In Uncharted, the damage suffered by the protagonist, in fact, is his chance "finish"



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The Uncharted Games feature some of the most cinematic action scenes of the game world, with clear tributes and inspirations in adventure films, as well a lot of disbelief on the part of the player. . And one of his game mechanics also follows this logic, with the damage counter actually indicating the "luck" of the protagonist, Nathan Drake, moving away as he faces rains from his enemy's shots.

The one who talked about it was Jonathan Cooper, host of Naughty Dog, who is responsible for the franchise. Commenting on a GIF in which Nathan seems to deviate from hundreds of bullets, he stated that in games, it's as if the character had never taken a single shot, with the red marks appearing on the screen. screen indicating the end of his luck, up to an opponent, (19659003) It's a mega-swing! Sidenote I learned by joining the team: Drake never suffers bullet damage. The red user interface that shows "hits" is to represent his "luck" short. Eventually, enemies will get a clear shot and kill him if he takes enough missed shots. https://t.co/byzVKYXVe7

Jonathan Cooper (@GameAnim) July 8, 2018

The display of red marks on the screen as a representation of the damage is traditional in the action games since the first days of first-person shooter games. The idea has become an industry standard, automatically associated with bleeding or injury, but for the developers of Uncharted this has never been the case with Nathan – he is, indeed, a very lucky man, as his fantastic escapades of landslides, avalanches or vehicle rollovers prove very well.

According to Cooper, this guide was one of the first to be transmitted to him as soon as he joined Naughty Dog in March 2014, precisely to work on ] Uncharted 4: A Thief's End . One of his works, in addition to creating the fantastic animations seen in the title, was to implement this system of damage to give the impression that Nathan is still on the edge of the razor, but did not never cut.

Cooper's publication, Amy Henning, who worked as artistic director and screenwriter in the first three games of the saga Uncharted confirmed this direction. According to her, this approach has existed since the first games in the series as a way to honor the old movies of action and adventure in which the team was inspired to create the franchise. It is a representation of the classic image of the protagonist who is able to escape a torrent of enemy fire, always reaching his goals in the most epic way.

Of course, here, as in Nathan's fantastic acts, one needs a suspension of disbelief, after all the protagonist can, yes, receive shots or suffer from injuries due to explosions, by example. But for the timeline of the series, it's like he had just taken clichés, just as the characters from Resident Evil escaped the mansion without taking a single bite, for example . It's a matter of substance turned into a gameplay element.

Source: Jonathan Cooper (Twitter) Amy Hennig (Twitter)

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