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"If our hunch was right, we would be able to see that from the numbers printing on screen for the two versions.
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The second version was the 'fixed' version, and it also had debug text printing on the screen," Gyrling said. One was the current 'broken' version of the game but with some debug text printing on the screen. "Playing the game for a few hours on older PS3s would in almost all cases result in a broken game experience."īut Gyrling had an idea for what was causing the issue, and to test the hypothesis, the team created two versions of the game. I freaked out, and the next morning, I walked into office saying, 'We can't ship the game like this,'" Gyrling said. The glitches got worse and worse until enemies would be invisible, the ocean became blood red, and levels would be outright missing. After a few hours of playing, the game started having glitches. "I myself brought the game home and started playing the game from the beginning. The bugs and glitches-which in some cases turned the ocean blood red and completely zapped some levels-were serious enough for the studio to question whether or not it could release the game. Naughty Dog vice president Christian Gyrling revealed in the post that, just days before the studio planned to send the game to Sony for manufacturing, what turned out to be a very serious set of bugs were discovered in the testing process. The whole post is well worth a read, but there is one story that really stands out. To mark the occasion, the studio published a blog post featuring insights and behind-the-scenes stories from the team that worked on it. With a quick leap up he delivers a blood-curdling dropkick to the chest of guy running in, spins, ducks a punch and - KAPOW! -KO's the other guy.Naughty Dog's Uncharted 3: Drake's Deception was released on November 1, 2011, meaning today is the game's 10th anniversary. There'sonebit where he's restrainedfrom behind by some goon and another one charges in to suckerpunch him. Ouch.Īlso applied to Drake's repertoire is the ability to fight off two foes at once. Our favourite from what we see is the flying squirrel attack.Nathanleapsfrom a ledge like he's performing a free-fall, andsmashesthe head of theenemyinto the floor as though he's poweringhome an alley-oop dunk. Drake's also gotmore bare-handed attacksin his arsenal. The cinematics focus closer in on the fisticuffs than before and as a result it really adds weight to each uppercut and head butt. So the precise gunplay of old remains intact, but it's the hand-to-hand scuffles that have been tweaked for the better. From what we're looking atNaughty Dog have resisted the temptation to fiddle with the mechanics here. Cue the familiar duck and cover shoot-outs that brilliantly punctuate Uncharted games. It all adds toa sense of constant perilbut also makes Drake feel far smoother than ever.Ībove: The fire inside the chateau licks up the walls in real-timeĪs Drake and Sully search for an exit they come across a couple of blokes dousing therun-down chateau with fuel. There are also far more subtle animations to represent his nimbleness like when he hasto jumpfrom one moss-covered beam to anotheras he almost slips to his doom. Backward climbing, for example, allows Nathan to leap backfrom a ledge andgrab an over-hanging platform - think Ezio from Assassin's Creed minus the moody hood. This is a chance to seea host of new animations that make our hero far more flexible in his actions. And the doom of almost plummeting to his death. The banter between the two as Nathan swings from a wobblychandelier just highlights the great script writing too. Cue shimmying across beams, leaps of faith and creatinghastily knocked upwalkways forSully to catch up with you. It's your classic platforming section with Drakebeing thrust into action tofind a way out of the dilapidated chateau. The demo in front of us shows the very beginning of this mission - the stuff before the fire and the soon-to-be dead bad guys.