Director of Uncharted 4 and The Last of Us Neil Druckmann has a lot of interesting stories and secrets to share about his games. Yesterday, we reported that he revealed in an interview that he encountered a sexist focus tester that had an extreme reaction to the portrayal of a character and now he is revealing the mechanics and scenes that were cut from Uncharted 4.
Druckmann mentions some things that would've been great to see, but also some things that may have been bizarre. You can read his quote below.
"I don't think I've discussed this list with anybody. There used to be a cooking sequence, where you were actually mixing in ingredients. You could make the food too spicy, and they would have different dialogue, depending on how spicy you made it. That got cut.
There was a whole sequence where you were walking around the prison yard, talking to people, and you're looking for Sam. It just felt like we needed to get on with it.
In Scotland, you could do a snowball fight. This was actually fully working. You could pick up snow anywhere and throw it at Sam, and he would throw snowballs at you. But tonally, that just felt wrong.
And when the map room starts collapsing, we had this whole sequence where the crane is collapsing into the cave, and you're climbing through the cabin in the crane, and holding as it's rotating and flipping. With production winding down, that was probably the toughest cut, because it was so far along.
You could play fetch with the dog in the epilogue. There was a ball when you walked outside, and you could pick it up and throw it, and the dog had A.I. to actually pick it up and run back to you. But the animation looked kind of janky.
The other mechanic that was pretty cool was shootable handholds. There were certain surfaces that if you shot at them, it would create holes, and you could use them to climb. And it just felt like it was hard to create the right language for that, and make sure you always had ammo for those places. But as a prototype, it was a really fun mechanic.
The opening of the game, in the boat, that used to not be the opening of the game until very late in production. You got thrown from the boat, you got separated from Sam, and you had to swim to shore. You spent several minutes swimming to shore and being lost at sea. It just felt really long and unnecessary.
This one I was kind of bummed about. In the manor, when you're playing with the two kids, they picked up swords off the wall and they pretended to sword fight. And we wanted to use the same mechanic you would then use at the boss fight at the end. We cut that."
A cooking sequence? Hell yeah, I want to see Nathan Drake throwing spices and preparing food for him and his wife! I would also love to see the snowball fight, but it would have been pretty bizarre tonally like he mentions.
The most frustrating thing they cut has to be the sword fight between young Nate and Sam. At the end of Uncharted 4, you fight the main villain with a sword and it feels really out of place and Nate acts like he's done it before, but in the context of the final game, he has never done this before. It was a frustrating fight because you had to master this newly introduced mechanic in just a few seconds. This cut sequence could've given it much more context and made the fight a lot more fun and interesting.
Uncharted 4 is smashing records over at Sony, earning the title of best selling first-party game on PS4 in the United States. It's probably safe to say Sony is more than happy with how this game has been received critically and financially.
Uncharted 4: A Thief's End is out now exclusively on PlayStation 4.
Source: Rolling Stones
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