There are literally hundreds of treasures and artifacts in UNCHARTED: Golden Abyss that help tell the backstories of the game’s locations and characters, and all are tied to Trophies. To provide some extra incentive to explore every nook and cranny in the game, we added hidden paths throughout every level — finding everything will be a challenge! But we also decided to create Treasure Maps for those who want all the game’s Trophies but who aren’t keen on exploration, or just want a hint now and then.
Since UNCHARTED: Golden Abyss is a portable game, it’s not always easy to hop online and look up an FAQ. For that reason, we decided to offer DLC that integrates the Treasure Maps directly into Drake’s Journal.
As we get closer to the launch of PS Vita and UNCHARTED: Golden Abyss, the team at Bend Studios is getting amped! We’ve been working on this game for a long, long time, from early brainstorming sessions on the PS Vita beginning in 2008, through the production phase that wrapped up at the end of 2011. When given the opportunity to create a launch title for PlayStation’s new next-gen handheld, we jumped at the chance. When asked what game we’d like to make, we said UNCHARTED! Here’s why.
From the beginning, our goal was to create a great UNCHARTED game. We wanted to give players, including ourselves, more of what they love, but with the PS Vita’s unique spin. The cinematic experience, the gunplay and weapons, the compelling story and characters, the mystery and treasure hunting based on real history, the puzzles, the platforming, and of course, the colorful and detailed imagery… it’s all there. But it’s on a gorgeous five-inch screen that you can take with you.
Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really Sony Bend’s first and most important job when we started to work on Uncharted: Golden Abyss. We have an awesome example in the Uncharted series, and we wanted to give the characters a level of depth that transcends the screen. These videos shows just a glimpse of our process and how we worked with our eclectic cast of characters.
I’m no stranger to writing, having written all the Syphon Filter games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.
Hey everyone, this is John Garvin, writer and director of UNCHARTED: Golden Abyss. Today I’m here to run you through some of the highlights of the two levels we’re showcasing this week at the Tokyo Game Show. Watch the video and let us know what you think!
Hi everyone! I’m the the writer and director of UNCHARTED: Golden Abyss. We’ve just released a trailer that introduces a new and important character from our story. You met Jason Dante in our E3 demo and learned a little bit about him: that he and Drake have known each other a long time, that they each know Sully, that Drake taught Dante a lot about treasure hunting, that Dante can be a little, well, greedy.
This time we’re introducing Marisa Chase. But as she tells Drake at one point, call her “Chase,” only her grandfather calls her “Marisa.” I don’t want to give too much away at this point, but I can say this: once again Nathan Drake finds himself on a quest to solve a historical mystery which he hopes will lead to a fantastic treasure. The trick is staying alive long enough to get there. No easy task. And when Drake gets between Dante and Chase, events quickly spiral out of control.
Hey everyone, I’m John Garvin, creative director at Bend Studio. I’m excited to announce that Syphon Filter: Logan’s Shadow will be available for purchase on the PlayStation 2 on June 1! Originally released on the PSP in 2007, we were very pleased that game critics and press recognized all the hard work the team put [...]
We are just under a month from Resistance: Retribution hitting store shelves which means – we went gold last week! The Bend Studio is really excited to be able to share the final game with you PlayStation.Blog readers. We’ve been out on the road the past few months hitting shows like CES, and most recently [...]
Hi everyone, my name is John Garvin, co-director of SCEA’s Bend Studio, and I wanted to give everyone a quick update on Resistance: Retribution. Chris Reese (my co-director at the studio) and I are in Tokyo this week presenting Resistance: Retribution at TGS. After our game was revealed at E3 in July, we got a [...]