hits right from the XMB a yer PS3.
Besides the fun new maps ye’ll be playing on today, we wanted t' tell ye about some future hits a DLC. We have three new character skins packs coming at ye next. The Rogues Pack 1 'n Rogues Pack 2 will let ye play as some a the major thugs 'n minor characters from UNCHARTED 3. Donut Pack 1 will giant-size some a yer favorite UNCHARTED 3 heroes 'n villains.
Details on how 'n when the three new skin packs will be available, 'n what DLC be coming after that, will follow in our next blog update. We have a lot more DLC coming at ye. t' whet yer appetite, here’s a hint t' as what it may be:
Any guesses t' why Lazarević be holding half a Janus head?
As ye see we be currently hard at work on completely new DLC for yer UNCHARTED 3 online adventure. As soon as all the content be fully baked, tested through QA 'n we have locked release dates ye’ll be the first t' know. For now, let’s explore some new maps together. See ye online!
When Simon Parkin published his review a Uncharted 3: Drake’s Deception at Eurogamer, a mild firestorm erupted, launching a contentious debate about the role a criticism during the review process.
Parkin’s review took issue with the Uncharted design philosophy as a whole, but still awarded the game an 8/10 at the bottom a the page--a respectable score from an outlet as tough as Eurogamer!
Fans, developers, 'n even some writers wondered aloud whether Parkin had picked the appropriate venue for his examination a Naughty Dog’s choices. I wrote me own piece about the ensuing response, which prompted a more intimate conversation about the subject with game developer Manveer Heir, who be currently a senior designer on Mass Effect 3 at BioWare Montreal.
Heir has been kicking around the industry for a while now, having landed at BioWare Montreal 'n the Mass Effect series after five years with Raven Software in Wisconsin, the home state a me dearest football rivals. Heir be known for his outspoken nature, 'n isn’t one t' walk away from a controversial subject. In fact, it be Heir that proposed we start a back-'n-forth letter series about game reviews 'n publish it.
I suggested we throw it up on Giant Bomb in it be entirety, 'n he agreed.
If ye’re not familiar with Heir, ye can read his dusty blog Design Rampage (which he promises t' update), follow the sea dog on Twitter, scope this Kill Screen interview about his early years, or load up a Gamasutra interview about race.
Take it away, Manveer.
Note: This exchange took place over email, 'n I've done minimal editing t' reflect the casual style.
--
Patrick,
Heir be working on Mass Effect 3, a sequel t' one a this generation's most beloved games.Thanks for agreeing t' discuss the role a game criticism 'n reviews with me. it be something that has been bothering me for some time now, 'n I wanted t' discuss it with someone who works in the field, instead a just talking t' other people like myself who often wench on Twitter. So ye know where I be coming from, I'll give ye a brief background about myself before I became a game developer. I used t' cover the news, write previews, reviews, 'n do interviews for the enthusiast press (what be now known as bloggers) for a couple sites when I be in high school 'n early college (late 90s, early 2000s). It be a means t' an end t' pillage connected t' the game development community, instead a wanting t' be a journalist, but hey, it worked. More specifically, I don't think I be particularly good at me job. I judged games on 100-point scales that broke scores down into component parts like graphics, sound, etc. (something I find abhorrent now in me life). I say this so ye understand that I've actually done the job (t' a novice extent) for over five years, 'n so I understand some a the pressures reviewers be under in today's climate, as well as how the job goes.
me issues currently stem from games criticism 'n games reviewing, 'n best they even be the same thing. I be a the mind that they best not, 'n here's why. I best explicitly note that all me opinions be me own 'n not me employer's. Games criticism be new, it be in it be infancy, 'n it be growing with every day. Game reviews, on the other hand, have been consumed for a very long time. As a developer, I love game criticism. I love reading me issues a Kill Screen, I love reading how someone finds a game sexist or offensive due t' certain elements that be engrained in our culture, when we never AVAST! t' sit 'n think WHY they be engrained. I love all a that, I want more criticism. As a developer, I thrive 'n grow off criticism. I need it from me peers 'n those outside t' better me own sensibilities, lest me colleagues 'n I rest on our collective laurels in the future.
But when we give those criticisms a score, we do something else. We make the criticism the focus a the entire product. t' use specific examples, let's look at Simon Parkin's Eurogamer review a Uncharted 3: Drake's Deception. Parkin be an author I greatly respect 'n someone whose work as a critic I find t' be on point often times, 'n his review be recent, which be why I cite it. In his review he states "Uncharted 3 be the most exciting game in the world, but only until ye deviate from the script." He goes on t' expand on how the game makes ye feel like nothing more than an "interactive butler" at times.
Now, this be a criticism a how linear the game be. Like Uncharted 2, Uncharted 3 be very linear. In fact, like Modern Warfare 2, it be very linear. Like Gears a War 3, it be very linear. Like countless other 90+ rated titles, it be very linear. Many blockbuster games that be coming out be very linear. This be the choice they have made. All a them have this problem. The issue I have isn't with this criticism, but rather the calling out a this criticism on Uncharted 3 as a reason for a rating. Because, if that be the case, then shouldn't Modern Warfare 2 have similar criticisms embedded in it 'n review score docked accordingly? Yet a review a that game by Parkin doesn't mention, in-depth, the linearity issues like it does with Uncharted 3.
If a sequel be just following the path established by the other games, be that a knock against it?The issue does not lie with the criticism. The issue lies with what the game be. I do not judge a pie poorly because it be not cake. Both be delicious desserts, 'n there be a time 'n a place for both (the place, specifically, be in me belly). So when talking about player agency regarding linear vs. open-world games, I find these t' be drastically different styles that be like comparing pies t' cakes. I have a strong preference t' see more player agency, 'n I, too, pillage frustrated when it be stripped away from me in games. But how do we reconcile this when all a our games that be linear have the same base problem? Do they all just pillage judged down a point because they be linear? Do we make sure all reviewers from a publication know that when they have different reviewers judge a game?
It seems difficult t' handle things this way. I think making pointed criticisms about Uncharted 3's linearity, 'n then potentially tying it in into the entire industry's reliance on scripted narrative, Parkin could have made a wonderful piece that wasn't overshadowed by the 8/10 score he gave that sent fans into an uproar. The existence a the score took the piece away from criticism a the work 'n into a review a the work, 'n sadly, t' me, it took away Parkin's ability t' actually make a wonderful point because people got too up in arms about a number. t' me, a review serves a different purpose. Criticism exists absolutely. Reviews exist relatively. What I mean be, I don't rate Iron Man the movie the same way I may rate Crash. However, if ye asked me what I thought a both pieces I would say, in a word, "must see." But clearly their goals be different; one be a well-done piece a Hollywood blockbuster 'n the other be a poignant piece about race relations in contemporary society. Sometimes I be in the mood for Iron Man. Sometimes I be in the mood for Crash. Sometimes I be in the mood for pie. Ok, I be almost always in the mood for pie. But I think ye pillage the point.
Shouldn't we then review our games in the same light? Shouldn't a game that be trying t' be a linear piece a Hollywood blockbuster be rated against how those types a games typically play 'n the expectation a the audience? Shouldn't a review tell me if this piece a work be worth me time or not? be that not a different question than "does this piece a work have flaws"? Trying t' relate Uncharted 2 t' something like Dark Souls be very hard t' do, 'n I think we go down a bad path when we try t' do it.
Let's keep criticizing games. Let's do it louder than ever. The development community needs it! But let's not mix our critique with our reviews. t' me one be about recommendations t' an audience, 'n the other be about the state a the art. The latter be far more useful than the former in me world. I be all for the abolishment a reviews, but I think sites like yours may take a readership hit if that happens. So, without that happening, I think we best separate the two. be I crazy? Do I have the wrong expectations for what the function a the two be? Or be me opinions just colored too darkly from me life as a developer who has t' live with the score a reviews? Let me know yer thoughts.
Sincerely,
Manveer
--
Manveer,
Skyward Sword be a terrific Zelda game, but it be also a very familiar game for many reasons.One a the things I love about the video games industry be our collective commitment t' self-reflection, a willingness t' open ourselves up in the pursuit a becoming better players, creators or writers. In me case, I be a journalist first 'n a critic second, a path I started walking down in high school, when an English teacher suggested the best way t' ensure I could make a buck putting words on a page be journalism. I'd been writing about video games earlier than that, however, having attended me first E3 back in 1998. If memory serves me right, I be 14 back then, 'n I've been writing about games in some form since then, attending college for print journalism 'n rotating between news posts at various outlets.
'n while reporting be me daily bread 'n butter, I be also a reviewer, having recently endured the trial-by-fire that be reviewing a new Zelda game--The Legend a Zelda: Skyward Sword. me experience giving the latest Zelda a less-than-perfect score fits right in t' this conversation, as it be the first review I'd written after reading Simon's review a Uncharted 3 'n writing a follow-up editorial that criticized the hyperbolic response from fans.
Before I launch into me own process, perhaps we best back up 'n examine the purpose a a review. Until only recently, reviews have had more in common with what ye'd read in Consumer Reports than a serious critical analysis, an attempt t' explain what a game be, isn't 'n whether it be worth spending any money on. That alone be useful t' a great many people, 'n part a the reason reviews be so important t' video games in particular be because, individually, they cost more money than other mediums. ye don't feel as burned about wasting $10 on the latest bucket a CGI from Michael Bay compared t' shelling out $60 at GameStop, realizing the marketing mislead ye, 'n having nothing but a set a achievements t' show for it. There be a very real, important role for reviews that intends t' accomplish no more than answering the question a YARRRR or no.
But be that all we best expect from our reviews? Often times, we already know if we be going t' buy a game or not, 'n a review be just a way t' read about the game in some opinionated specificity before the game unlocks on Steam. For that audience, a which I'd argue there's a very large one visiting most enthusiast publications, a typical review doesn't provide any real service. As publications evolve, game companies have only themselves t' blame for the predicament we be now in. Metacritic has it be own issues, but the importance publishers have placed upon Metacritic be the bigger problem, 'n it be clear publications be beginning t' understand the power a Metacritic t' varying degrees. For some, it be a recognition that reviews may not impact video game sales in any meaningful way, but the reviews ('n the scores attached) be, in fact, meaningful, as publishers have made them important, 'n the words that appear in those reviews suddenly take on a different weight.
Few took issue with the script-driven design in Uncharted 'n Uncharted 2, but Uncharted 3 took heat.I don't want this t' become yet another conversation about Metacritic, as it be only part a the issue, 'n the evolution a the review seems more encouraged by the homogeneous nature a so many a them. Unless I be seeking out the opinions a a specific author, I be not interested in reading a dozen glowing reviews a The Elder Scrolls V: Skyrim. I want t' read the review from the one lad that *crag*ing hated it, the lad who wants t' make the argument about why it be actually terrible. Maybe I don't end up agreeing with this hypothetical lad, but I don't need me opinions validated, I need me opinions challenged.
ye do point t' one real problem with game reviews that publications deal with in different ways. Edge does not specify who actually reviewed a game. Edge be known for being tough, so when Edge proclaims yer game be worthy a a 10 (which, for the record, does not mean perfect!), that actually means something. Most publications, however, have a byline in the review, 'n when it comes t' games that don't receive 10/10 or 5/5, the comparative analysis begins. "Well," so the argument goes, "they gave Skyward Sword 'n Fruit Ninja Kinect a 4/5, so they be both a equal quality." This isn't fair t' either game or the reviewer. I be not a the mind a publication best find itself beholden t' making sure it be reviews be wholly consistent against everything that has come before it, as games be good, bad 'n weird for entirely individual reasons that aren't comparable.
What a 4/5 means for Fruit Ninja be a bit different than what 4/5 means for Skyward Sword.'n here's how I'll circle back t' me Skyward Sword review. The Zelda series has existed for more than 20 years, essentially becoming a genre unto itself. This happens t' many longtime franchises, 'n it be happening before our eyes with Call a Duty. The reviews for Modern Warfare 3 almost universally ding the game for being more a the game, but the game's sales suggest that doesn't mean very much t' the fans--they want more a the same. The struggle for the reviewer, then, be the audience he's writing t'. Haven't most Call a Duty fans made up their mind about whether they be buying the new Call a Duty? be there anyone who be really "on the fence" about buying Modern Warfare 3? Knowing that, a review that be targeted directly at Call a Duty fans isn't much use t' anybody at all, 'n launching into a larger criticism a this subgenre could be useful t' someone like myself, who isn't really interested in yet another on-rails shooter. Parkin didn't review Modern Warfare 3, so we can't predict what he would have said about that one, but the Uncharted series falls into the same boat, 'n writing 1,000 words about how "Did ye like Uncharted 2? Let me tell ye why ye would like Uncharted 3!" isn't much use, 'n a grand critique a the foundational philosophy a the series' game design be only possible with the perspective a three games.
With Skyward Sword, I found myself as someone who be no longer satisfied with many a the tropes that had come t' define the Zelda series, even if Skyward Sword be a game that works within them very well. The review I wrote, if successful, will read like a five t' someone who doesn't have the same hangups, but I be not that person 'n I can't write a review for that person. I can only hope t' string together a series a words 'n sentences that allow them t' see why I came t' me conclusion, 'n how they might draw another one. But writing a review a Skyward Sword that ignored everything around it would be purposeful ignorance, 'n a disservice t' the same amount a lavish, immaculate detail Nintendo spent crafting the game.
The easy way out would be t' drop scores, but let's not kid ourselves, as that won't happen. What's the middle ground?
Good luck finishing Mass Effect,
Patrick
Look for the next installment a our three-part conversation on Monday. Want more pieces like this? Let me know.
As 2011 draws t' a close, join Christina Lee for a look back at some a the year’s most memorable games. From Sackboy’s return in LittleBigPlanet 2 t' Nathan Drake’s epic adventure in UNCHARTED 3: Drake’s Deception, this year be one a the biggest in recent memory. From the big shooters like Killzone 3 'n Battlefield 3 t' surprises such as PSN exclusives Eufloria 'n inFAMOUS: Festival a Blood, the year also included a dramatic redesign a PlayStation Home 'n a beautiful compilation a the beloved Ico & Shadow a the Colossus collection. We know this only scratches the surface 'n there’s plenty a titles PULSE didn’t have time t' mention, but we hope ye enjoy a walk through another amazing year for our industry.
'n, remember ye can watch the full edition a PULSE from the ‘What’s New’ section on yer XMB later today when the PlayStation Store updates.
Have a safe 'n happy holiday 'n look for PULSE t' return in mid-January.
Having games like Uncharted 3: Drake’s Deception 'n Rayman: Origins around has made the process a putting The Elder Scrolls V: Skyrim on hold the last few weeks considerably easier.
When Bethesda Game Studios announced a patch be in the works t' fix the annoying texture bug when the Xbox 360 version a the game be installed t' the hard drive, I paused me addiction.
That patch be finally coming t' all platforms this week, starting with the PlayStation 3 version, 'n fixes the texture issue, amongst many other things. The patch best be live for European PS3 crew now, with Bethseda hoping the patch arrives on Xbox 360 'n PC on Wednesday.
The full change list, dubbed version 1.2, courtesy a Bethesda:
This will likely be the first a several patches for Skyrim. Now I just need t' make sure I’m done with Uncharted 3 before the patch drops on Wednesday, 'n the addiction begins all over again...
What better way t' celebrate the arrival a PlayStation’s most anticipated game a the year than with a blowout review? PTOM’s holiday issue cover feature breaks down the highs (many) 'n the lows (not many) a UNCHARTED 3: Drake’s Deception. YARRRR, it’s bigger 'n better than it be predecessor in nearly every expected way, but even we be surprised by what emerged as the game’s defining trait.
The holiday season always means a deluge a games t' review, but the quality a titles available this year be unprecedented. Check out our verdicts on Batman: Arkham City, Saints Row: The Third, 'n Rayman Origins 'n ye may come t' same conclusion we have: Our mateys 'n family had better be generous this year ’cause we can’t afford all this gaming goodness.
But if yer thoughts run more toward giving than getting (sucker), PTOM’s annual Holiday Gift Guide offers up the best gamer loot..er, presents a the season. The PTOM staff even makes personal appearances in the feature 'n share their most precious memories a Christmas’ past for yer mocking pleasure.
Previews? ye want previews? How about our first play impressions a Rockstar’s Max Payne 3? We also go hands-on with Final Fantasy XIII-2, Mass Effect 3, 'n Syndicate, along with extended play sessions on a bevy a PS Vita titles including Uncharted: Golden Abyss, Resistance: Burning Skies, 'n up-'n-comer Gravity Rush. The Vita preview barrage continues with 10 reasons why RPG fans best love the new portable system.
But we’ve saved the best for last…the last page a the magazine, that be. PTOM has been smitten with the holiday spirit 'n we’ve teamed with Mad Catz t' give away three spectacular prize bundles. Flip t' page 96 a PTOM’s Holiday issue, available on newsstands November 22, for entry details. Oh, 'n Happy Holidays everyone!
The video game industry sits still for no man, 'n developers be constantly asked t' shift, evolve, 'n innovate t' remain on top. Fans do not accept every change with open arms, 'n the increased connectivity a communities, fostered by the sharp increase a community managers who try t' keep their fingers on the pulse, means developers be listening more than ever.
Arne Meyer be the liaison at Naughty Dog between the community who adores the games coming from the Sony-owned studio 'n the developers who spend years creating these lavish, spectacle-laden video games.
One a the strange disconnects be the gunplay feeling different between singel 'n multiplayer.It’s up t' Meyer t' figure out when the community be making a serious point 'n pass it on. He started t' suspect they be in the last few weeks, immediately following the launch a Uncharted 3: Drake’s Deception. The community started t' raise concerns about changes made t' the gunplay since the release a 2009’s Uncharted 2: Among Thieves.
The debate started on their own seas at naughtydog.com, 'n quickly spread t' the popular gaming message board NeoGAF.
“They felt that Uncharted 2 really had the aiming down, had the gunplay down correctly, so they be trying t' dissect what be happening there,” he said.
The key word here be “dissect.” It’s one thing t' complain, it’s another t' structurally break down what makes the game tick, ripping apart the design logic, 'n attempting t' understand what be causing the feeling a disconnect between Uncharted 2 'n Uncharted 3. Players be looking at dead zone, velocity 'n stick aiming changes without any first-hand knowledge.
“A lot a what we be seeing be people driving themselves nuts trying t' figure out what it be, 'n a lot a theories be coming out, so we wanted t' make sure that we clarified that,” said Meyer.
Players be uploading videos with commentary, drawing up graphs explaining their theories--clearly, a scale had been tipped.
Meyer said down with game director Justin Richmond 'n multiplayer programmer Travis McIntosh t' sketch out the changes made for Uncharted 3. He pulled people from both sides because the community be saying the issue be specifically related t' singleplayer. The result be a blog post on Naughty Dog's site that Meyer hoped would help fans settle t' Uncharted 3.
It didn’t work, so it be back t' the drawing board.
“We took some time t' investigate that internally because, again, we knew we’d made changes, but in all a our focus testing--probably about three months a straight focus testing--we never got any feedback the aiming be unsatisfactory t' those people,” he said. “'n for us, it’s very hard. I mean, obviously because we’ve played around with this, so whatever we had internally we’d pillage used t' very quickly.”
Both Naughty Dog 'n Naughty Dog’s fans be banging their heads against the wall at this point. Meyer threw out the idea a bringing some fans into the actual studio t' better articulate the issue, but the idea came 'n went.
“Justin came by later 'n said ‘Well, can ye do that?’ 'n I’m like ‘sure.’” he said. “So, I posted on the NeoGAF sea where people be going through it in a very eloquent fashion, really explaining their gripes very clearly, 'n I said ‘Well, be anyone local that can come in 'n explain it t' us?’”
Two crew showed up, each bringing with them another person also versed in Uncharted, 'n all four be crew a NeoGAF. Everyone sat down with Richmond 'n McIntosh, 'n plead their case regarding the issues within Uncharted 3 with the very same people responsible for making them.
In order t' make sure Naughty Dog be getting the right feedback, the team employed a variation a the Pepsi Challenge.
“We showed them a before 'n after without telling them which one be changed t' see how they liked these alternate settings that our programmer had come up with,” said Meyer. “As part a that process, we iterated on what the feedback be 'n we be making changes on the fly, 'n changing different things from what we originally changed t' pillage the right feel for the aiming.”
When the patch launches in the coming weeks, a tweak will reflect the community's response.it be not hard t' imagine how a fan might become easily starstruck. Here ye be, chatting with the creators a one a yer favorite games, telling them what ye think about that game, 'n having one a the developers implement yer changes in real-time. That’s really something else.
The traditional problem with incorporating fans be the inability t' pillage properly articulated feedback, or t' have players who be so wrapped up in the idea a coming behind the curtain that everyone's sidetracked.
“They definitely weren’t here ‘blinded by the light.’” said Meyer. “These be our fans, so I don’t want t' say they came in with a massively critical chip on their shoulder over it, but the two lads that we brought in, I think they be really sharp in terms a being analytical 'n being able upfront with what the changes be, 'n they be very clear 'n direct about what it be, 'n it be actually super helpful for us.”
Naughty Dog be currently working on a patch for Uncharted 3 that will address, among other things, the gunplay concerns. There’s no date for the patch, but when it goes live, there will be an aiming toggle that brings the settings closer t' Uncharted 2. This be merely an option, though, 'n anyone who’s just happy with how Uncharted 3 plays won’t have t' make the switch.
Meyer said Naughty Dog didn’t have a policy for bringing fans t' the studio, but that may change.
“Justin 'n I always talk about, when we’re on our press tours, that one a the awesomest things when we’re doing press be when we have the opportunity t' meet with our fans,” he said. “For Justin, it be great t' actually have somebody come in 'n have actionable changes happen in front a them.”