Uncharted 2's train level is one of the iconic moments in the game, but according to Naughty Dog, it was also one of the most complicated to make, causing much stress amongst the development team.

Calling fully-movable and transformable set pieces like Uncharted 2's train and hotel levels the "holy grail" of action games, Naughty Dog's Co-Lead Designer says that the team's decision to incorporate such elements into Uncharted 2 was both the reason for the game's phenomenal success and the straw that almost broke the game's - and the company's - back.

Naughty Dog calls the result their "Dynamic Object Traversal System," and it's what makes it possible to conduct a running gunfight across the top of a moving train, for example, or duck and roll through an open window while the hotel you're standing inside of comes crashing down around you - both levels that Naughty Dog dreamed up very early in the game's production cycle, and what Lemarchand calls "a handful of ideas that [were] simply too good to not include in the game."
Lemarchand warns developers who might be inclined to follow in Naughty Dog's footsteps that such levels are "amazingly complicated."

"The only way that we were able to tackle it was to regard it as a very serious problem that we simply couldn't let slide. ... In the Spring of 2009 ... we realized just how big of a game we had bitten off and ... we were either going to have to chew extra hard or make some cuts or choke."

The next several months leading up to Uncharted 2's launch, says Lemarchand, were among the worst he and the rest of the team had ever experienced as game designers, surpassing even the most brutal crunch periods any of them could remember. He admitted that the stress was ultimately self-deating, causing further stress, illness and reduced productivity, but he offers that they simply had no choice.
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  • 0
    Red 9 Mar 13, 10
    You really have to respect Naughty Dog for what they've achieved. Second only to Shadow of the Colossus and possibly Oblivion, I've never enjoyed a game more than this one.
  • 0
    ruledbysecrecy Mar 13, 10
    Just ordered it off the RLS for 3000 points. Hahah, so glad I waited. What a steal.

    Also, more articles like this. Reading intelligent articles is so refreshing...
  • 1
    Mr Gray Mar 13, 10
    Brilliance has a cost, and with it rewards. Good on them for taking such a bold risk, and for having the right people for the job. If more studios followed such exemplary work, we wouldn't be able to imagine the potential good it would do for gaming.
  • 0
    Daweii Mar 13, 10
    Knowing this I want to know how difficult God of War 3 was to make then. As that game with it's entire levels on the back of Titans is this train level expanded tenfold.
    • 0
      Shattered Mar 13, 10
      Well, I'm pretty sure Naughty Dog, Insomniac, Sony Santa Monica, and maybe Sucker Punch all share information and sometimes code, etc. So if Naughty Dog could do it, then there is a high chance they we're/are passing information about it onto them. And God of War 3 apparently only uses 50% of the PS3's power... so expect that, only on crack in a few years.
    • 0
      ruledbysecrecy Mar 13, 10
      I can guarantee you that the whole "on the back of a Titan" gameplay isn't nearly as complicated as even a snippet of the train level in Uncharted 2.

      That doesn't make it any less cool or awesome, It's just pretty obvious what went into making it work on Uncharted 2 was way more time and effort than in that section of God of War III.
  • 0
    Taker4ever Mar 13, 10
    Wow, now that's dedication.

    To be honest, and this is coming from a God Of War fanboy, it's probably an even better achievement than the Titans in God Of War. Ultimately, you're still 'stuck' on them, you're still part of the scenery, whilst in Uncharted 2, you had more freedom to roam.

    Not that both of them aren't bloody fantastic though.

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