Uncharted: Drake's Fortune "is rough around the edges," ex-Naughty Dog designer says, and "went through a whole lot of hell during development"
Despite an annoying difficulty curve that I'm now learning was the result of me being too lethal with a Desert Eagle, I have warm memories playing the original 2007 Uncharted: Drake's Fortune, even though I played it around 2010 after beating Uncharted 2: Among Thieves and wanting to learn more about this newfangled mass murderer, Nathan Drake. Even in retrospect, I liked the first Uncharted game and don't remember it being particularly janky, but one of the game's original designers, Benson Russell, has very different memories about its development and gameplay.
"Uncharted 1 went through a whole lot of hell during development," he tells FRVR. "They made a decision when going to PlayStation 3 that they were going to ditch all the old tech and rewrite all new stuff from scratch. Well, that caused a lot of problems because systems came online way later than they should be. So you have this issue of, like, they were still doing paper design… and artists were just making cool art because there was no gameplay."
Various Naughty Dog developers have opened up about Gears of War's seemingly pivotal influence on Uncharted over the years. Tools programmer Lucas Pope said back in 2019 that Uncharted's gameplay was essentially overhauled in the last six months of development following the release of Gears of War after originally mirroring Tomb Raider's control system. Now, Russell says it was precisely that lack of cohesion that led to a disjointed-feeling final product.

"You can tell it's rough around the edges," he says. "And also a lot of people commented that it didn't know what it wanted to be. Because it was influenced by Gears of War, 100%, but it was also this Tomb Raider style adventure game, but it didn't really pick a lane. It felt like it wanted to be both at the same time, but neither at the same time."
Hearing all of this, you might think Russell isn't the biggest fan of the first Uncharted, but he clarifies that he's still "proud" of it and thinks it was "a great achievement," especially with "how it redefined certain things" and "led to Uncharted 2 and stuff like that."
"But as a developer, I know all the s**t that went into it," he adds. "It definitely is rough around the edges and I would love to go back and do some things, but hey, that's history, right? It goes into the annals of history and people play it."
It's true. Uncharted: Drake's Fortune kicked off one of the most beloved video game franchises of all time and spawned three full sequels, a standalone spinoff game in The Lost Legacy, and a Hollywood adaptation starring Tom Holland. Whatever you think of the first game in the series, there's no denying its impact.
"That's unacceptable": Red Dead Redemption dev says crunch at Rockstar was to "put on the show" for executives, not to fix bugs
Kris Roberts worked at Rockstar for years, first tuning the vehicles for the Midnight Club games and then leading the design of Red Dead Redemption's multiplayer modes. He says the final six months of development on Rockstar's cowboy epic was the worst period of crunch he's experienced in the game industry, and he argues that the overtime wasn't even really about making the game better. Instead, it was about putting on a show for executives.
With his transition from Midnight Club to Red Dead Redemption, Roberts went from an hourly employee to a "full-time" dev working what Rockstar called "core hours," as he explains in a new interview with Kiwi Talks on YouTube. "There was the expectation that you'll be there by 9:30 and we're going to stay until 6:00. If you're staying after that, there's dinner available and blah blah blah."
But those expectations changed over time. "Eventually core hours expanded to include half days on Saturday, where you were expected to be there," Roberts continues. "Then core hours expanded to be full days on Saturdays. Then Sunday was 'optional,' but encouraged. By the end, we were working every day, all day."
Roberts describes the last six months of work on Red Dead Redemption as a "blur," alluding to the delirious effects of sleep deprivation. "You end up in an amnesiac state where you probably don't have clear recollection or memory of exactly what was going on," he says.
Rockstar's history of crunch goes back years, and it became a matter of public debate around the release of Red Dead Redemption 2 – a debate the company responded to with testimonials from employees suggesting that things weren't actually so bad. But even now, allegations of overwork continue, and protections against crunch are a key point among the employees attempting to unionize at Rockstar.
For his part, Roberts feels "conflicted" about airing these old frustrations, in part because he pushed himself into "self-directed" crunch on Midnight Club. "I was doing that because I thought it was important or I wanted to be involved at that level and it was me doing it," he says.
But things were different with Red Dead Redemption, and Roberts is particularly frustrated by "artificial" incidents where Rockstar would declare "all hands on deck" overtime during weekend visits from executives like Sam Houser and Leslie Benzies.
"I remember a couple specific examples of a Friday afternoon, [when] management would send out an email that said, 'Just so we're all clear, we need to be here this weekend.' Then a follow-up email would say, 'And this weekend doesn't just mean Saturday.' I've made promises to my kids about what we're going to do this weekend. and Friday afternoon at 4:30 you're telling me I need to be here on Sunday regardless of what's going on. That's unacceptable," Roberts says.
"And it wasn't because, 'Oh, if you have a certain number of issues in Bugstar, or 'If you have critical things that must be fixed before the next build,' or 'If you have a legitimate business case for putting in that weekend time then we want you to be here.' It was more like, 'No, we need to put on the show of appearance that everybody's here all the time, because we have an executive visiting or something."
As multiplayer design lead, Roberts was then tasked with communicating these expectations to his team. This was a part of why he eventually said "I don't want to do this" and chose to leave the studio. "It was certainly in the top four" reasons for moving on, he jokes.
So, and you know there was the punchline for me of okay the expectation is I go to my team and tell my designers and people that you know okay we need to be here Sunday and it's like that was so challenging for me and that you know I think really was a component of what sort of pushed it over the edge for me as far as like I don't want to do this I mean whatever
Lisa Nandy urges deal to keep Rugby League World Cup on free-to-air TV
Premier Sports secure rights with BBC not bidding
Nandy: ‘As a fan myself, I share fans’ disappointment’
The culture secretary, Lisa Nandy, has urged administrators to strike a deal to allow this autumn’s Rugby League World Cup to be shown on free-to-air broadcast after it was announced the event would be shown in the United Kingdom exclusively on subscription TV.
The BBC’s longstanding relationship with the sport has led to it consistently showing the Rugby League World Cup irrespective of where and when the tournament has been held. But that tradition will seemingly end this autumn, after it was confirmed the broadcaster would not bid for the rights to show the event, which will be held in Australia.
Continue reading...Self-saboteurs England and Pakistan face off in ‘El Dysfunctiono’ series
With Pakistan at a low ebb and England at the start of semi-reset, the series at Headingly looks to be an interesting one
The history of Test cricket between England and Pakistan stretches back to 1954 and has been a vibrant one over the years. Yet, for all the memorable battles, plus the cultural ties between the two countries and a fair bit of scandal along the way, a trophy that denotes the rivalry is still to be created.
England lost the Crowe-Thorpe trophy to New Zealand this summer, will look to retain the Basil D’Oliveira trophy in South Africa this winter, and hope they can win back the Ashes next year. Trophies for encounters with India and West Indies go back so far they have been retired and replaced by new ones in recent times.
Continue reading...Nach Meiser-Verletzung: Düsseldorf denkt über Ersatz nach
Mit einer Verletzung am Meniskus, die operiert werden muss, wird Felix Meiser der Fortuna aus Düsseldorf einige Zeit fehlen – womöglich gar für mehrere Monate. Daher denken die Verantwortlichen nun darüber nach, auf dem Transfermarkt einen Ersatz zu verpflichten, wie die "Rheinische Post" meldet.
"Musst dir natürlich Gedanken machen"
Zwar stehen für die Innenverteidigung mit Elias Egouli, Tim Oberdorf, Noah Egouli, Levi Mentzel und Dominique Heintz noch fünf weitere Spieler zur Verfügung. "Aber wenn wir einen Kernspieler auf einer Position verlieren, musst du dir natürlich Gedanken machen, wie du das auffängst", sagt Trainer Alexander Ende gegenüber der Zeitung. Durchaus möglich also, dass bis zum Ende der Transferperiode am 1. September noch ein weiterer Spieler für das Abwehrzentrum verpflichtet wird. Weiterhin auf der Liste stehen zudem ein Linksverteidiger als Alternative zu Sascha Risch sowie ein Außenstürmer.
Kaderbudget zuletzt erhöht
Auf Sportvorstand Samir Arabi wartet im Endspurt somit noch einiges an Arbeit. Sollten tatsächlich noch drei neue Spieler verpflichtet werden, würde sich die Anzahl der Neuzugänge in diesem Sommer auf 19 erhöhen. Das Kaderbudget wurde zuletzt bereits auf acht Millionen Euro erhöht, soll allerdings bereits nahezu ausgeschöpft sein. Daher plant die Fortuna, noch mehrere Spieler abzugeben. Als Kandidaten gelten Noah Egouli und Kilian Sauck.
