Kojima talks about his method of game design

On Twitter, Kojima briefly talked about his method of game design, which means being involved with every aspect of production.

I often get asked how I construct game. Starts off from game system? Its world? The story? Characters? Today not only game but also movie industry, people work on their specialities (job dilution?) for the big budget title.

But in my case, it’s my speciality to work on everything at the same time by myself. To me that is my game design. There’s 4 necessary elements to create games. Understand the game. Understand the pic(visual/movie). Understand the sound(music/sound). Understand the story(construction/story telling). It’s very hard.

These comments echo what he said in one of the interviews at DICE last week, comparing a structure of delegated game design roles to a factory. Because of this, Kojima intends to keep the size of his new studio somewhat limited, so it remains possible to oversee everything.

Hideo-Kojima-Sony-Partnership

Source: Hideo Kojima Twitter

  • JJBYACH

    Interesting… You can really see how Kojima imposes his own personalities and tastes into virtually all aspects of his games, but working on all aspects at the same time? Maybe I may try that…

    When I tried to make a game, I worked primarily on the map and basic mechanics, and then planned to work on the sound, AI, the story and the like, but I sooner became overwhelmed by the technicalities of the project as I looked at what I needed after I finish struggling on what I was currently doing (I can’t rig and animate for shit, also trying to learn blender gave me a head ache. The only thing I could kinda do is code but had no idea how to create a assets). I tried to source assets but I felt that the game started to lack artistic cohesion, seemed like a early access asset flip, and then I gave up. Maybe if I focused on doing everything at the same time rather than in a more sequential order I would of been less overwhelmed looking ahead; eventually letting my pessimism discourage me from finishing the game.

    • Full Options

      Your game has not been abandoned. It’s dev has been just been paused (I hope). We have a pretty similar experience of game dev.
      I tried the other way around and can confirm to you it is not less overwhelming.
      I was first 3D graphist in the 90’s and decided to consider coding seriously in the years 2k’s. I already had a pretty nice training with optimized sound and musics gathered through writing few patterns on Amiga.

      Most dev studios are now using sand-boxes such as Unreal or CryEngine, but from what I read of your experience, I think you are just like me : You want to keep all as much from scratch as possible, because you need to understand everything that is happening in your baby, right ?

      When I started prototyping my game, I first used Virtools (2003), which was a great simulation sand-box, accepting plugins built with VStudio, which helped me to understand a bit more how portable executables and libraries were compiled, linked, and how those “networks” of modules were supposed to take place in RAM etc… The fact was that Virtools was not fully open, making it tricky to really tap in the engine’s core.
      Without being able to finish my game, I had to eat, so paused the dev to do some more alimentary jobs.

      I more recently gave another shot with SCE PhyreEngine but I am not sure how I can legally comment much on it (still under NDA).
      Without any surprise, I had to go back to work. The Phyre is far more open but also native / basic.
      Now on my spare time, I simply focus on testing various things with GLFW in VStudio keeping an eye on recent stuff (eg. WebGL, etc..).

      I am really inspired by projects like Branislav Siles’s Atomontage engine, definitely trying to understand how this g.d d.mn old-school demo-scener manage to paint zillions of voxels that fast. I am sure you saw his stuff.

      • MrVux007

        ” SCE PhyreEngine ”
        Wasn’t that same engine used for the recently released game called “Unravel”…
        That game sure is a looker with spectacular Depth of Field if i may say so.

        • Full Options

          Yes, although some studios rewrite some parts of the libs depending their needs. Codemaster’s was in this case while developing Mc Rae Dirt. In terms of rendering, the competition is so high that they become more or less all on par (Cry, Rage, Unreal, etc..), because engineers are always keen to reveal their latest hacks in game conferences, which is top cool.

      • JJBYACH

        Cool. I am studying Computer Science at College so my codings background comes primarily from that. I was using Unreal 4 which uses a visual programming language (I see alot of games being developed this way like Witcher 3) called blueprint (extremely simple to use), but you can further tweak by directly accessing the CSS which is very handy. I was blown away by how accessible unreal 4 was; it even had maya animation software for easy tweaking of the skeletons and animations directly, but I just got bogged down thinking about how much I needed to do before it is in a state that I am personally happy with. I may start searching for other 3D modeling software that is not as complex as blender (considering your background I wonder if you have any to recommend), I don’t mind if it is not as versatile as blender but yeah. My game was more of a passion project – was hoping to release on steam greenlight, maybe I’ll try it Amazon’s free game engine “Lumberyard”

        https://m.youtube.com/watch?v=EdU1s1FGTDY

        • Full Options

          Your background sounds cool ! I often help a friend’s small indy studio with more low level stuff first with UE3 and was very happy to notice that UE4 went back to C++. Was not really annoyed by *.uc’s emacs like format but UE3 was a bit in all direction / messy for me to master quickly. I am not a UE beast at all neither, but think it is very neat, and definitely good. I was more helping to properly bind some UE’s libs with the PS3’s OS functions, for various read/write operations, etc..

          I would be glad to orient you (hopefully) toward something as complete as possible regarding the choice of your DCC tool :
          I started first with 3D Studio 1 & 2, then worked on 3DSMax, until using Maya for most things I need. These past years, I also inspected various more dedicated tools such as ZBrush (very powerful if you are more concerned about pure modeling and really intelligent decimation).

          What I conclude through years is that I preferred to stick to Maya as my favorite and principal DCC tool.
          However, make sure to use your favorite tools in a complementary manner. For example, if you think you could do a given job faster with one tool, more than using another, do not hesitate to use it. This also specifically because formats interchange have improved a lot on all softwares nowadays.
          You could adapt this behavior for any field :
          Ex. Video – Avid Media Composer + After Effects..
          2D – Adobe Photoshop + The Gimp..
          Sound – Reason + Ableton Live + Audacity..
          And so on..
          I think Maya is the most homogeneous and complete (at least for me), but again, if you feel that an operation would be easier in Blender, ZBrush, Softimage, whatever, just do it there, and import the result back in your favorite tool.

          I don’t know about “Lumberyard”, so please keep me tuned on your investigations ! Probably wise to consider it as one of our multiple future target plats ! :DD

          • JJBYACH

            I never tried “default” maya, if my memory serves me correctly, unreal 4 had a very barebones adaptation of maya built in,but I never used it. The problem is I’m just not a good artist, maybe I could make that work that into the game – have a very minimalistic and simple art style.

            One of my life goals is making a game: I plan to be a game designer, don’t know if I have the stomach to go AAA; I feel like it will drain my soul – I’ll see how the industry progresses these coming years, otherwise I will probably try indie development first.

          • Full Options

            Not saying you should just go full Maya, because you definitely not need to master Maya at 100% to win the deal. I have few little experiences with pre-rendered intended features and won’t even pretend mastering Maya at more than 40%, even after a very heavy decade. All you need to know in Maya represent at most 20% of its overall features for games. Just find a tool you are easy with and just shoot your scene to a collada like format.

            With the right tool and training, I think a lot more people are greater artists than they think. The ultimate key in my opinion is to train hard in satisfying ourselves. If you manage to do that, you are then yet a great artist (at least for yourself), regardless any definition of “being a great artist”.
            It is time consuming, but the more you keep an eye on everything (and even sound, hey ;), the more you understand game design like Hideo.

            Modeling meshes for real-time 3D have some rules, but it is really exciting / challenging to try to keep all badass looking, with the smallest amount of primitives.
            Like in sculpture, trying to shape everything sexy from every possible angle, plus the constraints of using a tiny amount of polys is tedious, but optimization does not always destroy art. It even sometimes make it more artistic to have something great and minimalist.

            Regarding AAA you can’t access their budgets, but can yet technically access AAA programming tools. I know it is not really clarifying anything, but I am sure you are curious enough to investigate what AAA studios have access to. Game-dev Rolls-Royce tools… Nothing locks out an indy like you to train on AAA dev tools.

            Actually, forget about AAA. Just keep all your energy on your game, porting to consoles is only 5-10% of your overall efforts. BTW, 100% AAA studios prototype their games on PC now.
            “Dance bullets ??”
            “When you are ready, you won’t have to” :DD

          • JJBYACH

            Sorry for the late reply, but when I was referring to my lack of stomach for AAA I was more referring to the state of AAA industry rather than the tool set: the current AAA industry seems to encourage or sometimes even enforce games to be big, loud, politically correct and make the studio as much money as possible even at the cost of the games’ artistry and creative vision, and the few exceptions to that like CD Projekt Red are waaayy too few and far between – dunno if I want to throw into that at this time, it seems soul draining. :/

            But yes, I would love to play around with same toys the big boys are all using (it’s why I attempted to use unreal).

            “plus the constraints of using a tiny amount of polys is tedious, but optimization does not always destroy art. It even sometimes make it more artistic to have something great and minimalist.” – So true. There is something inherently beautiful in simplicity. That is one of the reasons I’m really interested in Mirror’s Edge Catayst, gameplay seems interesting, visually it looks stunning. https://uploads.disquscdn.com/images/bd803d555d01eaedb5218416018ebbffc8e7900f456508b9b7d648d9b467bbb8.png https://uploads.disquscdn.com/images/d2273ee653fed28e7baf1431e8c0f992405d0e088cd7a9fd2fe5265b60a44fd2.png

          • Full Options

            No worries at all, please take your time to answer bro (if it is ok to call you bro). 😀

            Ah ok, sorry, I got it better now. You are 100% right, AAA industry is definitely not what it used to reflect anymore.
            Visionary people put the ideas on map, but when those cool ideas fall in AAA hands that are enslaved by investors schedules, studios can’t too much take risky paths such as true new research directions.

            The “big boys toys” are amazing, notably at the HW target level. For example, discovering how deep you can test and debug programs on consoles makes you suddenly realize how the dev kits (although not far at all from retail setups in terms of HW), are dedicated to game development. I mean you may see them as just regular consoles first, but the tool chains coming along with them let you really profile every single area of your program on a platform only running an OS dedicated to your program alone. For example a console is truly an extreme “shader debugging machine” that can be halted anytime for you to inspect any register, quickly find the ones you are not happy with, so understand faster why. The execution tuning tools let you also record gameplay like a kind of “VCR” for code, letting you move forward / backward a specific artifact that could have happened at run-time.

            All this looks quite obvious, but seeing it with our real eyes is really cool.
            In all cases, when you finally understand that you can shoot some stuff on these targets, you are then simply back to the most difficult part which is making sure you don’t shoot some crappy code (xD) on these so called targets. Since they share the exact same API’s, you often do most of code & debugging on PC’s, but as you may have seen in Unreal, you can shoot your scene on multiple targets (PSs, Xboxes, current and next) from one editor at the same time (like CryEngine, Phyre and I guess most other popular engines).

            This Mirror’s Edge Catayst looks very neat and fun indeed !

            “So true. There is something inherently beautiful in simplicity. ”
            So true. Sometimes cool shapes are literally born yet optimized. Another sexy aspect is knowing you are heavily saving rendering budget while doing such efforts, letting in fact also work much better, with tools becoming hereby more responsive.

  • “Kojima intends to keep the size of his new studio somewhat limited, so it remains possible to oversee everything.”
    But how much limited? Up to 25? 50? 100 at best?
    I mean, big games require a lot of programmers, software engineers and graphical designers. What if the deadline is missed, what then? Outsourcing?

    • In the IGN interview Kojima mentioned that with a team of over 200 people this becomes a problem, so it could be anything below that. The job offers on the KP site also give us an idea what kind of people they’re looking for.

      http://www.metalgearinformer.com/wp-content/uploads/2015/12/Kojima-Productions-2016-Careers.jpg

      • Tong Ninja

        From the looks of it, Kojima is trying to avoid the “too many cooks spoil the broth” situation. In my opinion, having a big team of over 200 or 300 can be problematic sometimes. Lack of communication between team members/staff, higher development costs due to extra manpower, etc. Of course there are advantages to having big teams.

        Kojima is probably looking for efficiency and multi-talented people as well. So for example why need 3 lead programmers, when you can have one really skilled lead programmer who can also do other game development tasks as well?

        It really depends on how efficient he utilises his team, and his team management skills.

        • BurntFM

          I think Rika Muranaka mentioned it in an interview with YongYea. She said she used to just walk up to Kojima and discuss how he wanted the music to work and he could really convey what he wanted her to do with 1 on 1 conversations. And then later on when the team grew, It was difficult to even see Kojima anymore. If she wanted to ask something she’d have to talk to a number of people to get the message to his assistant and then when the response came back throw all those people the message was lost in what He really wanted to do. I think Kojima is aiming for something they had in MGS1 that Rika said the small team was like a family.

          OMG I hope he approaches her for his new game. It would be awesome to have a new song from her.

        • Full Options

          The choice of the techno is crucial. As you said, I think full stack old school problem solvers / generalists and specialists recruited for their ease of use of the chosen engine are both on his road-maps.
          As for 2-300, RS for example are fine with many many devs / artists, but are doing perhaps a little less pure R&D than Koji-Pro. I mean the research look lighter so a bit more easily planned. I am wondering if it is not bound to difference between Japanese and more occidental workflows.
          Although I am sure Koji-Pro way of working is really exceptional in Japan, and if not Konami, a lot of people in Japan are grateful to Hideo for his “occidentalized” vision.
          Don’t know if it is because islands, but Japanese are always very proud when one of them is successful world-wide, so Kojima-Sensei…

      • Venom_Sina

        So it will be 199,lol.

  • MrVux007

    *Semi-off topic*

    That moment when your realize…Batman comics has pulled MGSV off

    • Eugene Voldo

      I think it’s the other way around. MGSV has pulled Batman comics off.

      • MrVux007

        I would not really know,since i don’t know the exact time that comic book(also an cartoon was made) was released.But you get the idea 😉

  • BurntFM

    Come on Nyxus. You’re killing me with that new poll. LOL I can’t choose.

    • Who are you considering?

      • MrVux007

        Im thorn between Boss,Olga and Quiet….

        • The Boss!

          • DonquixoteDoflamingo

            I would seriously love to see a game focused on The Boss, and her relationship with the young Jack/John.

            That might be the only game i’ll play if Konami does in fact goes this route and keeps it consistent with the rest of the series both in terms of characterization and thematics.

          • Full Options

            Ya da Boss !

          • Gatsu

            Boss ftw!

          • Full Options

            Ya da BOSS !

        • BurntFM

          I thought EVA played a big roll in the success of Big Boss in Snake Eater. But according to TPP turns out it was Skull Face working in the background :[

      • BurntFM

        It’s obviously The Boss but I love all of them for different reasons. Except Emma.lol

    • Venom_Sina

      Choose The Boss.Best female character in the whole franchise.

  • Venom_Sina

    “Why neither Konami nor Kojima accepted Metal Gear Solid 5’s DICE award”

    http://www.polygon.com/2016/2/22/11093896/metal-gear-solid-5-dice-award

    • Full Options

      Kojima probably can’t legally, and none at Konami had the guts to receive it, because it would implicitely recognize Hideo’s talent, or some sh.t like that.

      • Eugene Voldo

        Actually Konami made a right decision. What’s the point of accepting this reward for a company that planning to create MG game without Kojima? This will only make things worse for a company in terms of PR. So they decided to ignore DICE ceremony. No one accepting reward is better than some no-name guy or community manager accepting it when you have Kojima in the building.

        • It’s still their game, and they are still supporting it, so it does feel a bit weird. Now it’s almost like they don’t care (which probably isn’t the case).

          • Full Options

            I think they may have been frightened / scared to death to receive yet another slap, since Keighley and Del Toro were around… And we know Guillermo’s freedom of speach (e.g. “I will do the f.ck he want me to do”, “Cancelling Silent Hills is total BS”, etc.. xDxD). It is a pity we missed an occasion to laugh our .sses off again. 😀

        • Full Options

          Correct, I think they feared some kind of communication booby trap. For example being again heavily whistled at for receiving the award.
          This is more a Del Toro / Keighley territory where Konami could have been singled out again like for TGA’s. Instead, they sent Jordan Mechner who would not have deserved to be mocked at since he is not directly responsible, and to minimize the whistles as much as possible.

  • Tom Brearley-Smith

    *Off-topic*
    This is a work of genius!

    • Venom_Sina

      Goes “Nuclear”… Says “Kaz,I’m already a demon”.
      Those two were the greatest.Nice.

  • Venom_Sina

    OFF-TOPIC:
    Right now,I’m listening to Life Is Strange Soundtrack.Man it’s so beautiful.”Golden Hour” track is amazing.I can’t stop listening…There’s a feel of…I don’t know…maybe comfort…when I listen to the soundtrack of this game.What’s the magic recipe of this game?Oh,if I continue,I will probably cry,lol.

    • Gatsu

      You too :D? I still listen to that beautiful soundtrack every day ;), its just somehow so magical. There’s so many good songs… Kids Will Be Skeletons is awesome one of my favs, Obstacles, Santa Monica Dream etc…so many to give feels especially after that journey. Golden Hour is lovely and relaxing, then there’s Max & Chloe (the credits song). It’s absolutely wonderful I freakin love it lol <3…

      https://www.youtube.com/watch?v=PRQPc-PK1gM

      • Spectralbuttplug

        Woah those strings at the beginning.I feel it in my bones!
        So gentle yet so ……

    • Spectralbuttplug

      It needs more cowbells

  • I haven’t played MGSV since mid-November. Too much feels.

    I sometimes listen to Nuclear or Quiet’s Theme or Here’s to You and cry a little that the adventure is over :(. *sniffs*

    • Gatsu

      I haven’t played it much either since November or December ;D.

      • Spectralbuttplug

        I stopped it since late february

  • Tong Ninja

    Any Uncharted/Naughty Dog fans here?
    Because the new story trailer for Uncharted 4 is out! 😀

    • http://www.reactiongifs.com/r/omsj.gif

      Looks absolutely amazing.

    • Full Options

      WOW !!!

        • But shadows… are still an issue since the first trailer. Not a lot of them.

          After Uncharted 4 trailers I can’t wait to see what Kojima can do. I hope at least for the latest technology.

          • Full Options

            He recently said he is under a very high pressure from us.
            I am sure he’ll, sorry, “p.ll the cr.p out of SCE & Co” to ship what we are expecting. But when ??
            Turns out we are back on a new gaming conference tracking session to grab every single hint. xD
            Finally, we had only few months holidays, with V..
            We are back to years of Koji-Tracking now… 😀

          • DonquixoteDoflamingo

            The thing i absolutely love about Kojima production is that they never really focus on the textures, rather it’s the general art-direction and character models hence why MGS1 can still stand on it’s own with it’s unique art-direction despite coming out in 1998.

            Naughty-Dog focuses way too much on trying to make everything look good and in doing so end up making the game that will look dated in few years.

          • MrVux007

            “doing so end up making the game that will look dated in few years”http://static.tumblr.com/9e92064134930966522fd702ede64645/xtpyrtj/BwPn6xp2i/tumblr_static_3cn8xrp454kkw08ow8s8cwgw0.gif
            The moment when games like this or Order 1886 look dated,it would be more then few years …

          • DonquixoteDoflamingo

            Not that i really give a shit about graphics, but why not provide some examples from Uncharted 2 or Uncharted 3? Considering how they were also graphically impressive when they came out?

          • And they still look great too.

          • DonquixoteDoflamingo

            Well yea. It hasn’t even been a decade since the first uncharted game came out.

            But they were impressive right when they came out. Nobody will look at them and be like” these games stand the test of time”.
            They are just product of times. They were good when they came out but now they aren’t anything special. The Order 1886 is graphically more impressive then anything from Naughty-dog.
            Of Course Uncharted 4 might even beat The Order 1886 until some other game beats that. Rinse and repeat. That’s what you call product of the time. None of them will stand out in terms of art-style in just few years. All three Uncharted games looks good but doesn’t in any way stand out from rest of the games with good graphics.

            It’s like saying that a new anime with generic style but fluid animation is better than a anime that has a completely unique art-style, and stands out from rest of the crowd. That’s what you call a timeless art-style.

            Pretty art doesn’t = memorable and distinct art-style that can stand the test of time.

          • MrVux007

            Im sorry i thought we were talking specifically about this generation…

            But Uncharted 2 and Uncharted 3 still look brilliant even with todays standards.A prime example of “dated” graphics would go to games like Fallout series or Elder Scrolls…dat “gamebyro” engine

          • DonquixoteDoflamingo

            They still don’t look that good compare to when they came out. I even have the remaster of all three games on ps4 yet none of them look that impressive anymore compare to when i first saw the games. And yes i have been with the series since the first game came out, and have personally seen the graphics improvement and they were mind-blowing when they came out but now they aren’t anything to write home about.

            Just because a game looks good doesn’t mean it will have a general art-style that can still stand even after 15 years.

            So basically i am saying is that Uncharted graphics are the product of the time while MGS1 art is a timeless masterpiece that anyone can see it in any time and still be impressed by the general look, character designs,etc…..

          • Of course they don’t look as good and as impressive as when they first came out. Neither does MGS1.

          • DonquixoteDoflamingo

            Except that MGS1 general art-style still stands out from other games both past and future. It’s unique, distinct, and overall memorable and recognizable.

            Like i said something being pretty doesn’t = to it being unique, distinct or standing out in comparison to other games.

          • Full Options

            This trailer just not only look pretty, but some cool drama / atmosphere can be sensed at first glance. I am not a Michael Bay groupie neither but Transformers was really amazing for someone like me expecting respect to Optimus Prime !? 😀

          • Full Options

            Although MGS 1 does… :p xD

          • MGS1 still looks great, but it’s different from when it first came out, when it was top of the class.

          • Full Options

            Sorry, I could not stop myself for this joke. I am just like a fanatic / extremist MG possessed soul (far less than you btw… ).
            MGS 1 looks different now for sure, the first MG too. The first MG was so innovative compared to every single piece of concurrence. All was looking like Pac-Man or Space Invaders. For MGS 1 “the Koji-effect” was less visible because there was a lot more concurrence, but still the game was still so distinct to anything playable on PS1 at this time (like MGS2 after as well, mah, ya know it)… The more I watch all this, the more I am amazed for games thanks to some studios guess which ones.

          • MrVux007

            I strongly disagree on all that you said.
            Especially after i read “Just because a game looks good doesn’t mean it will have a general art-style that can still stand even after 15 years.”
            MGS1 revolutionized the 3D graphics in Playstation 1 era,and truly was and still is considered as one of the graphical high points.But there is no way in hell im gonna compare to uncharted games,totaly different leagues in both general art-style and visual fidelity.

            No hard feelings,still respect your opinion,even tho i disagree.

          • DonquixoteDoflamingo

            “PS Saying that “nobody” will look back at Uncharted games or Order 1886 and say those game wont stand the test of time,is bit to much of generalization,,,not to mention that there are loads of people like myself who think otherwise”

            People already forgot about The Order 1886. The discussion about it’s graphics might have lasted 2 months but that’s it. So lol yea pretty stuff doesn’t instantly become classics. There is far more to art then just “detailed. Pretty”.

          • MrVux007

            https://uploads.disquscdn.com/images/fa8c98263f5481837c07012b4d09fbd78fec1f4c9325f03b07b551f2d1956a46.jpg
            Kinda feel like im going circles in this discussion with you,so ill drop it now.

          • DonquixoteDoflamingo

            Sure it’s my opinion supported by the gaming industry itself and commo art knowledge but whatever.

          • People like Uncharted for more than just the graphics.

          • DonquixoteDoflamingo

            Action and graphics seems to the biggest reason for majority.

          • Story, characters, sense of adventure.

          • DonquixoteDoflamingo

            Having been in the Uncharted fandom since the first one, this might true for minority, but majority talk more about the graphics. In fact you can go to old Uncharted videos on youtube and see how majority of the comments about the graphics.

          • Well yeah, the graphics always look amazing, but if all the games had to offer was nice graphics, it wouldn’t be as popular as it is.

          • Full Options

            I don’t know Uncharted series well, but the impact across many good friends turn really more passionate than for other titles, a quite convincing (at least for me) land-mark of titles that won’t be forgotten that soon.

          • DonquixoteDoflamingo

            Well i also see people talking about COD like that. Doesn’t really make it anything special.

          • Full Options

            Are they friends or just people ? Do you know them well, like you grown up next to them, playing with them ? I am an old-school FPS lover but could not get in COD like I could not get in every single Doom’s clone (for various reasons, and not always taste-driven), but if some good old friends go crazy about a game, I have to consider it.

          • DonquixoteDoflamingo

            Yes shit load of my friends , people who i regularly talked to, hanged out with and had classes together with consider COD to be embodiment of gaming.

          • Full Options

            If they are your friends, then you may wonder what in COD attracted them that much ? Did you asked them ? What did they answered ? They just have different POV than you, and I am sure you are fine with this idea.

          • DonquixoteDoflamingo

            All of them just prefer popular online shooters.

          • Full Options

            That’s a trend over some of mines too, although online shooting has some very attractive aspects. Teaming with friends and beating the c.rp out of noobs .sses can be awesomely hilarious until the point your team become the targeted noob group xD, but the overall experience is always sweet memories. Some engines are often more calibrated towards on-line shooting, and only few of them such as Metal Gear or GTA manage to ally an awesome story mode and awesome arenas…

        • Full Options

          I know, you are telling me I should play all the 4 of them… :DD
          I WILL !!!

    • Oww… Shii.. That is what I call Next Generation.
      There was a moment in a trailer in Africa, can we explore it?
      The visuals are the best in the industry, that’s for sure.

      VASG motion capture, right?
      Wow…

      • Full Options

        Thanks to a recent title (can’t remember, “The Quantum Pain”, Rain or something…) we are now pretty well trained in evaluating how open is a given African level… xD We will figure this out soon ! ;D

        • Probably won’t be very open, Uncharted games are always linear. You probably can choose some different routes during the vehicle sections, like they showed at E3 2015.

          • Full Options

            I just played the first one, barely tested it at a friend’s place.
            I definitely liked it but did not take the time for a complete playthrough. In all cases it looks very attractive, I may definitely give it a shot.

      • Tong Ninja

        I think there is a snow map as well (according to the game description from my game store). 🙂
        Yeah, this game looks absolutely stunning from the detailed environments to character models. Keep in mind that the single player campaign is locked at 30 fps (multiplayer at 60 fps).

        From the demos and trailers, the world is much bigger compared to past Uncharted games, but it will be a more open linear game with branching pathways.

        Yes, they used VASG motion capture.

      • MrVux007

        Naughty Dog confirmed that Uncharted 4 will be an (open)linear game,that will be even bigger then Jak 3 …

    • Gatsu

      Hella amazing.

    • Venom_Sina

      That old guy in the prison is Robin Atkin Downes.Uncharted and Quantum Break will turn spring of 2016 into a heaven for gamers.

    • DonquixoteDoflamingo

      After playing V and Rise of the Tomb Raider, this looks really average…..

        • DonquixoteDoflamingo

          Not in terms of gameplay or graphics mind you but the story really isn’t anything to be excited about or forget about story, none of the characters look that interesting. It’s something i have seen million times.

          Really none of the Uncharted 4 trailers impressed me in any way. They seem Micheal-bayish generic action without any substance or depth to it or making me care about this adventure.

          I might totally be blowing this out of proportions but having recently played both Tomb Raider games that had adventure, good gameplay and most of all a character that changed and became a survivor thus far more relateable and overall better than the every-adventure-story cliche character Drake.

          • But we have seen next to nothing of the story. The previous Uncharted games had very entertaining stories and likable characters.

          • DonquixoteDoflamingo

            That’s pretty much my point. The trailers have nothing that i should be excited about. I fucking love treasure hunting adventure stories but Uncharted so far has been by the book cliche and i hope that UC4 is far better considering how the director is but so far i have yet to give any shits about anything in the game.

      • Full Options

        I did not play Rise of the Tomb Raider. Sorry for my english, what looks exactely average ?

      • MrVux007

        I’m all about opinions,but that doesn’t really make sense since the game isn’t even out ….

        • DonquixoteDoflamingo

          Yes i did in fact mention that the game looks average not plays or is average.

    • Venom_Sina

      Well,this is interesting:
      “Naughty Dog accused of using Assassin’s Creed concept art in new Uncharted 4 trailer”

      http://www.vg247.com/2016/02/24/naughty-dog-accused-of-using-assassins-creed-concept-art-in-uncharted-4-trailer/

  • Gatsu

    Omg I’m ready to challenge the darkness :D, one last time.

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