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Naughty Dog breaks down Uncharted 4’s climbing evolution as Uncharted: Legacy of Thieves Collection launches on PC this week

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Prepare for adventure–we’re thrilled to celebrate this week’s launch of Uncharted: Legacy of Thieves Collection on PC!

We’ve previously equipped aspiring treasure hunters with the PC features and specs so you can enjoy Naughty Dog’s Uncharted 4: A Thief’s End and Uncharted: The Lost Legacy optimized for PC by Iron Galaxy Studios.

Whether the series is, well, Uncharted territory for you, or if you’re a seasoned spelunker who’s survived crushing encounters, we thought the Uncharted series’ PC debut offered a chance to look back on how these two adventures pushed the franchise forward. We unearthed some details about how Naughty Dog took a core pillar of Uncharted gameplay to brand new heights.

Climb time

With Uncharted 4: A Thief’s End marking the franchise’s first original PlayStation 4 outing, the team saw a chance to push the franchise forward. Climbing is a prime example of that next-gen evolution; Uncharted 4 introduced a level of control players never had before while grounding Nathan Drake’s movements with stunning animations.

“With Uncharted 4, we wanted to add more depth to the climbing and look at it more realistically,” Animation Director Jeremy Yates explained.

A trip to an indoor climbing gym and lessons from an instructor early in production helped ground that endeavor. That trip resulted in some pretty meaningful lessons for Uncharted 4’s new climbing system. The team was equipped with firsthand experience and visual references to understand balance and weight placement, as well as the thoughtfulness that has to go into each movement.

“When we climbed on the wall ourselves, one of the first things we noticed was how much your weight is on your feet. That really translated into how the animations work,”  Lead Game Designer Emilia Schatz said.

The team tried out a host of potential routes to take the system, from including a stamina bar to free-climbing that would allow players to scale a mountain in a route of their own choosing. There was a lot of fun and tension to be had, but the team needed to consider how climbing fit into the overall game.

“It almost became too complex. The important thing about any of our systems is we layer them with other systems. So while climbing itself may have been really amazing, we had to remember Uncharted 4 is not only a climbing game,” Schatz said.

With some of those systems stripped away, the focus came more clearly into view: leveraging climbing in Uncharted 4 to connect the player to Nathan Drake and eventually Chloe Frazer in Uncharted: The Lost Legacy. And that meant giving players more control over Uncharted’s climbing than ever before.

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How A Plague Tale: Requiem devs are evolving the sequel’s story and gameplay, out October 18

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Asobo Studio once made its name from its knack for developing Disney Pixar game adaptations. Three years ago, this small French development team evolved and rose to greater heights with its hit release, A Plague Tale: Innocence.

After gaining a passionate community of fans with this cinematic action-adventure experience, Asobo Studio is venturing out to evolve its breakout series with a sequel. A Plague Tale: Requiem aims to overcome and surpass the limitations of the original. The key behind this evolution is the push toward being able to play Requiem the way you choose.

In anticipation of the sequel’s PS5 release on October 18, we spoke with its director, Kevin Choteau, about the direction of the title, its development, new gameplay philosophies, and a lot more.

PlayStation Blog: What did you and the rest of Asobo want to accomplish with this sequel to the original Plague Tale?

Kevin Choteau: Everything, honestly. The first thing that comes to mind is our work on the first game. We had no experience at all in this genre of game. We’re not known for these kinds of cinematic experiences. So we started with the action-adventure on Innocence and did so as noobs, not knowing what we were doing.

When we started Requiem, the idea was to take everything we failed with or did wrong in the first one and try to tackle them. We’ve read all the feedback from the players and critics and tried to do something about it. So the first and biggest thing is the gameplay. Innocence was quite narrow, with only one way to approach a situation, and we wanted to address that. We’ve created much wider open areas where you can play as you want. It was the key by the law of the level design. Now you can play Plague Tale any way you choose.

How do you ensure that the player still has a streamlined journey where they can recognize objectives, assets, and everything else while keeping their options open?

There are two things for me regarding that. The first one is the point of view. When you arrive in a situation, you often arrive above the situation or with a clear point of view so you can understand how they are shaped and where you can go. What tasks you can choose, if you want to go this way or this way, or go through a behind this cart, etc.

The second thing is the systemic approach of the gameplay. We set up some rules, and those rules are always true. So when you learn that, you can use it in any situation. For example, as in the first game, if you see a metallic object, you can use it to distract enemies. In Requiem, there’s also a greenish tar that you can use against enemies. Those things and opportunities attract the player and say, “Y

Level up your look with the Horizon Forbidden West collection on ASOS

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No weaves or crafting required! Horizon Raw Materials and ASOS are bringing fashion to the Forbidden West. 

While Aloy’s in-game outfits are aimed at her protection and survival, our unique partnership with ASOS is focused on ready-to-wear comfort for our fans. This unisex collection of gaming and streetwear apparel features a variety of joggers, hoodies and shirts, which work as either co-ords or individual pieces.

Though heavily inspired by the game — you might recognize elements and details from Aloy’s look, our Horizon graphic novels, or our key art — we took great care to translate this inspiration into streetwear fashion that can be styled in a variety of new and exciting ways. 

Super-soft tees and comfortable joggers will make for a perfect marathon gaming session outfit as you explore the Forbidden West (on New Game+ maybe?).

This collection will be released under our very own merchandise brand called Horizon Raw Materials, and ranges between £26 and £38*. It launches in EU, UK, Japan and Asia regions today, and in the US in early 2023. 

Rather than dropping your shards at your nearest merchant, you can find the whole collection on ASOS here.

Check out Guerrilla’s Instagram and Tiktok pages over the next period to join in on styling challenges and other fun activities related to the collection’s launch!

*Recommended Retail Price. Actual Retailer Price may vary.

Share of the Week: Rainbows

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Last week, we asked you to share the bright sights of rainbows and colorful corridors in the game of your choice using #PSshare #PSBlog. Here are this week’s colorful shares: 

Sarokeye shares Chloe and Nadine driving the jeep past a rainbow in Uncharted: The Lost Legacy.

call_me_xavii shares Aloy wading in a pool of water filled with colorful oil in Horizon Zero Dawn.

coalabr14 shares Sam riding past a distant rainbow in Death Stranding.

ForgottenJasmin shares a hug against a soft rainbow-colored backdrop in Gris.

scottoka1 shares Ellie walking down a rainbow paved street in The Last of Us Part II.

Sefwick shares the dancer in Bound posing against a muted color-striped background.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week? 

THEME: Ghostwire Tokyo
SUBMIT BY: 11:59 PM PT on October 19, 2022

Next week, we’re headed back to the spooky streets of Ghostwire Tokyo, which just got a major Photo Mode update. Share thrilling moments using #PSshare #PSBlog for a chance to be featured.

Dead Space hands-on details – Upgraded and expanded horror gameplay

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Isaac Clarke tapped into a deep well of courage and engineering skill to survive the waiting horrors aboard the Ishimura. Similarly, the talented team at Motive are showcasing a bold and technically impressive approach with its remake of Clarke’s fraught mission aboard the doomed spaceship in sci-fi horror masterpiece Dead Space. In addition to visual and performance enhancements, Motive is incorporating subtly expanded gameplay elements to draw players deeper into the nightmare.

Even with thoroughly exploring the corridors of the Ishimura on original release, my recent hands-on with the remake – incorporating Chapters 1 through 3 as Isaac attempts to reactivate the tram system and repair the ship’s engines – was full of unexpected discoveries. Reconfigured gameplay shocks, difficult choices, new locations. Let’s dig in. 

New gameplay features

Isaac is fully voiced: Isaac speaks up this time around, like yelling his teammates’ names when they’re in trouble or explaining his plans to fix the Ishimura’s Centrifuge and fuel lines. Hearing him take an active role in the team’s mission makes the entire experience feel more filmlike and authentic.  

Interconnected immersion: There are no loading sequences when Isaac hops aboard the Ishimura’s tram to quickly travel between destinations like Cargo and the Medical areas. This is all part of Motive’s goal for an immersive, connected setting.

Zero G freedom: In the original Dead Space, zero-gravity sections let Isaac leap across platforms using special boots. In the remake, you have the freedom to float in 360 degrees, lending to the spacewalk fantasy. Isaac also now has a propulsion boost, which is handy for dodging necromorphs lunging through space.