In addition to revealing the release date, the trailer introduces two new animal threats: mountain lions, or cougars, and infected ravens – called Criers in our world. We see another ambush event as Marauders torch an old vehicle and roll it onto the highway trying to knock Deacon from his bike. And the video ends with Deacon running out of gas out in the middle of nowhere – a quiet moment, perhaps, but maybe the deadliest of all.
At the E3 2017 Media Showcase we premiered a new gameplay demo for Days Gone that focused on open-world dynamic events. Behind closed doors, we showed an alternate-path of the demo, changing up the weather, time-of-day, and play style. Our goal for this second demo was to show that changing something like the weather was more than cosmetic — it could significantly impact the experience.
After the dust from E3 settled, I sat down with Sam Witwer — who plays Deacon St. John — to watch the Alternate-Path Gameplay Demo and talk about some of the things we’re trying to do in Days Gone.
Last year we debuted our brand new original franchise Days Gone by playing a live on-stage demo where Deacon St. John encounters a Horde – resulting in a desperate battle for his life. Since then we’ve continued to work hard on the game and are excited to give everyone an update. As you know, Days Gone is an open-world action game set in the beautiful high desert of the Pacific Northwest two years after a pandemic has transformed the world. At this year’s media showcase we unveiled a new gameplay demo that offers a more intimate glimpse into Deacon’s life as a mercenary in a world where almost everything wants to kill him.
It’s been a little over four years since we released Uncharted: Golden Abyss for PS Vita and you may be wondering what Bend Studio’s been up to. Well, it’s finally time to share what we’ve been working on. Today during the PlayStation E3 2016 Press Conference we debuted our brand new original franchise, Days Gone. The PlayStation team, as well as the press conference production crew at the Shrine Auditorium, gave us the perfect venue to showcase some of the hard work we’ve been putting into the game’s characters, story, open-world environments, Drifter bike and dangerous encounters. The team is very excited about the reactions we’ve seen so far and we’re looking forward to a very busy E3. If you missed the announce trailer, watch it here:
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!
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