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Uncharted

Uncharted 4: A Thief’s End is an upcoming action-adventure third-person shooter platform video game published by Sony Computer Entertainment and developed by Naughty Dog for the PlayStation 4 video game console. It has also been announced that this will be the last entry in the Uncharted series featuring the character of Nathan Drake. The game is set to release in either the first or second quarter of 2016.

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Uncharted: Drake's Fortune
Developer(s)Naughty Dog
Publisher(s)Sony Computer Entertainment
Director(s)Amy Hennig
Designer(s)Richard Lemarchand
Programmer(s)
Artist(s)
Writer(s)
Composer(s)Greg Edmonson
SeriesUncharted
Platform(s)
Release
  • PlayStation 3
    • NA: November 20, 2007
    • AU: December 6, 2007
    • EU: December 7, 2007
    PlayStation 4
    • PAL: October 7, 2015
    • NA: October 9, 2015
    • UK: October 9, 2015
Genre(s)Action-adventure
Mode(s)Single-player

Uncharted: Drake's Fortune is an action-adventurevideo game developed by Naughty Dog and published by Sony Computer Entertainment. It is the first game in the Uncharted series, and was released in November 2007 for PlayStation 3. The single-player story follows Nathan Drake, the supposed descendant of the explorer Sir Francis Drake, as he seeks the lost treasure of El Dorado, with the help of journalist Elena Fisher and mentor Victor Sullivan.[1]

The game's world is navigated on foot or by vehicle, and players are required to use Drake's platforming abilities to progress the story, which also features puzzle sequences, while many parts of the game involve shooting and combat gameplay. It is played through a third-person perspective. Uncharted: Drake's Fortune also contain a rewards system for completing certain pre determined objectives.

The development of Uncharted: Drake's Fortune began in 2005,[2] and saw Naughty Dog altering their approach to development, as they sought to create a humanized video game that was distinct from their other entries.[3] It was subsequently delayed numerous times through its development, as the team regularly updated or wholly changed various aspects related to the story, coding, and the game's design.[4]Uncharted: Drake's Fortune is notable for being one of the first video games to feature force feedback vibration,[5] and the development team found influence for many of the game's aesthetic elements from film, pulp magazines, and movie serials.

Extensively marketed as a PlayStation exclusive, Uncharted: Drake's Fortune received generally favorable reviews from game critics upon release, with praise directed toward its visuals, characters, musical score, animation, story, and voice acting; some were critical of graphical issues, the game's length, vehicle sections, and marked difficulty.[6] The game went on to sell one million copies after its first ten weeks of release, and helped propel Naughty Dog to the forefront as a video game developer.[7] It was followed by a sequel titled Uncharted 2: Among Thieves in 2009, and was re-released on PlayStation 4 as part of Uncharted: The Nathan Drake Collection.

  • 3Development
  • 4Reception

Plot[edit]

As the game opens, treasure hunter Nathan 'Nate' Drake, accompanied by reporter Elena Fisher, recovers the coffin of his self proclaimed ancestor Sir Francis Drake, which he located from coordinates inscribed on a family heirloom: a ring Nate wears around his neck.[8] The coffin contains Sir Francis Drake's diary, which gives the location of El Dorado. Pirates attack and destroy Nate's boat, but Nate's friend Victor Sullivan rescues the two.

When Sully and Nate follow the diary to the indicated spot, they learn that El Dorado is a large golden idol rather than a city that the Spanish had tried to remove from the island centuries ago.[9] After finding a U-boat, mercenaries led by criminal Gabriel Roman and his lieutenant Atoq Navarro intercept Nate and Sully. Sully is shot in the chest, but Nate manages to escape to an island where Sir Francis Drake's diary claims the idol is located.[10] On the way to the island, anti-aircraft fire forces Elena and Nate to bail out of the airplane and they are separated. After retrieving supplies from Sully's destroyed plane, Nate heads toward an old Spanish fort to find Elena. Briefly captured by pirates led by old associate Eddy Raja, Elena breaks Nate free and they flee to the old customs house on the island. After finding old records showing the statue was moved further inland, they find that Sully has survived his gunshot wound.[11] Nate discovers that the idol is located near the customs house, and finds and rescues Sully, who survived being shot from the Drake's old diary blocking the bullet.

Searching through the tunnels of an old monastery, Nate overhears an argument between Roman, Navarro and Eddy, which reveals that Roman hired Eddy to capture Nate and keep the island secure, with the reward being a share of the gold of El Dorado. After Nate's escape, Roman doubts Eddy's ability to do his job further and ignores his superstitious claim that something cursed on the island is killing his men, leading him to dismiss Eddy and his crew.

Nate and Elena find a passage leading to a large treasure vault, in which they find the body of Drake, assuming that he died on the island searching for the treasure. Before they move on, they encounter Eddy and his last of his crew running for their lives, being killed by mutated humans possessing incredible speed and strength. Soon afterwards, Eddy is killed when one drags him into a pit. Nate and Elena escape and find themselves in an abandoned German bunker. Venturing into the base, he discovers that the Germans had sought the statue during World War II, but like the Spaniards before them, learned that the statue was cursed, which caused them to become mutants. Sir Francis, knowing of the statue's power, was actually trying to keep it on the island, by destroying the ships and flooding the city, before he too was killed by the mutants. [12]

Uncharted

Nate attempts to stop Roman from removing the idol from the island, but find that they have discovered it along with capturing Elena. Navarro, knowing of the curse, tricks Roman into opening the statue. Upon turning into one of the mutants, Navarro swiftly kills him and takes control of his men, planning to sell the mutagen as a biological weapon. [13] Nate then jumps onto the statue and rides it as it is airlifted onto a boat in the bay. There, Nate defeats Navarro and manages to sink both the idol and him to the bottom of the ocean.[14] Sully arrives and Elena and Nate leave the island with several chests of treasure, after displaying affection towards each other.[15]

Gameplay[edit]

During combat, the player as Nate (left) can use corners and walls as cover, then use blind or aimed fire from cover against his opponents.

Gameplay in Uncharted is a combination of action-adventure gameplay elements and some 3D platforming with a third-person perspective. Platforming elements allow Nate to jump, swim, grab and move along ledges, climb and swing from ropes, and perform other acrobatic actions that allow players to make their way along the ruins in the various areas of the island that Drake explores.[16]

When facing enemies, the player can either use melee and combo attacks at close range to take out foes or can opt to use weapons.[16] Melee attacks comprise a variety of single punches, while combo attacks are activated through specific sequences of button presses that, when timed correctly, offer much greater damage; the most damaging of these is the specific 'brutal combo', which forces enemies to drop twice the ammunition they would normally leave.[16] Nate can only carry one pistol and one rifle at a time, and there is a limited amount of ammunition per gun. Picking up a different firearm switches that weapon for the new one. Grenades are also available at certain points, and the height of the aiming arc is adjusted by tilting the Sixaxis controller up or down. These third-person perspective elements were compared by several reviewers to Gears of War,[1][16] in that the player can have Drake take cover behind walls, and use either blind fire or aimed fire to kill enemies. In common with the aforementioned game, Uncharted lacks an actual on-screen health bar; instead, when the player takes damage, the graphics begin to lose color. While resting or taking cover for a brief period, Drake's health level, indicated by the screen color, returns to normal.[16]

The game also includes vehicle sections, where Drake must protect the jeep he and Elena are in using a mounted turret, and where Drake and Elena ride a jet ski along water-filled routes while avoiding enemy fire and explosive barrels. While players direct Drake in driving the jet ski, they may also switch to Elena by aiming the gun in order to use her weapon — either the grenade launcher or the Beretta, depending on the chapter — in defense, or to clear the barrels from their path.[16]

The game also features reward points, which can be gained by collecting 60 hidden treasures in the game that glimmer momentarily[3] or by completing certain accomplishments, such as achieving a number of kills using a specific weapon, performing a number of headshots, or using specific methods of killing enemies.[17] In subsequent playthroughs of the game, the player can use these rewards points to unlock special options; these include in-game bonuses such as alternate costumes and unlimited ammunition[3] but also non-game extras, such as making-of videos and concept art.[18] There are also several references to other Naughty Dog games, especially the Jak and Daxter series; this is done through the 'Ottsel' branding on Drake and Fisher's wetsuits,[19] a reference to the species that mixes otter and weasel found in the game, and the strange relic found in one of the earlier chapters, which is actually a precursor orb from the same series.

The game is censored when playing on a Japanese console to remove blood, which normally appears when shooting enemies; this follows the trend of other censored console games in the region, such as Dead Rising and Resistance: Fall of Man.[20]

Development[edit]

After completing Jak 3, Naughty Dog assembled their most technically talented staff members and began development of Uncharted: Drake's Fortune under the codename Big.[21][22] It was in full production for about two years, with a small team of engineers working on the game for about a year beforehand.[2] Naughty Dog decided to create a brand new IP rather than opt to develop a PlayStation 3 Jak and Daxter game—they wanted to create a franchise suitable for the new hardware, in order to develop such ideas as realistic human characters instead of stylized ones owing to limitations of previous hardware, as well as create something 'fresh and interesting', although termed as 'stylized realism'.[2] Inspiration was drawn from various sources in the action and adventure genres: pulp magazines, movie serials, and more contemporary titles like Indiana Jones and National Treasure.[23] The team felt the sources shared themes of mystery and 'what-if scenarios' that romanticized adventure and aimed to include those in Uncharted.[21]

A platforming segment, showing Nathan attempting to scale the outer walls of the Fortress.

The game was first unveiled at E3 2006.[6] From early previews of the game, inevitable comparisons of elements such as platforming and shooting between Uncharted and the well-known Tomb Raider series were drawn, earning the title the nickname of 'Dude Raider'.[23][24] However, the developers saw their game as concentrating more on third-person cover-based play, in contrast to Tomb Raider's 'auto-aiming' play and greater puzzle-solving elements.[2] Other influences they cited include Resident Evil 4,[25]Kill Switch, and Gears of War.[26] Throughout the game's development the staff tried to remain flexible and detached from the original design concepts; attention was focused on the features that worked well, while features that did not work were removed.[4] The development team intended the game's main setting, the island, to play a big role in the overall experience. Feeling too many games used bleak, dark settings with monochromatic color schemes, they wanted the island to be a vibrant, believable game world that immersed the player and encouraged exploration.[21]

In designing the characters, the artists aimed for a style that was photorealistic.[23] The creators envisaged the main protagonist, Nathan Drake, as more of an everyman character than Lara Croft, shown as clearly under stress in the game's many fire fights, with no special training and constantly living at the edge of his abilities.[2][24] Director Amy Hennig felt a heavily armored, 'tough as nails' protagonist with a large weapon was not a suitable hero, and decided a 'tenacious and resourceful' character would portray more human qualities. Supporting characters (Elena Fisher and Victor Sullivan) were included to avoid a dry and emotionless story.[23] Fisher's character underwent changes during development; in early trailers for the game, the character had dark brown hair, but ultimately the color changed to blonde and the style was altered.[27][28] The writing of the story was led by Hennig with substantial help from Neil Druckmann and Josh Scherr.[29]

Uncharted For Pc

The game went gold in the middle of October 2007.[2] A demo was then released on November 8, 2007 on the PlayStation Network[30] before its final release on November 19 in North America, December 6 in Australia, and December 7 in Europe.[31] The demo was first placed on the North American store, and was initially region-locked such that it would only play on a North American PS3.[32] However, this was later confirmed as a mistake, as the developers were apparently unaware that people from different regions could sign up for a North American account and download the demo; a region-free demo was released soon after.[33]

Graphics and technology[edit]

Uncharted uses the Cell microprocessor to generate dozens of layered character animations to portray realistic expressions and fluid movements, which allow for responsive player control.[34] The PlayStation 3's graphics processing unit, the RSX Reality Synthesizer, employed several functions to provide graphical details that helped immerse the player into the game world: lighting models, pixel shaders, dynamic real-time shadowing, and advanced water simulation.[34] The new hardware allowed for processes which the team had never used in PlayStation 2 game development and required them to quickly familiarize with the new techniques; for example, parallel processing and pixel shaders. While Blu-ray afforded greater storage space, the team became concerned with running out of room several times—Uncharted used more and bigger textures than previous games, and included several languages on the disc.[35] Gameplay elements requiring motion sensing, such as throwing grenades and walking across beams, were implemented to take advantage of the Sixaxis controller.[21] A new PlayStation 3 controller, the DualShock 3, was unveiled at the 2007 Tokyo Game Show, and featured force feedback vibration. Uncharted was also on display at the show with demonstrations that implemented limited support for vibration.[5]

Being Naughty Dog's first PlayStation 3 game, the project required the company to familiarize themselves with the new hardware, and resulted in several development mistakes.[35] The switch from developing for the PlayStation 2 to the PlayStation 3 prompted the staff to implement changes to their development technology. Naughty Dog switched to the industry standard language C++ in order to participate in technology sharing among Sony's first-party developers—the company had previously used their own proprietary programming languageGOAL, a Lisp-based language. In rewriting their game code, they decided to create new programming tools as well. This switch, however, delayed the team's progress in developing a prototype, as the new tools proved to be unreliable and too difficult to use. Ten months into full production, the team decided to recreate the game's pipeline, the chain of processing elements designed to progress data through a system. In retrospect, Naughty Dog's Co-President Evan Wells considered this the greatest improvement to the project.[4] Additionally, the animation blending system was rewritten several times to obtain the desired character animations.[21]

Trophies integration[edit]

The game was patched on August 4, 2008 in Europe and North America to version 1.01 to include support for the PlayStation 3's Trophy system.[36] There are 47 trophies in the game that match the medals that can already be won in the game and one further trophy, the Platinum trophy, awarded when all other trophies have been collected; Uncharted was the first Naughty Dog game to include the Platinum trophy type.[37] Similar to other PlayStation 3 titles that receive trophy support via downloaded patches, players must start a new save game to be awarded trophies, regardless of how many medals they received in previous playthroughs. This was enforced because the developers wanted to avoid the sharing of save data in order to gain trophies they did not earn.[38] The patch was described as 'incredibly easy' to implement, owing to the game already containing preliminary support for Trophies via its Medals system; it was also stated that these hooks were already included due to Naughty Dog's belief that Sony would roll out the Trophy system before the game's launch in November 2007.[38] Despite mentioning that the game was developed as a franchise and that it lent itself to episodic content,[2] it was later stated that no content available via download would be made for Uncharted.[39]

PlayStation Home[edit]

During the Closed Beta of PlayStation Home on October 11, 2008, Naughty Dog released an Uncharted themed game space for PlayStation Home. This space is 'Sully's Bar' from the game. In this space users can play an arcade mini-game called 'Mercenary Madness', which during the Closed Beta, there were rewards. The rewards were removed with the release of the Home Open Beta. There are also three other rooms in this space, in which during the Closed Beta, users had to find out codes to the doors that accessed these rooms. The code entry to the rooms was also removed with the release of the Home Open Beta. The three other rooms are the 'Artifact Room', 'Archives', and 'Smuggler's Den'. There is an artifact viewer in the Archives and Smuggler's Den rooms. Also in the Archives there is a video screen that previews Uncharted 2: Among Thieves. The Artifact Room only features seating and different artifacts for users to look at. This space was one of the first five-game spaces of the PlayStation Home Open Beta in North America, which Home went Open Beta on December 11, 2008.[40] This space was released to the European version on November 5, 2009, almost a year after the Open Beta release. Naughty Dog has also released a game space for Uncharted's sequel on October 23, 2009 making Uncharted the first game series to have a game space for both games in its series.[41]

Reception[edit]

Reception
Aggregate scores
AggregatorScore
GameRankings90%[42]
Metacritic88/100[43]
Review scores
PublicationScore
1UP.com8.5/10[16]
Edge8/10[44]
Famitsu36/40[45]
Game Informer8.75/10[1]
GamePro4.25/5[46]
GameSpot8.0/10[18]
GameSpy4.5/5[17]
IGN9.1/10[3]
PlayStation Universe9.0/10[47]
Award
PublicationAward
IGNBest Action Game (2007), PS3 Game of the Year (2007), Best Graphics Technology (PS3 2007), Best Original Score (PS3 2007)[48]

Uncharted: Drake's Fortune received generally favorable reviews from game critics.[42][43]Game Informer complimented the visuals and dialogue between the characters Drake and Fisher, calling them stunning and entertaining respectively.[28] They further added that the production values appeared high, citing the level of detail and musical score.[49]PlayStation Magazine echoed similar statements about the visuals and compared them to that of Crysis.[21][50]

The overall presentation of the game received unanimous praise from critics, who recognized the game's high production values, describing them as 'top-notch',[51] 'incredible'[18] or comparing them to those found in Hollywood.[17] When combined with the overall style of the game, this led many reviewers to compare Uncharted to summer blockbuster films,[1][52][53] with the action and theme of the game drawing comparisons to the Indiana Jones film series and Tomb Raider.[18][52] As part of the presentation, the game's story and atmosphere were also received well.[1][52] The depth of the characters was praised, each having 'their own tone'.[52] The voice acting was also received well, as the cast 'nails its characterizations'; overall, the voice acting was described as a 'big-star performance',[17] 'superb'[53] and 'stellar'.[1] Game designer Tim Schafer, well known as the creator of the early LucasArts adventure games such as The Secret of Monkey Island, has also lauded the game, saying he 'liked it a lot', and jokingly thanked it for teaching him a new fashion tip (Nathan Drake's 'half-tucked' shirt).[54]

The technical achievements in creating this presentation were also lauded. The graphics and visuals were a big part of this, including appreciation of the 'lush' jungle environments,[1][16][18] with lighting effects greatly adding to them.[53] The game's water effects were also appreciated.[51] Overall, many reviewers commented that, at the time, it was one of the best-looking PlayStation 3 games available.[46] Further to the graphical aspects, both facial animation and the animation of characters,[19][53] such as Nate's 'fluid' animations as he performs platforming sections were noted,[1] although the wilder animations of enemies reacting to being shot were over-animated 'to perhaps a laughable degree'.[16]

Criticism of the game included some graphical issues, such as texture pop-in and screen tearing.[3][17] Of more concern were gameplay issues, including overall gameplay length being rather short, with reviewers completing the game in anywhere from six to ten hours,[51][53] and some disappointment with the 'not particularly memorable' vehicle sections;[16] the inability to both aim weapons and drive the jet-ski was a well-noted issue.[1][51] Further, some 'frustrating, repetitive slogs'[51] with regards to the 'constant stream' of pirates and mercenaries,[3] and 'moving from one infuriating firefight to the next'[18] towards the end of the game were cited as part of poorer elements of overall gameplay.

Awards[edit]

Uncharted received several accolades from web review sites such as IGN, who named it their PlayStation 3 game of the year.[48]

Sales[edit]

The game went on to sell 1 million copies after its first ten weeks of retail,[55] and later became one of the first batch of titles to be released as part of Europe's budget Platinum range of best-selling titles.[7] Sony announced at E3 2009 that Uncharted: Drake's Fortune had sold over 2.6 million copies worldwide and was a hit for the PlayStation 3.[56][57]

Sequels[edit]

Main article: Uncharted

Shortly after the release of the game, Naughty Dog's co-president, Evan Wells, stated that Uncharted had been developed as a franchise, and so a sequel was likely.[58][59] It was later confirmed that the development team had put their work on the next installment of Jak and Daxter on hold to work on Uncharted 2 for release in 2009.[60] This sequel was revealed to be entitled Uncharted 2: Among Thieves in December, 2008 by Game Informer.[61] A sequel to Uncharted 2, Uncharted 3: Drake's Deception was announced on December 11, 2010 and was released worldwide in November 2011.[62][63]

The fourth installment of the series, Uncharted 4: A Thief's End, which is set to be the last main installment in the series, was announced on 2014 and after two delays, one in late 2015 and the other in March 2016, was released on May 10, 2016.[64][65] A single-player-only remaster of the first three titles, titled Uncharted: The Nathan Drake Collection, was released for the PlayStation 4 on October 7, 2015 in Europe, Australia and New Zealand, and October 9, 2015 in North America, the United Kingdom and Ireland.[66][67] Two spin-offs for the PlayStation Vita, titled Uncharted: Golden Abyss and Uncharted: Fight for Fortune were released in 2011 and 2012 respectively.[68][69]

Another spin-off, Uncharted: The Lost Legacy, was released for the PlayStation 4 in late August 2017.[70]

See also[edit]

References[edit]

  1. ^ abcdefghiHelgeson, Matt (December 2007). 'Uncharted: Drake's Fortune Review'. Game Informer. Cathy Preston (176): 149. Archived from the original on April 9, 2008. Retrieved 2008-11-24.
  2. ^ abcdefgRandolph Ramsay (2007-10-26). 'Q&A: Naughty Dog on Uncharted'. GameSpot AU. Archived from the original on 2012-10-03. Retrieved 2008-08-11.
  3. ^ abcdefMiller, Greg (2007-11-13). 'Uncharted: Drake's Fortune Review'. IGN PS3. IGN Entertainment, Inc. Retrieved 2007-12-20.
  4. ^ abcWells, Evan (January 2008). 'PlayStation POV: Drake's Fortune Post Mortem'. PlayStation: The Official Magazine. Future plc (2): 96.
  5. ^ abSmith, Rob (December 2007). 'Tokyo Game Show 2007'. PlayStation Magazine. Future plc (130): 57.
  6. ^ abNix, Marc (2006-05-08). 'E3 2006: Eyes-on Naughty Dog's Untitled Trailer'. IGN. Retrieved 2008-08-12.
  7. ^ abMatt Martin (2008-07-17). 'MotorStorm, Uncharted, Resistance first Platinum titles for Europe'. gamesindustry.biz. Retrieved 2008-08-12.
  8. ^Nathan: Don't I wish. No, this was, ah... this was Francis Drake's ring. I, y'know, kind of inherited it. Elena: 'Sic parvis magna'? Nathan: 'Greatness from small beginnings' – it was his motto. Check out the date. Elena: 29th of January, 1596. Nathan: One day after he supposedly died. Elena: Wait, what are these numbers, right here? Nathan: Coordinates. Right off the coast of Panama. Elena: Oh, so that's how you found the coffin. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  9. ^Nathan: Of course. 'El Dorado' – 'the Golden Man'! Sully, it wasn't a city of gold, it was this. It was a golden idol. [...] I bet the Spanish dragged it out on cut logs. Huh... we're four hundred years late for this party. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  10. ^Nathan: UK2642... you got that? [...] It's Kriegsmarine coordinates. I think I know where the Spanish took El Dorado. [...] The problem is, so do the bastards who killed Sully. Damn it! If the Spanish found the treasure, they had to've moved it there, to that island. And Drake followed 'em. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  11. ^Elena: He's alive. Nathan: Huh. Elena: I don't know, Nate... I mean, how much do you trust this guy? It's not exactly like they're holding him at gunpoint. Nathan: I know. Yeah, it seems weird. But no. Sully's a lot of things, but he's not a back-stabber. Which way were they headed? Elena: Uh... North-ish. Yeah, towards the mountains. Nathan: Okay, it's gotta be the monastery. Let's go. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  12. ^Nathan: We gotta stop 'em, Sully. They don't know what they're dealing with! Sully: What are you -? Nathan: I don't know how, but that statue destroyed the whole colony, and it killed the Germans too. [...] Sully: You wanna tell me what the hell's going on!? Nathan: Drake didn't want to get the treasure off the island, Sully. He was trying to stop it from leaving! Sully: What? Nathan: It's cursed or something. Sully: Oh, Nate, for God's sake... Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  13. ^Nathan: Navarro, that thing wiped out an entire colony. You don't know what you're doing. Navarro: Wrong. I'm the only person on this island who knows what the hell he's doing! [...] You are so pathetic, all of you scrambling around for your petty treasures. Do you have any idea what this is worth, to the right buyer? Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  14. ^Nathan: Elena! Oh God... Elena. C'mon. Can you stand? Elena: I'm okay... I'm okay. Nathan: Are you all right? Elena: Oh – Nate! Nathan turns to see Navarro standing up.Nathan: Watch out. Nathan pushes the helicopter off the side of the platform.Nathan: Adios, asshole. Navarro: Huh? The rope connecting the statue and the helicopter is tangled in his legs and drags him across the floor and into the sea.Elena: Oh my – Sully's boat arrives, and they wave to him.Elena: Oh... Quite a day. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  15. ^Nathan: Sorry you didn't get your story. Elena: Ah, that's all right. There'll be other stories. You still owe me one. Nathan: I'm good for it. Naughty Dog (19 November 2007). Uncharted: Drake's Fortune. PlayStation 3. Sony Computer Entertainment.
  16. ^ abcdefghijFord, Greg (2007-11-14). 'Uncharted: Drake's Fortune (PS3)'. 1UP. Archived from the original on 2015-08-30. Retrieved 2008-08-03.
  17. ^ abcdeMcGarvey, Sterling (2007-11-14). 'Uncharted: Drake's Fortune (PS3)'. GameSpy. Retrieved 2007-12-20.
  18. ^ abcdefDavis, Ryan (2007-11-19). 'Uncharted: Drake's Fortune'. GameSpot. Retrieved 2007-12-20.
  19. ^ abFaylor, Chris (2007-05-18). 'Uncharted: Drake's Fortune Preview'. Shacknews. Retrieved 2008-08-14.
  20. ^Ashcraft, Brian (2007-11-21). 'Only in Japan: Uncharted Gets Totally Censored'. Kotaku. Retrieved 2008-02-13.
  21. ^ abcdefNelson, Randy (November 2007). 'Off The Chart – Uncharted: Drake's Fortune'. PlayStation Magazine. Future plc (129): 26–33.
  22. ^'IGN: Uncharted: Drake's Fortune (Uncharted)'. Retrieved 2008-08-11. Also known as: Uncharted, Big [working codename]
  23. ^ abcdGame Informer Staff (April 2007). 'Uncharted: Drake's Fortune'. Game Informer. Cathy Preston (168): 44–53.
  24. ^ abJason Hill (2007-10-04). 'Dude raiders'. Digital Life. Retrieved 2008-08-11.
  25. ^Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. pp. 205–6. ISBN0262034395.
  26. ^'Uncharted: Drake's Fortune Afterthoughts'. 1UP. 2008. Archived from the original on 2012-01-21. Evan Wells: Certainly we all played Gears of War and liked it. It set a bar visually that we knew we wanted to compete with.... As far as gameplay, I think I've heard them cite the same game that put us on this path: kill.switch. Gears of War obviously took that to another level, and again, that level of polish helped push us.
  27. ^Justin McElroy (2007-09-04). 'Uncharted sidekick gets a dye job'. Joystiq. Archived from the original on 2015-01-28. Retrieved 2008-08-08.
  28. ^ abGame Informer Staff (September 2007). 'Uncharted: Drake's Fortune Preview'. Game Informer. Cathy Preston (173): 90.
  29. ^Thomsen, Michael (February 5, 2008). 'Inside The Story: Naughty Dog Interview'. IGN. Retrieved March 5, 2017.
  30. ^Chris Roper (2007-10-31). 'IGN: Uncharted Demo Next Week'. Retrieved 2008-08-08.
  31. ^Lemarchand, Richard; Druckmann, Neil (October 8, 2008). 'Postmortem: Naughty Dog's Uncharted: Drake's Fortune'. Gamasutra. p. 4. Retrieved March 5, 2017.
  32. ^McWhertor, Michael (2007-11-08). 'Yes, The Uncharted Demo Is Region Locked'. Kotaku. Retrieved 2008-08-11.
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This entry was posted on 3/25/2019.