Christian Gyrling, Vice President, Naughty DogĪs you have understood, releasing games beyond PlayStation machines allows the Japanese brand to reach a wider audience and satisfy more and more players. As we browsed our catalog to find out which title would mark our PC debut, the grandiose and exotic adventures of the Uncharted series naturally imposed themselves as obvious. While the PlayStation 5 remains our platform of choice, the possibility of releasing our games on PC represents an opportunity for us to reach a different and wider audience. ![]() The release of Uncharted: Legacy of Thieves Collection on PC is also considered a “big event” for the Californian studio. P For Sony and Naughty Dog in particular, this new approach is essential. Today, this idea is once again put forward with the PC launch of Uncharted: Legacy of Thieves Collection, a compilation that brings together Uncharted 4: A Thief’s End and its stand-alone Uncharted: The Lost Legacy. Hermann Hulst, Head of PlayStation Studios I think that in the future we will see at least a year between the release of one of our games on PlayStation console and then on PC. I think it’s really a good thing for teams to see their games also released on PC (…). Moreover, recently, Hermen Hulst, the director of PlayStation Studios, had spoken on this new vision and had indicated that, from now on, the exclusive narratives of the PlayStation 5 would take about a year before landing on Windows. We’re humbled to see the impact that Jak and Daxter have made on your lives.For some time, Sony has completely changed the way it approaches its exclusives. Cheers to the fans who joyfully navigated the diverse locales with Jak, laughed at Daxter’s one-liners, and pursued every last Precursor orb. Whether you played Jak and Daxter: The Precursor Legacy on the PS2 or experienced the remastered Jak and Daxter Collection on the PS4, we’re honored that you’ve joined us on this storied journey. Jak and Daxter were friendly, funny faces that would eventually become familiar, even sentimental parts of our formative gaming experiences - and it’s undeniable that many of you feel the same way. We wanted to close out with a thank you to you - the fans. As we started to see the leap up in rendering capability it was from the PS1, our minds were racing with the possibilities which lead us to the vision of the game! Captured on PS3™Ī special thank you to Evan Wells for sharing your memories of the development of Jak and Daxter. We had to keep it in a windowless room inside our office at the time that only a few programmers had access to. I’m pretty sure it was the first devkit in the US for many months. They were so scarce that they couldn’t be trusted to any courier or delivery service, so we had to drive to LAX and go to a special offsite customs warehouse to pick it up personally. Wells: I remember the day we received our first PS2 devkit back when they were top secret. ![]() And we made it a rule that if you could see it you could walk (or boat or fly!) to it and that when you reached a building or cave that you could go inside and that the inside would have to fit within the space that the exterior could support! It wasn’t easy!Īs we started to see the leap up in rendering capability it was from the PS1, our minds were racing with the possibilities which lead us to the vision of the game! Any behind-the-scenes nuggets or personal memories associated with Jak and Daxter? Wells: The biggest thing I learned was the challenge of designing an open world game without using load times! We set out from the start to design a world and not levels like we were used to, coming from Crash. But I think the whole sequence sets up the adventure very well, and it’s the only time in the franchise that you get to see Daxter in human(?) form! What is the biggest thing you learned while working on Jak and Daxter? I watched it so many times and love Samos’s soliloquy (“Even the rocks do not recall!”). Wells: My favorite scene is the entire intro animation. We had a small QA department, but I could collect all the orbs and powercells faster than most, if not all, of them, so with the extra motivation that night I got it down to about 1 hour 45 minutes, so I could get on the road and start the vacation! Captured on PS3™ What is your favorite scene from Jak and Daxter and why? ![]() I had planned to drive out to Las Vegas with my wife to meet our friends, but I couldn’t leave until we had confirmed that the game could be completed to 100%. What’s your favorite memory of your time working on Jak and Daxter?Įvan Wells, Co-President: As we were hitting a major deadline (Beta?) it was right before a holiday weekend (Labor Day?).
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