KA: Were about to embark on Drakes third PS3 adventure. When making the game, were there any lessons that youve learnt from the previous two games that you implemented here?



Justin Richmond: Sure, I mean, we never want to make the same mistakes twice, right? Well make a whole bunch of new mistakes, but were not gonna make the same ones again. So when we looked at Uncharted 2, it was an amazing game and I think it still stands up, but one of the comments people said was that they felt there was a little too much gunfire at the end of the game.



We did a couple of things to combat that: we added a whole new melee system into the game so now you can fight multiple guys at the same time, bar brawl-style stuff. Putting that allows us to have more different types of interactions with the enemies, so that was one way to combat that. We also added in a whole new style of puzzle to this game. The puzzles in Uncharted 1 and 2 were basically open the journal, heres the answer, implement that in the world but this time we actually make you think, and we put some stuff in there that makes you go Oh! Ive actually gotta figure this out. Both those things, I think, combined, were a big deal.



We also looked at the pacing, trying to make sure it feels like you arent ever in one place for too long, and the pace goes up and down throughout the entire game instead of spiking in certain spots and then completely falling off. We tried to bring the up and down moments into closer cohesion with the gameplay so you feel like youre on this adventure even more than last time.



Another thing we learnt was that the harder stuff you should start early! The earlier you can get onto the cargo plane or the cruise ship in this game, the better off you are. Its still really hard to do, but yeah.