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These are the user uploaded subtitles that are being translated: 1 00:00:42,809 --> 00:00:43,376 >Neil: Okay. 2 00:00:44,377 --> 00:00:48,248 >Thank you all, for what is about to be a very long presentation. 3 00:00:52,619 --> 00:00:58,291 >So Anthony and I ran some numbers, and to our best guess, 4 00:00:58,324 --> 00:01:03,196 >The Last of Us Part II is 10 to 30% longer than The Last of Us Part I. 5 00:01:04,164 --> 00:01:07,901 >However, this is the most detailed story presentation we've ever done. 6 00:01:08,468 --> 00:01:10,704 >If you think about the precision for T1, 7 00:01:10,904 --> 00:01:15,809 >where we talk about the quarantine zone in somewhat detail, and most of it changed. 8 00:01:15,842 --> 00:01:19,012 >Then it's like, here are some things that might happen with Joel and Ellie. 9 00:01:19,045 --> 00:01:21,114 >They might go into a spore-filled subway tunnel, 10 00:01:21,414 --> 00:01:22,949 >they might fight some cannibals. 11 00:01:23,483 --> 00:01:25,352 >At some point, Joel gets incapacitated- 12 00:01:26,319 --> 00:01:29,289 >This has everything figured out. Even though it might change. 13 00:01:30,056 --> 00:01:33,326 >Every character is accounted for, every cinematic is accounted for in this presentation, 14 00:01:33,727 --> 00:01:37,297 >which means this is gonna feel twice as long as the first game. 15 00:01:37,797 --> 00:01:39,899 >So when you freak out, that's normal. That's part of this. 16 00:01:49,776 --> 00:01:54,080 >This is about an hour and a half to 2 hours. So hopefully you got your pee break. 17 00:01:55,715 --> 00:02:00,286 >Okay, so we open on 15 year old Ellie. 18 00:02:00,553 --> 00:02:03,189 >This is a few weeks after the events of the first game. 19 00:02:13,733 --> 00:02:15,635 >There's a doorway leading down to this basement, 20 00:02:16,336 --> 00:02:19,272 >and Ellie sees Tommy, he just finished climbing out of this basement, 21 00:02:19,305 --> 00:02:23,376 >and he's hurt bad and he's rambling about something - needing to go after these people. 22 00:02:23,410 --> 00:02:26,379 >Ellie's trying to ask him, "What happened? Where's Joel?" 23 00:02:26,813 --> 00:02:29,816 >And he doesn't make any sense to her, she starts to go downstairs… 24 00:02:30,350 --> 00:02:34,020 >Tommy grabs her hand and tries to stop her, but he's too weak. She rips her arm away. 25 00:02:34,354 --> 00:02:35,055 >And she heads down. 26 00:02:35,755 --> 00:02:40,493 >And with each step, her heart races faster and faster as she sees this trail of blood. 27 00:02:41,461 --> 00:02:43,563 >She opens the door, revealing… 28 00:02:44,731 --> 00:02:45,832 >Joel's mutilated body. 29 00:02:46,666 --> 00:02:50,737 >And then shock sets in and screams, and tries to grab his body, 30 00:02:50,770 --> 00:02:54,207 >and Dina comes and rips her away, and in that cacophony of sounds… 31 00:02:55,342 --> 00:02:55,842 >silence. 32 00:03:02,215 --> 00:03:03,516 >Oh, we're just getting started. 33 00:03:40,587 --> 00:03:43,590 >I've been working on this game since we finished… 34 00:03:44,524 --> 00:03:46,659 >well, really been thinking about it since we finished The Last of Us. 35 00:03:47,160 --> 00:03:51,297 >Kurt: So many people were like, "Last of Us I is so perfect… 36 00:03:51,631 --> 00:03:53,299 >it should never have a sequel. 37 00:03:54,167 --> 00:03:55,435 >They shouldn't make a sequel." 38 00:03:55,735 --> 00:03:57,704 >Anthony: They're like, "Oh, it wrapped up super great." 39 00:03:58,571 --> 00:04:01,141 >But I think, actually, if you look at the ending… 40 00:04:02,075 --> 00:04:05,645 >Ellie: Swear to me that everything you said about the Fireflies is true. 41 00:04:06,279 --> 00:04:08,481 >Anthony: …Ellie is accepting a lie. 42 00:04:10,550 --> 00:04:11,084 >Joel: I swear. 43 00:04:15,188 --> 00:04:15,488 >Ellie: Okay. 44 00:04:15,922 --> 00:04:20,927 >Ashley: She has a very good bullshit detector. She knows something doesn't feel right, 45 00:04:21,394 --> 00:04:24,564 >but I think is too scared at that point to ask. 46 00:04:24,898 --> 00:04:27,934 >Anthony: How long can you really live with accepting a lie like that? 47 00:04:29,869 --> 00:04:34,774 >Neil: The Last of Us feels like an origin story for a survivor in this post-apocalyptic world. 48 00:04:36,476 --> 00:04:41,648 >Seeing how Ellie has become such a strong, unique character, 49 00:04:42,048 --> 00:04:47,620 >it really felt like, if we were to do a sequel, it'd be a shame for it not to focus on her. 50 00:04:48,355 --> 00:04:49,322 >Ellie: Move the fuck out of the way. 51 00:04:52,625 --> 00:04:55,729 >Joel: Once we're done with this whole thing, I'm gonna teach you how to play guitar. 52 00:04:56,629 --> 00:04:58,331 >Yeah, I reckon you'd really like that. 53 00:05:00,000 --> 00:05:00,867 >Whaddya say, huh? 54 00:05:01,468 --> 00:05:04,237 >Neil: Joel is gonna teach Ellie to play a guitar. 55 00:05:04,804 --> 00:05:11,811 >That always felt like this unanswered promise that was lingering at the end of the first game. 56 00:05:12,479 --> 00:05:14,080 >We did this thing called One Night Live, 57 00:05:14,447 --> 00:05:17,751 >where we had the actors come on stage and reenact certain scenes. 58 00:05:18,852 --> 00:05:21,688 >Annie: Say we get you to the Fireflies, what happens next? 59 00:05:22,756 --> 00:05:26,292 >Ashley: Marlene, she said that they have their own little quarantine zone. 60 00:05:27,027 --> 00:05:30,230 >And that doctors are still trying to find a cure. 61 00:05:31,431 --> 00:05:34,601 >Neil: I wrote this new scene that takes place after the ending of The Last of Us, 62 00:05:34,934 --> 00:05:36,836 >but it was only shown to people in the audience. 63 00:05:37,103 --> 00:05:39,305 >We cut off the stream right before we showed them this scene. 64 00:05:39,973 --> 00:05:43,410 >Troy: If I ever were to lose you 65 00:05:44,411 --> 00:05:47,514 >I'd surely lose myself 66 00:05:49,282 --> 00:05:52,018 >Try and sometimes you'll succeed 67 00:05:53,386 --> 00:05:56,189 >To make this man of me 68 00:05:58,425 --> 00:06:00,894 >… Our future days 69 00:06:02,829 --> 00:06:05,498 >Days of you and me 70 00:06:12,105 --> 00:06:12,605 >She’s yours. 71 00:06:13,373 --> 00:06:15,508 >Ashley: No no no, I don’t know the first thing about this. 72 00:06:15,575 --> 00:06:19,112 >Troy: Hey, I promised that I’d teach you how to play. 73 00:06:19,779 --> 00:06:22,782 >Neil: That scene ends with Ellie holding the guitar and playing one note. 74 00:06:26,686 --> 00:06:33,793 >That image was so strong, in my mind, that it trickled into this idea of this trailer. 75 00:06:34,127 --> 00:06:38,565 >So we started working on some concept art, kept fleshing out the story. 76 00:06:39,199 --> 00:06:45,505 >As it felt like it was gaining momentum, Uncharted 4 needed all hands on deck. 77 00:06:49,209 --> 00:06:50,777 >Emilia: Naughty Dog had always made one game. 78 00:06:50,910 --> 00:06:53,880 >And as soon as it finishes one game, works on another. 79 00:06:53,913 --> 00:06:56,449 >When I started on Uncharted 3, 80 00:06:56,483 --> 00:07:00,787 >we were starting to experiment, then, with trying to do 2 teams. 81 00:07:01,221 --> 00:07:03,957 >After we finished Uncharted 3, I jumped on to Uncharted 4. 82 00:07:04,290 --> 00:07:07,894 >At some point in time, Uncharted 4 was coming down to the wire, 83 00:07:07,927 --> 00:07:12,232 >and we had to shift resources, and pretty much everyone ended up on Uncharted 84 00:07:12,265 --> 00:07:13,266 >trying to finish it up. 85 00:07:16,069 --> 00:07:20,807 >Neil: So I said, "Okay, before I come on in full force on Uncharted 4, 86 00:07:20,840 --> 00:07:22,509 >I just wanna capture this trailer." 87 00:07:24,010 --> 00:07:27,981 >Ashley: I walk through the valley 88 00:07:28,615 --> 00:07:32,218 >of the shadow of death. 89 00:07:33,353 --> 00:07:37,190 >And I'll fear no evil 90 00:07:37,657 --> 00:07:41,795 >because I'm blind to it all. 91 00:07:42,328 --> 00:07:47,534 >Still, I walk beside the still waters and they 92 00:07:47,801 --> 00:07:50,337 >restore my soul. 93 00:07:50,804 --> 00:07:57,677 >But I can't walk on the path of the right 94 00:08:00,747 --> 00:08:04,684 >because I'm wrong. 95 00:08:07,020 --> 00:08:11,558 >Neil: During the entire production of Uncharted 4, that's all I could think about. 96 00:08:11,624 --> 00:08:15,962 >I had a lot of investment in Uncharted 4, but the day we were done with it, 97 00:08:15,995 --> 00:08:17,831 >went right back to that trailer to wrap it up. 98 00:08:21,101 --> 00:08:23,603 >Anything for this shot that's still happening? 99 00:08:24,771 --> 00:08:26,072 >Man: Not animation. 100 00:08:32,012 --> 00:08:34,547 >Ellie: ...of the shadow of death. 101 00:08:36,850 --> 00:08:41,087 >Neil: This one feels kinda strong to me. Drawing a lot of attention. 102 00:08:41,821 --> 00:08:42,922 >Can we tone that down? 103 00:08:42,956 --> 00:08:43,289 >Woman: Yep. 104 00:08:44,457 --> 00:08:47,193 >Neil: Actually, my biggest fear with this announcement is that it leaks early. 105 00:08:47,227 --> 00:08:50,830 >More than anything, I have nightmares about this trailer leaking early 106 00:08:50,864 --> 00:08:52,832 >before we get to PSX. 107 00:09:07,280 --> 00:09:11,184 >If we're gonna surprise people, PSX - the PlayStation Experience - 108 00:09:11,217 --> 00:09:16,289 >hasn't set itself up yet as a place where big titles get revealed. That's E3. 109 00:09:31,471 --> 00:09:36,476 >We're revealing the Uncharted single player content at the opening of the show. 110 00:09:49,923 --> 00:09:54,127 >No one's gonna expect a second Naughty Dog title to be revealed in the same press conference. 111 00:09:54,594 --> 00:09:57,063 >Man: Please welcome to the stage: Shawn Layden. 112 00:09:57,297 --> 00:10:00,400 >Shawn: There's one more special unveil we have for you tonight. 113 00:10:00,600 --> 00:10:01,267 >Please enjoy. 114 00:10:03,036 --> 00:10:06,940 >Neil: When we first revealed The Last of Us, the Naughty Dog logo came up 115 00:10:07,173 --> 00:10:10,143 >and the crowd erupted, and it was such a high… 116 00:10:10,176 --> 00:10:15,415 >that that's been like chasing the dragon, wanting to recapture that feeling. 117 00:10:17,584 --> 00:10:21,855 >[people exclaim and cheer] 118 00:10:22,088 --> 00:10:24,691 >Neil: Playing it at this surprising moment… 119 00:10:25,492 --> 00:10:27,927 >I'm hoping it will have a similar feel. 120 00:10:48,748 --> 00:10:50,016 >Joel: What're you doin', kiddo? 121 00:10:51,384 --> 00:10:55,088 >Neil: People outside of the studio have such an attachment to the first game, 122 00:10:55,121 --> 00:11:00,860 >and I've definitely seen fears about not wanting to make a sequel, 123 00:11:00,894 --> 00:11:06,332 >because somehow if it's bad, it will tarnish your feeling about the first game. 124 00:11:07,400 --> 00:11:08,835 >Ellie: I'm gonna find… 125 00:11:10,970 --> 00:11:12,305 >and I'm gonna kill… 126 00:11:14,040 --> 00:11:16,443 >every last one of them. 127 00:11:18,345 --> 00:11:23,116 >Neil: We're doubling down on those fears and not calling it, "The Last of Us: some subtitle"… 128 00:11:23,149 --> 00:11:26,453 >it's "The Last of Us Part II" to say it's all one story. 129 00:12:03,923 --> 00:12:07,994 >The concept for the sequel had to feel compelling enough, 130 00:12:08,395 --> 00:12:12,432 >have enough weight that it felt like this is an experience worth creating, 131 00:12:12,465 --> 00:12:15,035 >worth spending the next 3 years on. 132 00:12:16,369 --> 00:12:22,375 >I became really intrigued with the idea of the cycle of violence, and how… 133 00:12:22,776 --> 00:12:28,548 >certain events would trigger acts of violence, that then would beget more violence. 134 00:12:29,716 --> 00:12:33,086 >It's almost never satisfying. It never brings the person you love back. 135 00:12:33,119 --> 00:12:36,256 >And despite you thinking it's gonna bring some closure, it doesn't. 136 00:12:37,590 --> 00:12:39,059 >We just need more empathy. 137 00:12:40,326 --> 00:12:45,131 >Wouldn't it be awesome if we could create an experience that lets you safely explore those feelings? 138 00:12:46,399 --> 00:12:49,135 >With that theme, all of a sudden everything fell into place, 139 00:12:49,169 --> 00:12:50,537 >and this outline emerged. 140 00:12:51,237 --> 00:12:55,742 >The whole catalyst for what starts the second game is Joel killing the doctor. 141 00:12:57,877 --> 00:12:58,712 >Nurse: No! 142 00:13:00,180 --> 00:13:03,483 >Neil: And that feeds right back into that idea of the cycle of violence. 143 00:13:03,883 --> 00:13:07,654 >That sets up this whole sequence of events. 144 00:13:07,253 --> 00:13:10,223 >We're gonna start the game where you're playing a new character, 145 00:13:10,256 --> 00:13:13,760 >and that sequence ends with this character killing Joel. 146 00:13:15,428 --> 00:13:18,164 >We really have to paint her as this monster. 147 00:13:19,366 --> 00:13:21,701 >Then when you play the next chunk of the game and you're Ellie, 148 00:13:21,735 --> 00:13:24,204 >and you're gonna "pursue justice," quote-unquote, 149 00:13:24,237 --> 00:13:27,007 >you're gonna go kill this entire crew. 150 00:13:28,942 --> 00:13:33,046 >We're gonna go back in time and show you that same sequence of events. 151 00:13:33,580 --> 00:13:39,219 >This character you show as a monster, to now get you to see things from her perspective. 152 00:13:40,854 --> 00:13:44,290 >And how this crew is a bunch of people trying to survive in this world, 153 00:13:44,324 --> 00:13:47,427 >and their reasons for pursuing and finding Joel, and killing him. 154 00:13:51,364 --> 00:13:54,734 >The story was becoming very epic, ambitious… 155 00:13:54,868 --> 00:13:57,504 >and I had a few parts that I was kinda stuck on. 156 00:13:57,704 --> 00:14:01,307 >And I felt like, to shake things up, I wanted to bring in another writer. 157 00:14:04,911 --> 00:14:09,983 >Halley: I thought it was a very thoughtful story about violence and obsession. 158 00:14:10,617 --> 00:14:15,188 >He had Abby, this girl who was the daughter of the doctor… 159 00:14:18,692 --> 00:14:22,195 >and that Ellie would go on this vengeance quest. 160 00:14:26,833 --> 00:14:28,835 >And when he was like, "Then Ellie actually kills Abby," 161 00:14:28,868 --> 00:14:31,471 >I was like, "What?! You're gonna…" 162 00:14:32,739 --> 00:14:33,940 >"Yeah, let's fucking do it!" 163 00:14:34,607 --> 00:14:41,481 >Neil: Not only is she contributing in a lot of ways, she's challenging what the story can be. 164 00:14:46,386 --> 00:14:51,458 >She's wanted to add more romantic intimacy between the characters. 165 00:14:52,726 --> 00:14:57,230 >Those are areas I've been… more uncomfortable writing that stuff. 166 00:14:59,666 --> 00:15:04,471 >After the first day, she was telling me she went home and told her husband that… 167 00:15:05,205 --> 00:15:07,407 >"I think I just got Ellie's girlfriend pregnant." 168 00:15:07,774 --> 00:15:10,844 >'Cause that was her big idea the first day, 169 00:15:10,877 --> 00:15:15,548 >and that had this trickle-down effect that actually added a lot to the story. 170 00:15:17,217 --> 00:15:19,352 >Halley: Ellie is this very relatable character. 171 00:15:19,686 --> 00:15:22,155 >I thought she was a perfect vehicle to challenge this notion… 172 00:15:22,188 --> 00:15:25,525 >that violence doesn't have a cost, because it does in reality. 173 00:15:27,460 --> 00:15:28,995 >It's going to ruin this girl. 174 00:15:35,769 --> 00:15:39,472 >Y'know, people love Joel and Ellie, and we're about to kill one 175 00:15:39,506 --> 00:15:41,675 >and make the other one a villain. 176 00:15:42,842 --> 00:15:45,378 >Neil: I was very nervous telling Troy we're going to kill off Joel. 177 00:15:45,812 --> 00:15:49,416 >In the first game, he was advocating that Joel should die. 178 00:15:51,217 --> 00:15:55,522 >Troy: When I read the ending to Part I, I was like… 179 00:15:56,656 --> 00:15:58,391 >"You're gonna piss a lot of people off." 180 00:15:59,926 --> 00:16:00,794 >Marlene: Let me go. 181 00:16:00,894 --> 00:16:05,498 >Ashley: Marlene is the closest thing to a parent Ellie has had, outside of Joel. 182 00:16:05,532 --> 00:16:06,733 >Joel: You’d just come after her. 183 00:16:08,368 --> 00:16:11,838 >Ashley: A lot of people got hurt, and Marlene would be one of those people. 184 00:16:12,472 --> 00:16:15,442 >Neil: Joel has crossed these moral lines, and therefore he deserved to die. 185 00:16:15,475 --> 00:16:17,544 >He thought it might be a more dramatic ending, and I was like, 186 00:16:17,577 --> 00:16:18,712 >"Nah, you're crazy." 187 00:16:19,079 --> 00:16:22,482 >But then in the second game, that's why I thought he would take it pretty easily. 188 00:16:22,582 --> 00:16:26,119 >Troy: He goes, "So… Joel dies." 189 00:16:27,721 --> 00:16:31,658 >He's like, "So this happens, then…" and I had to stop him like, 190 00:16:31,691 --> 00:16:32,992 >"Can you give me just a second?" 191 00:16:33,593 --> 00:16:37,697 >Because it literally was as if someone was telling me about how my friend had just died. 192 00:16:38,765 --> 00:16:42,469 >Neil: I think he took it hard. It was like… the character meant so much to him. 193 00:16:47,540 --> 00:16:51,411 >We're gonna kill off this character, his role is gonna be much smaller on this one. 194 00:16:52,579 --> 00:16:55,382 >Troy: All of a sudden it was… "Please don't take this from me yet." 195 00:16:56,383 --> 00:16:58,852 >Ashley: Ellie is scared to be alone. 196 00:17:01,054 --> 00:17:05,358 >Everybody she's loved up until that point… she's lost them. 197 00:17:06,359 --> 00:17:09,129 >Joe: It's hard to imagine the story without Joel dying. 198 00:17:09,162 --> 00:17:11,598 >You feel that hate, Ellie feels that hate. 199 00:17:12,032 --> 00:17:14,134 >You're 1-to-1. You're on the stick. 200 00:17:14,334 --> 00:17:16,770 >And that informs the rest of the story. 201 00:17:17,470 --> 00:17:18,505 >Tommy: This way, c'mon! 202 00:17:27,313 --> 00:17:28,348 >Joel: You okay? 203 00:17:28,615 --> 00:17:29,683 >Abby: Yeah. 204 00:17:29,983 --> 00:17:34,120 >Neil: We get you - through interactivity - to really connect and empathize with this character. 205 00:17:34,654 --> 00:17:36,923 >Joel: Y’all act like you’ve heard of us or something. 206 00:17:36,956 --> 00:17:39,926 >Neil: And then make you feel like, "I've led Joel to a trap." 207 00:17:48,802 --> 00:17:51,271 >Anthony: When we started out making The Last of Us Part II, 208 00:17:52,272 --> 00:17:58,445 >Neil actually wanted to be very ambitious about changing the game almost entirely. 209 00:17:59,245 --> 00:18:06,486 >In the first 4 or 5 months, it was actually an open world inspired by Bloodborne. 210 00:18:18,431 --> 00:18:22,736 >And it was purely melee focused, it was all hand-to-hand combat. 211 00:18:30,343 --> 00:18:34,047 >Emilia: It wasn't just the melee combat, we were also looking at layout structure. 212 00:18:35,915 --> 00:18:42,188 >Bloodborne had a very open space that kept getting bigger and bigger as you explored. 213 00:18:43,890 --> 00:18:49,129 >I really like that feeling you get of mastery over the world. 214 00:18:52,232 --> 00:18:56,202 >It starts to become almost a character in the game itself. 215 00:18:59,272 --> 00:19:01,841 >And so, that was also something we were looking at. 216 00:19:04,110 --> 00:19:09,249 >Anthony: We started out making it as different as humanly possible from the first game as we could. 217 00:19:09,749 --> 00:19:11,685 >And then dialing it back. 218 00:19:11,918 --> 00:19:15,088 >The open world thing didn't work with the story we were trying to tell. 219 00:19:17,290 --> 00:19:21,294 >Emilia: In pre-production. we spent a lot of time just doing setups. 220 00:19:24,531 --> 00:19:29,502 >Self-contained units that tried to expound on a single idea. 221 00:19:34,140 --> 00:19:38,345 >Trying to start out with simple shapes and building up to more complex shapes. 222 00:19:38,611 --> 00:19:43,750 >Starting out with 1 or 2 mechanics, and building up to those mechanics. 223 00:19:47,420 --> 00:19:51,124 >Izzy: Even in our experiments, we try to add as much context as we can. 224 00:19:51,157 --> 00:19:55,795 >We establish a goal we're gonna be going for, we establish beats, 225 00:19:55,829 --> 00:19:59,466 >so there's an emotional journey, stakes are raised. 226 00:20:01,668 --> 00:20:07,874 >Figuring out some traversal stuff, a lot of climbing, and balance beams, and… 227 00:20:07,907 --> 00:20:14,381 >seeing how far we can push that direction without it getting over-the-top, like Uncharted. 228 00:20:15,081 --> 00:20:17,017 >Emilia: More verticality. 229 00:20:19,919 --> 00:20:23,623 >More use of that grass, and stealth. 230 00:20:26,593 --> 00:20:28,395 >Arnaldo: My name is Arnaldo Licea. 231 00:20:28,428 --> 00:20:29,696 >Man: What do you do here? 232 00:20:29,929 --> 00:20:32,032 >Arnaldo: I do design. 233 00:20:32,532 --> 00:20:34,300 >Man: How long have you been doing it? 234 00:20:34,868 --> 00:20:36,269 >Arnaldo: A day! 235 00:20:36,936 --> 00:20:43,043 >I got an opportunity to work in QA, and that was a great learning experience. 236 00:20:43,176 --> 00:20:46,279 >I shipped The Last of Us and Uncharted 4. 237 00:20:46,746 --> 00:20:52,085 >Patrick: The thing I'm proudest of is the people who came into a quality assurance job… 238 00:20:52,719 --> 00:20:55,355 >as a contractor, which is entry level work, 239 00:20:55,388 --> 00:21:02,462 >and used that job to get to where they ultimately wanted to be. 240 00:21:03,463 --> 00:21:09,736 >Arnaldo: When I interviewed for the QA position, I specifically said that my goal was to be a designer. 241 00:21:10,303 --> 00:21:14,074 >Patrick: He had formed this relationship with design where they knew they could rely on him. 242 00:21:14,107 --> 00:21:18,478 >Spending his free time designing a demo, and at the same time, 243 00:21:18,511 --> 00:21:21,781 >him going to them, and not being like, "Here's 50 bugs you need to fix." 244 00:21:21,815 --> 00:21:23,783 >He went to them and was like, "What do you need?" 245 00:21:23,817 --> 00:21:26,453 >"How do I help you? What kind of bugs do you need?" 246 00:21:26,486 --> 00:21:28,655 >For their part, they embraced him and were like, 247 00:21:28,688 --> 00:21:31,424 >"Why don't we show you how to lay out navmesh?" 248 00:21:33,159 --> 00:21:36,396 >Arnaldo: I am anxious to prove myself. 249 00:21:36,796 --> 00:21:41,401 >There's no "babying" when you start, it's just hit the ground running. 250 00:21:41,434 --> 00:21:45,205 >If I don't cut it I go back to QA or find something else. 251 00:21:45,638 --> 00:21:51,478 >We're trying to figure out at the moment how we handle big spaces. 252 00:21:51,511 --> 00:21:53,013 >Bigger than the first game. 253 00:21:54,047 --> 00:21:59,285 >Izzy: The enemies are too spread out to be considered one single, small encounter. 254 00:21:59,753 --> 00:22:04,524 >And seeing what behaviors we need to start developing for them to make it look good. 255 00:22:11,031 --> 00:22:15,669 >Neil: The opening of Seattle, that whole section was pretty slow. 256 00:22:15,735 --> 00:22:19,406 >And quite linear in the level design. 257 00:22:20,440 --> 00:22:24,044 >Let's assume that there's guys in this building. 258 00:22:24,177 --> 00:22:26,379 >Someone's starting to shoot at me from the second floor. 259 00:22:27,113 --> 00:22:28,381 >So okay, if I'm on the horse... 260 00:22:28,415 --> 00:22:30,984 >If I'm getting shot at, I can't take cover on the horse. 261 00:22:31,017 --> 00:22:33,520 >Probably first thing I'm gonna do is jump off. 262 00:22:33,586 --> 00:22:37,691 >And that's slow and clumsy. Maybe we could make that faster. 263 00:22:37,724 --> 00:22:40,960 >But once I jump off, I wanna take cover behind something. 264 00:22:41,795 --> 00:22:46,066 >I'm thinking, "I'm taking cover, now what the fuck do I do with this horse?" 265 00:22:47,400 --> 00:22:50,837 >I assume the enemies are gonna shoot at it. If they don't, that's kinda weird. 266 00:22:50,904 --> 00:22:54,341 >Does Dina ride off with the horse to help it stay safe? 267 00:22:54,374 --> 00:22:57,277 >Well, that sucks 'cause I'm trying to build a relationship with Dina. 268 00:22:57,310 --> 00:22:59,679 >If my partner leaves me, that makes me like her less. 269 00:22:59,713 --> 00:23:03,249 >Okay, Dina HAS to get off the horse and take cover with me 270 00:23:03,283 --> 00:23:05,018 >and help me engage with enemies. 271 00:23:05,251 --> 00:23:08,221 >Okay, but the horse is still there. What happens with this horse? 272 00:23:08,254 --> 00:23:11,758 >Does it ride off on its own in order to protect itself? 273 00:23:11,791 --> 00:23:16,262 >And it comes back after… or that feels too intelligent for a horse? 274 00:23:16,296 --> 00:23:17,464 >That seems a little funny. 275 00:23:17,497 --> 00:23:21,167 >As soon as there's ranged combat, the horse makes it fall apart. 276 00:23:21,201 --> 00:23:24,170 >What if we make this whole sequence on foot? 277 00:23:24,204 --> 00:23:28,241 >How do I approach this building? Imagine this is more dense, with cars… 278 00:23:28,274 --> 00:23:32,579 >and ferns, and interesting ways for me to close this distance. 279 00:23:32,612 --> 00:23:36,282 >Maybe when I get close enough, 2 militia guys come out. 280 00:23:36,316 --> 00:23:40,253 >I have this little fire-fight with this front, 281 00:23:40,320 --> 00:23:45,258 >before I can rush forward and go into this building, climb up, and take out the sharpshooter 282 00:23:45,291 --> 00:23:46,593 >that was harassing me. 283 00:23:47,327 --> 00:23:48,828 >Really simple, small fight. 284 00:23:49,129 --> 00:23:51,364 >Now there's tension. Guys could come from anywhere! 285 00:23:51,398 --> 00:23:53,600 >From this rooftop, from these windows. 286 00:23:54,200 --> 00:23:59,806 >And that really inspired us to take some pretty drastic changes as far as the flow, 287 00:24:00,040 --> 00:24:04,177 >inserting more combat, opening up the layout to give the player more options 288 00:24:04,210 --> 00:24:06,079 >for how they explore the city. 289 00:24:06,446 --> 00:24:10,383 >You can imagine this as being the hub, with it poking into streets, 290 00:24:10,417 --> 00:24:14,821 >and I could go into those streets and explore, and find those locations, 291 00:24:14,854 --> 00:24:16,523 >what we're calling "dungeons." 292 00:24:16,856 --> 00:24:20,460 >So that's the plan. Some of these changes are big, but it got us excited. 293 00:24:20,493 --> 00:24:28,068 >This feels like a true evolution of T1 as far as going more systemic and giving you options. 294 00:24:30,003 --> 00:24:35,508 >Kurt: If there's concern, it's about scale, scope, can we actually build this thing? 295 00:24:35,575 --> 00:24:37,677 >Rob: The scope is always bigger than the last game. 296 00:24:37,711 --> 00:24:40,380 >It always has been. It always will be, probably. 297 00:24:40,814 --> 00:24:44,184 >But this scope on this game is something pretty extraordinary. 298 00:24:44,751 --> 00:24:48,388 >Kurt: Everyone seems to agree the thing we're building is gonna be cool once it's done, 299 00:24:48,421 --> 00:24:50,824 >it's just that it's such a big game. 300 00:24:52,425 --> 00:24:58,131 >Anthony: Our games have become more and more ambitious, and the studio has gotten a lot bigger. 301 00:24:58,431 --> 00:25:02,268 >Neil: When I started, we were 40 people. Now we're over 300. 302 00:25:02,302 --> 00:25:04,738 >You can't handle that many people with a flat hierarchy. 303 00:25:04,771 --> 00:25:11,011 >As we grew, we've had to introduce new titles just to control management, 304 00:25:11,044 --> 00:25:14,314 >control communication, make sure things don't fall through the cracks. 305 00:25:14,347 --> 00:25:17,117 >Anthony: We have no producers at Naughty Dog. 306 00:25:17,150 --> 00:25:21,021 >Neil: There's so many talented people here that you can rely on and lean on. 307 00:25:21,054 --> 00:25:22,689 >It makes the game better. 308 00:25:22,722 --> 00:25:27,827 >And that's really the secret sauce of Naughty Dog, is how collaborative it is. 309 00:25:28,495 --> 00:25:32,032 >Rob: You find the right people who really wanna do the best they can possibly do, 310 00:25:32,065 --> 00:25:34,834 >and you give them the resources to try. 311 00:25:34,868 --> 00:25:38,204 >You're getting what you asked for - is a creative person, right? 312 00:25:38,238 --> 00:25:41,675 >You're getting the freedom to go as far as you can go. 313 00:25:41,708 --> 00:25:45,311 >But sometimes, I think, we need to be saved from ourselves a little bit. 314 00:25:45,345 --> 00:25:48,314 >Joe: With The Last of Us II, there's a real sense of opportunity. 315 00:25:48,348 --> 00:25:53,787 >This is going to be a much cleaner production than we’ve done in the past. 316 00:25:53,820 --> 00:25:55,555 >We're gonna get it right this time. 317 00:25:56,322 --> 00:26:00,293 >Neil: This is the first project that's had the proper pre-production period, 318 00:26:00,326 --> 00:26:03,496 >where we have locked down - for the most part - the story, 319 00:26:03,530 --> 00:26:06,099 >beginning, middle, and end, before we started production. 320 00:26:06,132 --> 00:26:11,371 >That hasn't happened… I don't know if that has ever happened. 321 00:26:11,404 --> 00:26:12,339 >Now that I think about it. 322 00:26:12,372 --> 00:26:14,741 >Emilia: It's a very, very messy process. 323 00:26:14,774 --> 00:26:17,711 >Which is, a lot of times, why it's really difficult to schedule. 324 00:26:17,744 --> 00:26:22,482 >I think right now, we are planning on springtime of 2018. 325 00:26:22,515 --> 00:26:27,320 >So when springtime of 2018 comes around, and The Last of Us II isn't in stores, 326 00:26:27,354 --> 00:26:33,793 >you can look back at this and say, "Well, I guess their plan wasn't exactly set in stone." 327 00:26:40,066 --> 00:26:44,771 >Anthony: Historically, we've done very poorly at being efficient 328 00:26:45,105 --> 00:26:47,774 >without the pressure of an external deadline. 329 00:26:47,807 --> 00:26:52,412 >Neil: Every time we have some showing of our games, it's gonna be seen publicly, 330 00:26:52,445 --> 00:26:56,282 >it's gotta be one of the best-looking, -playing things in the industry. 331 00:26:56,316 --> 00:26:59,252 >For example, the first trailer was coming online, 332 00:26:59,285 --> 00:27:05,091 >and that forced us to define the look of our game, define the location of where the game takes place, 333 00:27:05,125 --> 00:27:09,829 >define Ellie's look, and her age, and her hair, and her outfit. 334 00:27:10,430 --> 00:27:12,165 >We were forced to make those choices. 335 00:27:12,198 --> 00:27:14,601 >We can't just keep iterating, because there's a deadline. 336 00:27:14,634 --> 00:27:21,307 >Joe: We want to try and schedule the game using these milestones as soon as possible… 337 00:27:21,341 --> 00:27:24,344 >Emilia: …which means we gotta keep the marketing rolling. 338 00:27:24,377 --> 00:27:29,683 >Which means, next E3 6 months away, we need to look at a gameplay demo. 339 00:27:30,083 --> 00:27:35,855 >Anthony: E3. It's always been the biggest and most extravagant showing of the game industry. 340 00:27:35,889 --> 00:27:39,726 >There's something special about the energy of E3. 341 00:27:39,759 --> 00:27:41,928 >Emilia: We need to figure out the gameplay, 'cause right now 342 00:27:41,961 --> 00:27:45,632 >we've just got a bunch of cool prototypes and stuff, so it's scary. 343 00:27:45,765 --> 00:27:47,767 >But we work well under pressure. 344 00:27:48,668 --> 00:27:51,204 >Anthony: We were hoping to be really aggressive and show at E3 2017, 345 00:27:51,237 --> 00:27:55,942 >just to really kick the project into gear as fast as humanly possible. 346 00:27:58,078 --> 00:28:02,582 >Neil: We wanna break it up into a roughly 2-minute cinematic. 347 00:28:02,615 --> 00:28:08,021 >A flashback sequence that will set the emotional context for… 348 00:28:08,054 --> 00:28:12,659 >what will then go into a 5-minute gameplay sequence. 349 00:28:12,692 --> 00:28:17,430 >We wanna do this festival within Jackson. 350 00:28:17,764 --> 00:28:22,268 >There'll be a live band, and we're seeing people lively, having fun. 351 00:28:22,535 --> 00:28:26,339 >Man: For the crowd, are you thinking 30+ people? 352 00:28:26,606 --> 00:28:28,975 >Neil: Frank says we could do with 30 variations. 353 00:28:29,242 --> 00:28:31,177 >I think we could make that work with 30. 354 00:28:32,746 --> 00:28:35,215 >Dina pulls Ellie onto the dance floor. 355 00:28:35,248 --> 00:28:37,617 >Ellie's dancing with her, making all these guys jealous, 356 00:28:37,650 --> 00:28:39,886 >and then Dina says, "You wanna make them REALLY jealous?" 357 00:28:40,286 --> 00:28:42,022 >And she leans over and kisses her, 358 00:28:42,055 --> 00:28:47,060 >and on that we do a hard cut to Ellie in the middle of the woods. 359 00:28:47,761 --> 00:28:53,433 >So we shouldn't see any buildings, just woods, ankle-deep water rushing underneath her. 360 00:28:54,300 --> 00:28:56,936 >Man: What about rain? Are we still going rain? 361 00:28:57,337 --> 00:29:00,373 >Neil: I haven't discussed it with the other guys, but… 362 00:29:01,441 --> 00:29:08,048 >Christian: That demo that we show externally for the very first time is setting the bar for… 363 00:29:09,082 --> 00:29:10,750 >the rest of development. 364 00:29:10,817 --> 00:29:15,321 >But the problem is, we're also working on Uncharted 4: The Lost Legacy. 365 00:29:16,289 --> 00:29:21,695 >Waylon: So, E3 is June 13th. Which means we wanna be done 2 weeks before that. 366 00:29:22,095 --> 00:29:24,264 >Which is 4 and a half months from now. 367 00:29:24,831 --> 00:29:28,668 >Anthony: With Lost Legacy shipping at around the same time of E3, 368 00:29:28,702 --> 00:29:31,338 >there are shared resources between the 2 projects… 369 00:29:31,571 --> 00:29:35,842 >Emilia: ...especially sound and particle effects, so they were all on Uncharted. 370 00:29:36,743 --> 00:29:41,681 >Sandeep: When it comes to polish phase, we're polishing this and SP DLC at the same time. 371 00:29:42,182 --> 00:29:45,318 >I don't know if there's any specific item that needs to be worked on, 372 00:29:45,352 --> 00:29:48,521 >but there's gonna be programmer time doing both those things… 373 00:29:48,555 --> 00:29:49,956 >Travis: There's gonna be times when we're… 374 00:29:50,223 --> 00:29:54,627 >"This needs polishing in E3 and this needs polishing in SP DLC," and… 375 00:29:55,061 --> 00:29:57,630 >we're gonna have to compromise at times, maybe. 376 00:29:58,098 --> 00:30:02,635 >Anthony: We didn't have it at the forefront of our mind, that yeah, they're freaking shipping a video game. 377 00:30:02,669 --> 00:30:06,373 >It's literally the hardest part of making the game, is shipping it. 378 00:30:06,406 --> 00:30:11,911 >And we were trying to ship a demo - the second hardest thing you can do - at the same time, 379 00:30:11,945 --> 00:30:13,847 >and sharing a lot of their resources. 380 00:30:14,547 --> 00:30:19,719 >Neil: One thing that would be helpful is to find out what are the items you're most worried about. 381 00:30:19,753 --> 00:30:22,122 >Let's say, rain. We can do this thing without rain. 382 00:30:22,155 --> 00:30:26,593 >So if that helps you a ton, we can make the decision now to remove rain. 383 00:30:26,926 --> 00:30:27,827 >Eben: It'd definitely help. 384 00:30:28,061 --> 00:30:29,129 >Frank: How about wet hair? 385 00:30:29,162 --> 00:30:32,232 >Man: Well, if she's gonna be swimming, can't get around that part. 386 00:30:32,432 --> 00:30:33,667 >Frank: How about no swimming? 387 00:30:33,900 --> 00:30:34,834 >Man: Puts on a cap. 388 00:30:37,203 --> 00:30:43,610 >Joe: I got a real clear energy of the meeting, which was, "How do we shrink it?" 389 00:30:43,843 --> 00:30:45,779 >It was such an impossible task. 390 00:30:46,212 --> 00:30:52,419 >You can't help but start feeling some doubt, some anxiety about the leadership 391 00:30:52,452 --> 00:30:54,587 >not understanding the logic of it. 392 00:30:55,722 --> 00:31:01,861 >I think like anybody else here, I was ready to roll up my sleeves and figure it out. 393 00:31:03,496 --> 00:31:06,132 >Evan: Alright guys, we're gonna try to keep this pretty short. 394 00:31:09,302 --> 00:31:12,772 >So after yesterday's meeting, there were a lot of side conversations 395 00:31:12,806 --> 00:31:16,876 >and there was a sentiment about how much work there was 396 00:31:16,910 --> 00:31:19,512 >to get not only this done, but then to ship The Lost Legacy. 397 00:31:20,113 --> 00:31:26,086 >It matched up with feelings we were having, so we started discussing the… 398 00:31:26,786 --> 00:31:29,389 >responsibility of actually attempting this, 399 00:31:29,422 --> 00:31:31,758 >and started feeling it was a little bit irresponsible. 400 00:31:31,791 --> 00:31:36,963 >That if we were to try to meet both deadlines, we could probably do it, 401 00:31:36,996 --> 00:31:42,802 >but we would end up doing a lesser job on both projects, both deadlines, 402 00:31:42,836 --> 00:31:45,739 >than we would if we were doing them individually. 403 00:31:46,806 --> 00:31:51,378 >Feels like they're both important enough to give them the due attention… 404 00:31:51,811 --> 00:31:55,315 >so, the conclusion that definitely is there is… 405 00:31:55,348 --> 00:31:59,686 >that the demo that was discussed yesterday will not be presented at E3. 406 00:31:59,986 --> 00:32:00,787 >Um, yeah. 407 00:32:03,857 --> 00:32:09,729 >Frank: Does it mean that our main point should be focusing on shipping U4? 408 00:32:11,364 --> 00:32:12,032 >Evan: The Lost Legacy? 409 00:32:14,334 --> 00:32:18,405 >Yeah? Definitely. We should still try to... 410 00:32:18,471 --> 00:32:22,075 >we essentially don't want to completely halt work on this, 411 00:32:22,108 --> 00:32:26,279 >and, you know, all hands on deck on Lost Legacy. 412 00:32:26,413 --> 00:32:32,752 >Neil: It is still to finish the demo, just to give us a buffer so these 2 deadlines aren't overlapping. 413 00:32:33,286 --> 00:32:37,090 >Now we have more time to work on this demo properly, without the pressure of… 414 00:32:37,757 --> 00:32:41,461 >Joe: Once that meeting happened, it was just like, "Right, of course." 415 00:32:41,795 --> 00:32:43,396 >I'm not in the Twilight Zone. 416 00:32:45,098 --> 00:32:46,599 >It makes sense not to do this. 417 00:32:46,633 --> 00:32:50,704 >It felt really nice seeing the leadership having the team's back, 418 00:32:51,071 --> 00:32:53,573 >and seeing the logic of the situation in front of them. 419 00:32:54,140 --> 00:32:54,641 >Evan: That's it. 420 00:32:56,142 --> 00:32:56,943 >Man: Thanks. 421 00:32:59,913 --> 00:33:02,649 >Okay, so… are you pissed off? 422 00:33:03,116 --> 00:33:04,284 >Neil: Am I pissed off? 423 00:33:05,618 --> 00:33:09,689 >No, uh… What am I? 424 00:33:10,790 --> 00:33:12,926 >I guess on one sense, it's relieved. 425 00:33:12,992 --> 00:33:19,366 >'Cause there was concern of whether we could hit the quality we know we need to hit 426 00:33:19,432 --> 00:33:25,572 >for both Lost Legacy and for… what was going to be our E3 demo. 427 00:33:25,905 --> 00:33:28,408 >Then again, it's kinda disappointing, because… 428 00:33:29,309 --> 00:33:32,278 >I was excited to get this demo done and get it out there, 429 00:33:32,312 --> 00:33:35,448 >and get the reaction, and now it's gonna have to happen at some other point. 430 00:33:36,316 --> 00:33:40,353 >Anthony: What we've decided to do is deliver the demo at around the same time. 431 00:33:40,387 --> 00:33:45,158 >But that's gonna be purely internal, and the demo won't be 100% shippable. 432 00:33:45,191 --> 00:33:49,629 >Gameplay and design and animation are gonna be locked in June. 433 00:33:49,662 --> 00:33:53,099 >Then we back off, we finish Lost Legacy, 434 00:33:53,133 --> 00:33:57,303 >and then resources free up to finish the particle effects, the lighting, and the sound. 435 00:33:57,404 --> 00:34:01,074 >And then we ship just the glossiest, best-looking demo you've ever seen. 436 00:34:01,107 --> 00:34:03,943 >We burn that to a disk at the beginning of January, 437 00:34:03,977 --> 00:34:07,914 >and then we don't touch it again, and nobody sees it until E3. 438 00:34:07,947 --> 00:34:13,553 >It's going to be really interesting to see if we can really, really commit 439 00:34:13,586 --> 00:34:18,491 >to being done 5 months, 6 months in advance of E3, 440 00:34:18,591 --> 00:34:22,595 >and not be tempted to say, "Eh, could be a little better. Let's go back." 441 00:34:25,965 --> 00:34:28,568 >We really need to have the discipline not to do that. 442 00:34:29,436 --> 00:34:33,139 >Neil: But that then left us like, "Okay, what's our next marketing beat?" 443 00:34:33,173 --> 00:34:35,108 >"What are we gonna show next from this game?" 444 00:34:35,141 --> 00:34:40,947 >Emilia: So now we have a new plan, where we're going to release a cinematic around PSX time - 445 00:34:40,980 --> 00:34:42,782 >I think we're going to do it at the Paris Games Show. 446 00:34:43,016 --> 00:34:46,486 >Neil: This seemed like a pretty intriguing scene to introduce Abby. 447 00:34:47,087 --> 00:34:49,823 >That whole scene is gonna be our next marketing beat, 448 00:34:49,856 --> 00:34:54,127 >and we're not gonna say much about it - how it fits into the game or where it fits in. 449 00:35:00,400 --> 00:35:02,769 >Abby evolved over time. 450 00:35:02,802 --> 00:35:06,139 >If you look at the concept art, the character looked very different 451 00:35:06,172 --> 00:35:07,407 >than where we've ended up. 452 00:35:17,751 --> 00:35:24,324 >I don't remember at what point we decided to go with someone really muscular and broad, 453 00:35:24,357 --> 00:35:27,560 >but I remember once the idea came up, it felt very fresh. 454 00:35:28,261 --> 00:35:31,097 >Ashley: Once we nailed down the body of Abby, 455 00:35:31,131 --> 00:35:34,768 >we played around with different ideas of how we wanted to… 456 00:35:34,801 --> 00:35:37,404 >accentuate her arms or not. 457 00:35:38,071 --> 00:35:42,175 >Neil: There's something interesting in Abby feeling a lot like Joel. 458 00:35:49,382 --> 00:35:53,219 >Laura: When I got cast, Neil was joking around and he was like, 459 00:35:53,253 --> 00:35:55,188 >"You should probably beef up in order to play her," 460 00:35:55,221 --> 00:35:57,090 >and I'm like, "Haha, yeah it's mocap, whatever." 461 00:35:57,123 --> 00:35:58,892 >And he goes, "No, really, you should probably beef up to play her." 462 00:35:58,925 --> 00:36:03,930 >And I'm like, "Oh, yeah, you're right, I should totally start deadlifting as much as possible." 463 00:36:04,097 --> 00:36:06,866 >So I did, and I was training like crazy, 464 00:36:07,000 --> 00:36:08,268 >and then I got pregnant. 465 00:36:08,668 --> 00:36:09,769 >Eh, what're you gonna do. 466 00:36:10,470 --> 00:36:12,238 >Neil: We need to separate her from Ellie. 467 00:36:12,272 --> 00:36:14,574 >It shouldn't feel like I'm playing a reskinned Ellie. 468 00:36:14,607 --> 00:36:19,145 >Abby should - in many ways, - look, behave, fight differently. 469 00:36:28,188 --> 00:36:32,459 >So in gameplay, we've discussed she needs to have different upgrade trees. 470 00:36:32,759 --> 00:36:36,629 >It means we have to make the investment of capturing a whole different moveset for Abby, 471 00:36:36,663 --> 00:36:39,165 >we can't just remap Ellie's animation onto Abby. 472 00:36:43,370 --> 00:36:44,437 >Abby has a fear of height, 473 00:36:44,471 --> 00:36:46,940 >and there's stuff we're doing with the camera to make you feel vertigo. 474 00:36:51,411 --> 00:36:54,381 >That helps build empathy, it makes this character real. 475 00:36:55,982 --> 00:36:57,050 >Abby: We let you both live… 476 00:36:58,585 --> 00:37:00,086 >and you wasted it! 477 00:37:00,120 --> 00:37:05,225 >Ashley: She's, aesthetically, a very intriguing and iconic and powerful character. 478 00:37:05,859 --> 00:37:07,127 >Mel: Abby, who are these kids? 479 00:37:08,495 --> 00:37:09,462 >Abby: They saved my life. 480 00:37:11,431 --> 00:37:12,365 >Can you take a look at her? 481 00:37:13,333 --> 00:37:16,503 >Neil: Once she killed Joel, what is Abby's motivation? 482 00:37:16,536 --> 00:37:17,971 >What is she trying to achieve? 483 00:37:18,004 --> 00:37:20,640 >Her redemption is really taking care of Yara and Lev - 484 00:37:20,674 --> 00:37:23,276 >these 2 kids who are from a warring faction. 485 00:37:24,077 --> 00:37:29,049 >Halley: She has been taught to hate them, an inherent xenophobic reaction to them. 486 00:37:29,582 --> 00:37:31,818 >It's about saying, "Can you come to love your enemy?" 487 00:37:32,152 --> 00:37:33,420 >Abby: Scars built all this? 488 00:37:33,787 --> 00:37:34,654 >Lev: Seraphites. 489 00:37:34,954 --> 00:37:36,756 >Abby: Yeah, I was gonna say that… 490 00:37:37,090 --> 00:37:41,227 >Ashley: These are kids that grew up in a very different context as Ellie, 491 00:37:41,261 --> 00:37:45,298 >and how they live their lives and experience the world is totally different. 492 00:37:48,201 --> 00:37:49,903 >Halley: I'm getting really attached to Lev. 493 00:37:49,936 --> 00:37:53,373 >He's been able to keep his head up, despite losing so much himself… 494 00:37:53,406 --> 00:37:55,342 >in a world that is so harsh. 495 00:37:56,209 --> 00:37:57,277 >Lev: We’re taking too long. 496 00:37:58,144 --> 00:37:59,379 >Abby: Can’t move any faster. 497 00:37:59,879 --> 00:38:01,881 >It won’t do your sister any good if we’re both dead. 498 00:38:02,415 --> 00:38:04,217 >Halley: I really like his dynamic with Abby. 499 00:38:05,085 --> 00:38:10,090 >Her having this… fuckin' brassy little sidekick who calls her on her shit 500 00:38:10,123 --> 00:38:11,991 >in a way that nobody else can. 501 00:38:12,926 --> 00:38:15,328 >Lev: What’s going on between you and your friend Owen? 502 00:38:15,729 --> 00:38:17,464 >Abby: Oh my god, Lev! Now? 503 00:38:17,997 --> 00:38:19,332 >Lev: It seemed really awkward! 504 00:38:19,366 --> 00:38:20,433 >Abby: Just go! 505 00:38:20,934 --> 00:38:26,072 >Halley: …Who understands the sense of being orphaned, in the way that a lot of people can't. 506 00:38:26,639 --> 00:38:28,141 >Abby: How long have you two been on the run for? 507 00:38:29,309 --> 00:38:30,043 >Lev: Two days. 508 00:38:30,577 --> 00:38:31,611 >Abby: What the hell did you do? 509 00:38:32,445 --> 00:38:33,680 >Lev: I shaved my head. 510 00:38:35,115 --> 00:38:37,150 >Abby: They want to kill a little boy because he shaved his head? 511 00:38:38,018 --> 00:38:42,489 >Halley: I am not trans, so it's a very delicate thing to tell… 512 00:38:42,856 --> 00:38:44,958 >a story of an experience that I have not had. 513 00:38:45,692 --> 00:38:48,428 >And that's something we wanna take seriously. 514 00:38:48,895 --> 00:38:50,897 >Lev: Did you hear what they called me? 515 00:38:52,232 --> 00:38:52,632 >Abby: Yeah. 516 00:38:54,200 --> 00:38:55,669 >Lev: Do you want to ask me about it? 517 00:38:56,636 --> 00:38:58,438 >Abby: Do you want me to ask you about it? 518 00:39:00,106 --> 00:39:00,607 >Lev: No. 519 00:39:01,975 --> 00:39:02,375 >Abby: Okay. 520 00:39:03,443 --> 00:39:06,780 >Halley: It's really about trying to create a multifaceted character… 521 00:39:06,813 --> 00:39:10,617 >who is trans, and that absolutely is an important part of who he is, 522 00:39:10,650 --> 00:39:14,254 >but also a PART of who he is, not the whole of who he is. 523 00:39:19,592 --> 00:39:24,364 >Neil: As far as the Paris cutscene, pretty stressed out. 524 00:39:26,800 --> 00:39:30,370 >We have 13 days, less than 2 weeks, to finish this thing, 525 00:39:30,403 --> 00:39:32,238 >and there are still some big ticket items. 526 00:39:43,583 --> 00:39:47,654 >Lost Legacy turned out to be a much bigger project than we originally envisioned. 527 00:39:47,687 --> 00:39:50,023 >But now that it's done, everyone is now on board. 528 00:39:52,625 --> 00:39:54,561 >Anthony: We've got the greenlight demo done. 529 00:39:56,262 --> 00:39:58,998 >Jesse: She’s uh… putting on quite the show. 530 00:40:01,634 --> 00:40:04,104 >Neil: It's very real. We're in full production now, I guess that's… 531 00:40:04,537 --> 00:40:06,539 >the short of it, we're in full production now. 532 00:40:13,747 --> 00:40:16,683 >Man: Hey everybody, PlayStation's live at Paris Games Week 2017. 533 00:40:16,816 --> 00:40:19,452 >We've got a huge show for you, starting now. 534 00:40:24,357 --> 00:40:27,861 >Jim: Well, what a great way to open Paris Games Week. 535 00:40:28,561 --> 00:40:34,734 >Let's have the first in-depth look at a much anticipated and exclusive title. 536 00:40:34,968 --> 00:40:38,571 >Marlon: Last of Us II! Last of Us II, please! 537 00:40:40,173 --> 00:40:41,408 >Please be Last of Us II. 538 00:40:41,641 --> 00:40:45,845 >Anthony: Our fans, they wanna know every last thing about what's gonna be in this game. 539 00:40:45,879 --> 00:40:47,447 >O.C. Deidre: Is this The Last of Us? 540 00:40:48,014 --> 00:40:54,320 >Anthony: Neil has taken the way he creates an arc - this sense of drama, this sense of mystery, 541 00:40:54,354 --> 00:40:59,659 >or this dramatic tension - and, crazily, has brought it to marketing. 542 00:40:59,693 --> 00:41:02,162 >Neil: I view marketing as part of the game. 543 00:41:02,195 --> 00:41:08,134 >It's very calculated what we put out there, and how we want you to connect different marketing assets. 544 00:41:10,236 --> 00:41:12,505 >When we first released the teaser trailer, 545 00:41:13,006 --> 00:41:15,408 >too many people right off the bat said Joel is dead. 546 00:41:15,909 --> 00:41:21,047 >Halley: The blown-out light really… fucked us in a way I don't think any of us saw coming. 547 00:41:23,249 --> 00:41:25,719 >Neil: We actually underestimated our audience a little bit. 548 00:41:25,752 --> 00:41:29,723 >They're so sophisticated now, so you have to get MORE sophisticated, like, 549 00:41:29,756 --> 00:41:32,726 >"How am I still gonna surprise players and viewers?" 550 00:41:32,992 --> 00:41:35,462 >Anthony: You start on characters you've never seen before, 551 00:41:35,495 --> 00:41:38,865 >in a world that could be The Last of Us, could be anything. 552 00:41:41,768 --> 00:41:44,371 >That creates a really cool sense of tension. 553 00:41:45,705 --> 00:41:48,742 >Neil: At no point are we gonna market that you play as this other character… 554 00:41:48,808 --> 00:41:49,809 >Marlon: What is this? 555 00:41:50,977 --> 00:41:52,212 >Yo, that looks good though. 556 00:41:52,612 --> 00:41:56,316 >Laura: I was so excited about working on it, and I couldn't say anything! 557 00:41:56,750 --> 00:41:57,917 >It was so rough! 558 00:41:58,785 --> 00:42:00,787 >O.C. Deidre: Oh, is she gonna cut a baby out of her belly?! 559 00:42:01,254 --> 00:42:05,091 >Neil: In Uncharted 4, you find a comic book that shows Ellie's mom, pregnant. 560 00:42:05,158 --> 00:42:08,395 >So people already had theories that The Last of Us Part II was gonna have Ellie's mom. 561 00:42:08,428 --> 00:42:13,333 >Oh, if we just black out the letters, she has the same number of letters as "Anna," 562 00:42:13,366 --> 00:42:14,467 >Ellie's mom's name… 563 00:42:15,335 --> 00:42:17,170 >We'll get people to think this is Ellie's mom. 564 00:42:18,338 --> 00:42:20,440 >O.C. Deidre: Oh my god, girl's got a good… 565 00:42:22,542 --> 00:42:24,544 >That hammer's from the outbreak poster. 566 00:42:24,978 --> 00:42:29,282 >Anthony: So we had a poster with the forearm of a character you've never seen before 567 00:42:29,315 --> 00:42:31,885 >with this wolf's head in the background, what does that mean? 568 00:42:31,918 --> 00:42:34,187 >Prompting this mystery… 569 00:42:34,387 --> 00:42:38,858 >Neil: You want people to feel like they've figured everything out, and then… 570 00:42:38,992 --> 00:42:40,860 >have the story surprise them. 571 00:42:44,364 --> 00:42:46,299 >Marlon: Man, if this is The Last of Us II, bro… 572 00:42:48,034 --> 00:42:49,035 >I'm'a go crazy. 573 00:42:51,304 --> 00:42:53,473 >Oh my god, oh my god…! 574 00:42:55,342 --> 00:42:56,242 >Last of Us II?! 575 00:42:57,877 --> 00:42:58,945 >Yeah! 576 00:42:59,379 --> 00:43:03,149 >O.C. Deidre: Yes, bitch! I fucking knew it! 577 00:43:03,383 --> 00:43:06,319 >Neil: Everything we put out there is shaping expectations. 578 00:43:06,353 --> 00:43:09,322 >And then the final game, hopefully if we did the job right, 579 00:43:09,356 --> 00:43:11,925 >should subvert those expectations in an interesting way. 580 00:43:17,197 --> 00:43:20,900 >We knew we were pushing boundaries with that cinematic. 581 00:43:20,934 --> 00:43:23,937 >We are making a violent game, we're not gonna shy away from how violent it is. 582 00:43:23,970 --> 00:43:25,872 >It is part of what we're trying to say. 583 00:43:25,905 --> 00:43:30,744 >And I thought it was a great discussion, initially, about what is the appropriate level of violence. 584 00:43:30,777 --> 00:43:34,314 >When is something so violent that it turns you off… 585 00:43:34,347 --> 00:43:36,783 >where you just don't wanna experience it at all? 586 00:43:36,816 --> 00:43:38,885 >I liked that they were wrestling with those things, 587 00:43:38,918 --> 00:43:43,323 >I didn't like some of the insinuations about the trailer being misogynistic… 588 00:43:44,057 --> 00:43:45,859 >towards the female characters. 589 00:43:47,594 --> 00:43:51,131 >Laura: I don't think this story ever glorifies violence against women. 590 00:43:51,164 --> 00:43:53,233 >There's no bias towards women or men, 591 00:43:53,266 --> 00:43:56,803 >it just so happens that the 2 protagonists of this story are female. 592 00:43:57,270 --> 00:43:59,606 >And therefore that's what you're going to see the most of. 593 00:44:00,273 --> 00:44:05,278 >Halley: There has to be failstates in video games, which means a character has to be capable of being hurt. 594 00:44:08,548 --> 00:44:11,618 >So does that mean there can be no female protagonists in video games? 595 00:44:13,286 --> 00:44:15,655 >Because that feels super sexist to me. 596 00:44:15,855 --> 00:44:19,759 >And frankly, women ARE the victims of violence, 597 00:44:19,793 --> 00:44:23,296 >and don't we want to see women fucking fight back once in a while? 598 00:44:30,303 --> 00:44:36,876 >Emilia: That character, her hand getting hurt has consequences for hours of gameplay to come. 599 00:44:40,180 --> 00:44:45,518 >Neil: One article even asked the question, "Were any women involved in the making of this?" 600 00:44:45,685 --> 00:44:47,520 >And it's like… yeah. 601 00:44:47,554 --> 00:44:51,524 >The co-writer, the lead character designer, the lead character artist… 602 00:44:51,558 --> 00:44:54,160 >All the actresses that worked on that scene… 603 00:44:57,464 --> 00:45:02,802 >Halley: I… I am so fucking…! 604 00:45:03,203 --> 00:45:06,039 >Here's what I hate about that article. 605 00:45:06,239 --> 00:45:07,107 >I'm sorry. 606 00:45:07,841 --> 00:45:14,180 >Do a modicum of fucking research! Just a modicum of research, just a little bit, 607 00:45:14,314 --> 00:45:19,386 >before you put something out there to suggest that no woman could have worked on this 608 00:45:19,419 --> 00:45:23,123 >because of the level of violence, because there was violence against women, 609 00:45:23,156 --> 00:45:25,658 >because it is a video game. 610 00:45:27,293 --> 00:45:29,229 >It's so fucking sexist! 611 00:45:30,263 --> 00:45:34,534 >I like watching graphic violence. Does that make me less female? 612 00:45:35,402 --> 00:45:39,773 >I like having a conversation about what power is. 613 00:45:40,407 --> 00:45:43,209 >Does that make me less fucking female? 614 00:45:43,243 --> 00:45:46,346 >I like working on a video game, I like playing video games. 615 00:45:46,379 --> 00:45:48,314 >Does that make me less fucking female? 616 00:45:48,615 --> 00:45:49,783 >Suck a dick! 617 00:45:50,183 --> 00:45:51,184 >…Don't put that in. 618 00:45:51,217 --> 00:45:53,319 >I can't… I can't… 619 00:45:54,020 --> 00:45:55,388 >Neil's gonna say, "Put it in," but don't. 620 00:45:56,589 --> 00:46:02,696 >I also don't represent all women, but I can represent this and say, "I fucking wrote this." 621 00:46:02,929 --> 00:46:15,308 >I wrote this. I literally wrote the sentence, "And then Yara eviscerates his esophagus from his throat." 622 00:46:15,942 --> 00:46:18,144 >I wrote that sentence. That is in the script. 623 00:46:18,178 --> 00:46:19,713 >And I fucking stand by it. 624 00:46:22,816 --> 00:46:26,319 >I'm afraid of being turned into a token rather than the truth, 625 00:46:26,353 --> 00:46:29,823 >which is we are being thoughtful about the female narrative. 626 00:46:31,658 --> 00:46:34,928 >These characters are more than just their vaginas. 627 00:46:36,162 --> 00:46:40,867 >If you wanna have a serious debate about feminism and feminism in video games, 628 00:46:40,900 --> 00:46:46,439 >and female depiction of violence, then you need to… 629 00:46:47,607 --> 00:46:49,909 >not see it as a binary conversation. 630 00:46:50,176 --> 00:46:54,581 >It is an incredibly nuanced conversation, you cannot make blanket statements. 631 00:46:54,781 --> 00:46:56,483 >And you cannot make presumptions! 632 00:46:56,816 --> 00:46:58,585 >Fucking do your homework! 633 00:47:03,923 --> 00:47:06,192 >I'm right here! I'm tweeting! 634 00:47:21,174 --> 00:47:24,544 >John: The tone of the violence in the game has always been… 635 00:47:25,445 --> 00:47:29,549 >important to portray as realistically as possible. 636 00:47:30,817 --> 00:47:36,756 >Ashley: Our job, outside of just drawing up concepts, is really pushing our reference pipeline 637 00:47:36,856 --> 00:47:41,394 >to make sure the character artists are getting the most realistic examples of 638 00:47:41,428 --> 00:47:42,962 >whatever they're working on. 639 00:47:43,596 --> 00:47:48,568 >We can't find certain things, so we make the reference ourselves. 640 00:47:49,336 --> 00:47:52,205 >John: Simulating brain on wall. 641 00:47:54,808 --> 00:47:57,043 >How does that drip fall down? 642 00:47:57,077 --> 00:47:59,579 >Ashley: What does canvas looked like when it's soaked in blood? 643 00:48:03,583 --> 00:48:05,985 >Splashing blood on them, dripping blood on them. 644 00:48:11,291 --> 00:48:14,394 >John: We put down some wet mud, and pooled blood onto it 645 00:48:14,427 --> 00:48:18,198 >to see how blood would react to a wet dirt surface. 646 00:48:18,965 --> 00:48:24,437 >So there's little pieces of grass and twigs and things that're carried through, 647 00:48:24,471 --> 00:48:28,742 >like there's actually movement following the edge. 648 00:48:30,010 --> 00:48:36,016 >Ashley: One of the animators got a piece of lamb and we stuck it in Yara's shirt sleeve 649 00:48:36,082 --> 00:48:37,283 >and hit it with a hammer… 650 00:48:37,450 --> 00:48:38,051 >Eric: Here we go. 651 00:48:46,159 --> 00:48:47,460 >Yeah, we have a break. 652 00:48:48,962 --> 00:48:54,100 >She's gonna need to hold this as straight, 'cause if she does this it's gonna… 653 00:48:55,535 --> 00:48:58,204 >just the weight of it's gonna wanna make it fold. 654 00:48:58,872 --> 00:49:00,940 >So, I'm trying to keep it as straight as possible. 655 00:49:01,441 --> 00:49:08,081 >John: This past week's shoot was specific for the infected eating people's jugulars, 656 00:49:08,114 --> 00:49:10,784 >and there was a concept that was done with blood running down the mouth, 657 00:49:10,817 --> 00:49:12,752 >but would that happen? Let's find out. 658 00:49:17,857 --> 00:49:24,597 >I got on the ground and pretended to eat away at a bloody, soaked rag that we made. 659 00:49:33,573 --> 00:49:35,742 >It produced some pretty surprising results. 660 00:49:35,775 --> 00:49:38,645 >Most of my face got covered in blood. 661 00:49:39,079 --> 00:49:40,480 >Ashley: Look up a little, John. 662 00:49:41,314 --> 00:49:41,648 >Teeth. 663 00:49:46,286 --> 00:49:51,358 >People here will go to that length of trying to make sure things feel as real as possible. 664 00:49:52,325 --> 00:49:53,993 >Yeah, we do a lot of crazy stuff here. 665 00:49:54,027 --> 00:49:55,328 >Nobody gets hurt, but… 666 00:49:58,164 --> 00:50:01,634 >It's really hard to see these characters that you spend so much time with, 667 00:50:01,668 --> 00:50:06,706 >and, for lack of a better word, birthing into existence… 668 00:50:06,973 --> 00:50:08,541 >tortured and abused… 669 00:50:25,058 --> 00:50:27,327 >Neil: We're shooting the Joel death scene, 670 00:50:27,360 --> 00:50:29,496 >which is like the catalyst of the opening of the game. 671 00:50:29,996 --> 00:50:32,332 >This scene has all of Abby's crew. 672 00:50:32,832 --> 00:50:37,671 >It's a complicated scene, because it's the most actors we've ever had in a single shot. 673 00:50:38,538 --> 00:50:40,173 >Man: Y’all act like you’ve heard of us or something. 674 00:50:40,974 --> 00:50:41,675 >Woman: It's 'cause they have. 675 00:50:53,420 --> 00:50:54,187 >Fuck, he's out. 676 00:50:54,654 --> 00:50:58,191 >Troy: Or… or, Joel doesn't die. 677 00:51:04,831 --> 00:51:05,398 >Woman: Minor line change. 678 00:51:05,398 --> 00:51:08,802 >Troy: So then what happens is all of us become friends… 679 00:51:09,602 --> 00:51:13,540 >Knowing what was going to happen and knowing how it was going to happen… 680 00:51:15,041 --> 00:51:16,409 >I got very fearful. 681 00:51:17,177 --> 00:51:18,778 >Neil: There's so much weight to this scene. 682 00:51:19,479 --> 00:51:23,316 >This scene has to be right, it's really difficult to re-shoot if we need to. 683 00:51:24,384 --> 00:51:29,723 >In the first game, having to call Troy and Hana back to re-shoot Sarah's death 684 00:51:29,756 --> 00:51:31,758 >was very, very, very difficult for me. 685 00:51:32,692 --> 00:51:34,694 >Troy: The last time I tried to do a big, emotional scene… 686 00:51:35,562 --> 00:51:40,934 >Don't do this! Please, don't do this! Don't do this! Please, god, no! 687 00:51:45,105 --> 00:51:47,040 >…That didn't go too well. 688 00:51:47,073 --> 00:51:48,341 >And we had to re-shoot it. 689 00:51:48,842 --> 00:51:52,912 >Don't do this to me, baby. C'mon... 690 00:51:58,485 --> 00:52:01,054 >How the hell am I gonna play this? Like, how are we gonna do this? 691 00:52:01,087 --> 00:52:02,288 >I don't know if I can do this. 692 00:52:02,589 --> 00:52:05,725 >I don't know if I have the… the chops. 693 00:52:05,759 --> 00:52:08,361 >Am I gonna put Laura through this? 694 00:52:08,762 --> 00:52:10,497 >Because I know how hard it's gonna be on her. 695 00:52:15,268 --> 00:52:16,036 >Woman: Take 1. Marks. 696 00:52:17,137 --> 00:52:17,570 >Neil: Action. 697 00:52:24,144 --> 00:52:26,046 >Laura: Joel Miller… 698 00:52:30,750 --> 00:52:31,885 >Troy: Who are you? 699 00:52:33,420 --> 00:52:34,120 >Laura: Guess. 700 00:52:39,059 --> 00:52:44,664 >Troy: Why don't you get out whatever speech you rehearsed and get this over with? 701 00:52:50,704 --> 00:52:52,105 >Laura: You don’t get to rush this. 702 00:52:55,842 --> 00:52:57,610 >Neil: At the end, I really loved what he brought to it. 703 00:52:59,813 --> 00:53:05,552 >Ashley: I couldn't wait to get back into Ellie's shoes again, because it's where… 704 00:53:06,019 --> 00:53:09,022 >weirdly, I feel most comfortable in a lot of ways. 705 00:53:09,055 --> 00:53:14,561 >Because it feels like a character that feels the most like me that I've ever played. 706 00:53:14,961 --> 00:53:16,363 >Which is a little disturbing. 707 00:53:16,396 --> 00:53:18,765 >I mean, minus the murder and the killing. 708 00:53:19,165 --> 00:53:22,635 >Neil: So it's a bit of a step forward, like you're about to lunge and shoot. 709 00:53:23,169 --> 00:53:24,404 >Ashley: Okay. Sweet. 710 00:53:27,240 --> 00:53:29,843 >Neil: The biggest change that has happened since initial pitch is 711 00:53:30,143 --> 00:53:31,711 >Ellie is there when Joel is killed. 712 00:53:31,945 --> 00:53:33,813 >It used to be she came across the body, 713 00:53:33,880 --> 00:53:37,017 >and then she had to rely on Tommy's testimony of what happened. 714 00:53:37,417 --> 00:53:41,654 >And we shifted it, which made it much more dramatic and intense for her. 715 00:53:42,055 --> 00:53:48,528 >It puts more of it on-screen, and allows you to better understand why she needs to pursue these people. 716 00:53:53,667 --> 00:53:58,471 >Troy: The hardest part for me… was looking over at Ashley. 717 00:53:59,072 --> 00:54:01,441 >Ashley: No! 718 00:54:03,643 --> 00:54:09,449 >Knowing that Troy was not gonna be a part of it as much was really hard. 719 00:54:10,083 --> 00:54:15,455 >Knowing that Joel was not gonna be in Ellie's life anymore, it was just… 720 00:54:15,722 --> 00:54:16,523 >it was hard. 721 00:54:16,690 --> 00:54:21,294 >So much of that day feels like a blur 'cause there were so many feelings involved in it. 722 00:54:23,163 --> 00:54:25,231 >Troy: What I had to do, I felt was very, very little. 723 00:54:25,465 --> 00:54:28,702 >There's one reaction, then beyond that we're on Ashley. 724 00:54:29,302 --> 00:54:35,075 >There was no acting, there was pure, raw emotion. 725 00:54:35,709 --> 00:54:37,310 >I'm staring in the face of it. 726 00:54:37,811 --> 00:54:38,611 >Ashley: Joel! 727 00:54:45,051 --> 00:54:46,686 >Why are you doing this?! 728 00:54:47,287 --> 00:54:48,955 >Get the fuck off me! 729 00:54:49,589 --> 00:54:51,524 >I'd lost a little bit of my voice. 730 00:54:51,591 --> 00:54:57,163 >I couldn't scream as loud as I wanted to to get that frustration and sadness out. 731 00:54:57,530 --> 00:55:03,770 >Laura: Ashley was behind, crying and… 732 00:55:06,673 --> 00:55:11,244 >knowing Abby was taking this away from her was very difficult. 733 00:55:14,014 --> 00:55:17,017 >And so, I was crying while we were filming that scene. 734 00:55:22,489 --> 00:55:23,990 >Yeah, it was very emotional. 735 00:55:27,260 --> 00:55:28,428 >You want what I want, right? 736 00:55:31,898 --> 00:55:33,566 >Patrick: End it. Now. 737 00:55:33,867 --> 00:55:35,068 >Ashley: Wait, please stop! 738 00:55:35,402 --> 00:55:38,505 >No! Joel, Joel! 739 00:55:42,809 --> 00:55:43,510 >No… 740 00:55:50,083 --> 00:55:55,622 >Neil: We want him to die in this really unforgiving sort of way - 741 00:55:55,655 --> 00:55:58,358 >it needs to feel senseless for you to say, 742 00:55:58,992 --> 00:56:02,429 >"Fuck these people, I'm gonna pursue them to the end of the earth and make them pay." 743 00:56:10,070 --> 00:56:11,671 >Ashley: I'll fucking kill you… 744 00:56:13,907 --> 00:56:16,609 >Neil: If the scene doesn't work with what we captured on the stage, 745 00:56:16,643 --> 00:56:18,678 >almost nothing we do in post is gonna make it work. 746 00:56:20,213 --> 00:56:23,983 >Joe will take a pass at the scene, and I'll give high level notes. 747 00:56:24,284 --> 00:56:29,155 >Joe: But he's doing it without animated cameras, without character models, without environment. 748 00:56:29,189 --> 00:56:31,791 >So it's a bit of a guessing game to see if this will work. 749 00:56:35,495 --> 00:56:39,566 >Neil: I like the concept. I… 750 00:56:39,899 --> 00:56:42,335 >felt like there was a lot of repetition, and it felt long. 751 00:56:42,369 --> 00:56:46,706 >Once Joel's head gets smashed, I don't want a closeup look of him. 752 00:56:46,740 --> 00:56:47,207 >Matt: Okay. 753 00:56:47,440 --> 00:56:50,510 >Neil: What if we could do the smash from the back of his head? 754 00:56:50,744 --> 00:56:51,244 >Matt: Yeah… 755 00:56:51,644 --> 00:56:54,848 >Neil: So it'd be a black shape and you see a silhouette change, 756 00:56:54,881 --> 00:56:58,518 >and blood starts pouring out, but I don't focus on it, I don't see the details. 757 00:56:59,452 --> 00:57:06,226 >When the club comes down and she's screaming, I feel like we could take all their audio out. 758 00:57:06,359 --> 00:57:07,660 >And music can take over. 759 00:57:07,694 --> 00:57:11,631 >We're trying to build more rage than sadness to really set up our journey. 760 00:57:11,664 --> 00:57:12,132 >Matt: Okay. 761 00:57:14,167 --> 00:57:16,803 >Neil: I'll come back, and there'll be another version of the scene. 762 00:57:17,370 --> 00:57:18,071 >Okay, play. 763 00:57:19,673 --> 00:57:20,840 >Ellie: Joel, fucking get up. 764 00:57:23,443 --> 00:57:24,244 >Please stop! 765 00:57:26,379 --> 00:57:27,447 >Please don’t do this… 766 00:57:29,382 --> 00:57:30,717 >Joel, please get up! 767 00:57:30,750 --> 00:57:31,518 >Nooo! 768 00:57:41,528 --> 00:57:42,962 >Neil: Overall, it's fucking awesome. 769 00:57:43,530 --> 00:57:47,233 >I got emotional at the part where he gets killed, it feels so fucking tense. 770 00:57:48,935 --> 00:57:50,804 >Joe: There certainly is still a ton to do. 771 00:57:51,104 --> 00:57:55,709 >We still have like… 45 scenes that haven't even been looked at yet. 772 00:57:56,643 --> 00:57:58,845 >It's terrifying given our deadline. 773 00:58:01,181 --> 00:58:03,316 >The process right now is just getting Neil. 774 00:58:03,416 --> 00:58:05,685 >We need to get Neil into the room. 775 00:58:05,919 --> 00:58:09,122 >Sam: Which one are we showing first? We've got essentially 3 versions. 776 00:58:09,155 --> 00:58:13,793 >The one that I did - and this would work with what we're talking about doing with this scene. 777 00:58:14,127 --> 00:58:14,928 >And then… 778 00:58:16,162 --> 00:58:17,430 >Joe: Ah! Close one. 779 00:58:18,798 --> 00:58:20,533 >Matt: I would probably say… 780 00:58:20,567 --> 00:58:21,568 >Joe: There are people standing here! 781 00:58:21,568 --> 00:58:25,572 >Matt: This, yours, Mel, or Mel's, yours, this. 782 00:58:24,104 --> 00:58:24,804 >Man: I got bad news. 783 00:58:25,638 --> 00:58:26,406 >Joe: He's cancelling?! 784 00:58:26,439 --> 00:58:26,906 >Man: He's cancelled. 785 00:58:26,940 --> 00:58:28,975 >Joe: But we have the cameras set! 786 00:58:29,042 --> 00:58:30,944 >He's supposed to come in, he's the highlight… 787 00:58:30,477 --> 00:58:33,146 >Man: Actually, it's good we're getting this on camera. 788 00:58:33,146 --> 00:58:35,115 >Matt: This is what it's not about! 789 00:58:34,647 --> 00:58:35,915 >Joe: This is what it's about. 790 00:58:37,684 --> 00:58:40,987 >Man: Yeah, he has some melee stuff to review today, and he said let's pick up tomorrow. 791 00:58:42,322 --> 00:58:43,623 >Joe: So yeah, that's what happens. 792 00:58:43,823 --> 00:58:48,495 >So it's like, "Okay… Alright. That's fine, I don't care." 793 00:58:52,665 --> 00:58:53,133 >Yeah. 794 00:59:04,878 --> 00:59:07,414 >Arnaldo: I get called up to Neil's office one day… 795 00:59:12,385 --> 00:59:13,753 >and there's an empty seat. 796 00:59:14,454 --> 00:59:18,792 >And Neil goes, "Sit down." I'm like, "Oh my god, I did something wrong." 797 00:59:18,858 --> 00:59:21,494 >He's like, "Do you know why you're here?" 798 00:59:22,262 --> 00:59:26,433 >And I'm like… "No, are we gonna talk about one of my levels?" 799 00:59:26,900 --> 00:59:30,337 >And he laughs and goes, "No, you're gonna work on the E3 demo." 800 00:59:30,837 --> 00:59:34,374 >It's always been a dream of mine, working on an E3 demo, 801 00:59:34,407 --> 00:59:35,675 >seeing it on stage… 802 00:59:36,309 --> 00:59:39,846 >Is this a joke? Am I getting pranked right now? 803 00:59:40,480 --> 00:59:43,883 >Man: So speaking of E3 demos, remember way back when when you guys said 804 00:59:43,917 --> 00:59:47,087 >you were going to lock that content and not touch it? 805 00:59:47,120 --> 00:59:47,721 >How'd that go? 806 00:59:48,688 --> 00:59:49,189 >Anthony: Well… 807 00:59:50,156 --> 00:59:53,727 >And then we ship just the glossiest, best-looking demo you've ever seen. 808 00:59:53,760 --> 00:59:56,629 >We burn that to a disk at the beginning of January, 809 00:59:56,663 --> 01:00:00,400 >and then we don't touch it again, and nobody sees it until E3. 810 01:00:00,433 --> 01:00:03,603 >Well, I think we knew at the time… 811 01:00:04,304 --> 01:00:08,375 >that we weren't going to NOT touch it. 812 01:00:08,441 --> 01:00:15,382 >It's going to be really interesting to see if we can really, really commit to being done… 813 01:00:15,448 --> 01:00:19,052 >and not be tempted to say, "Eh, could be a little better. Let's go back." 814 01:00:19,119 --> 01:00:26,126 >The game's been making progress for 10 months since we locked that demo down. 815 01:00:26,493 --> 01:00:29,329 >A lot of advancements have been made, a lot of new ideas, new mechanics. 816 01:00:29,362 --> 01:00:31,765 >We really need to have the discipline not to do that. 817 01:00:31,831 --> 01:00:36,670 >Honestly, it feels like we are addicted to being late. 818 01:00:39,706 --> 01:00:41,041 >Neil: Okay, we're starting. 819 01:00:41,074 --> 01:00:43,543 >I don't know exactly what we're gonna do today, other than... 820 01:00:44,344 --> 01:00:45,478 >come up with a really long list. 821 01:00:46,079 --> 01:00:48,848 >We're gonna try to limit it to an hour, so… 822 01:00:48,882 --> 01:00:51,017 >we'll be done at 4, no matter where we're at. 823 01:00:53,186 --> 01:00:54,521 >Looking at the cinematics first. 824 01:00:54,921 --> 01:00:59,159 >Because we did it so early and had a rough version of it a year in advance, 825 01:00:59,192 --> 01:01:00,427 >we got a bit complacent. 826 01:01:09,502 --> 01:01:12,072 >Jesse: She’s uh… putting on quite the show. 827 01:01:13,740 --> 01:01:15,875 >[laughter] 828 01:01:16,776 --> 01:01:17,544 >Neil: Sure is. 829 01:01:18,912 --> 01:01:21,281 >Where are we on getting physics on these strands? 830 01:01:21,815 --> 01:01:22,615 >Man: We're working on it. 831 01:01:23,983 --> 01:01:26,453 >Neil: So for next time? 832 01:01:26,886 --> 01:01:27,387 >Man: Yes. 833 01:01:28,788 --> 01:01:30,890 >Neil: We didn't scramble to figure out what it is we're going to show, 834 01:01:30,924 --> 01:01:35,228 >and we had the structure of the festival, going into this fight in the woods in Seattle. 835 01:01:35,295 --> 01:01:38,064 >But it was harder to build the momentum we usually have, 836 01:01:38,098 --> 01:01:40,567 >and I think that panic wakes everybody up… 837 01:01:40,700 --> 01:01:43,903 >and felt like it took a bit longer to get there this time. 838 01:01:44,804 --> 01:01:49,642 >Daniel: So then you're going as if to kill this guy, see somebody over there. 839 01:01:52,045 --> 01:01:54,581 >Breaks… 30% of the time. 840 01:01:54,981 --> 01:01:56,516 >But use your imagination. 841 01:02:02,522 --> 01:02:04,224 >Man: Go in a bit slower to give some time. 842 01:02:04,691 --> 01:02:06,626 >The animation is breaking the melee system. 843 01:02:06,793 --> 01:02:07,060 >Daniel: Okay. 844 01:02:08,762 --> 01:02:12,198 >Anthony: I'm confident in the demo if we finish it. 845 01:02:16,336 --> 01:02:18,104 >I'll be frank, it’s not looking great. 846 01:02:19,906 --> 01:02:21,574 >Neil: Okay, this is totally broken. 847 01:02:21,608 --> 01:02:25,145 >For next week, let's make sure it's all there so we could actually review it. 848 01:02:27,814 --> 01:02:28,648 >Okay, thanks everyone. 849 01:02:30,483 --> 01:02:31,918 >Anthony: I feel like this demo is cursed. 850 01:02:38,324 --> 01:02:41,961 >Arnaldo: The E3 demo was a version of our original greenlight demo. 851 01:02:43,730 --> 01:02:46,800 >But I had to make it fully playable and shippable. 852 01:02:51,237 --> 01:02:56,309 >The first thing I did was basically take that space, made by another level designer, 853 01:02:56,409 --> 01:02:58,812 >and put enemies in it and start fighting. 854 01:02:58,878 --> 01:03:02,449 >But when I started playing it, I remember it just wasn't there. 855 01:03:02,515 --> 01:03:06,186 >That parking structure was way smaller, so it felt more cramped. 856 01:03:10,457 --> 01:03:13,693 >I remember going to Neil's office and being like… 857 01:03:14,227 --> 01:03:16,029 >"How much can I change this?" 858 01:03:16,096 --> 01:03:18,131 >And he's like, "Well, what are you thinking?" 859 01:03:18,631 --> 01:03:22,402 >I'm like, "I'm thinking this big thing…" and just brand new design, 860 01:03:22,469 --> 01:03:25,372 >I'm just throwing it out, everything - I wanna do this, I wanna do that, 861 01:03:25,405 --> 01:03:29,376 >I wanna make sure that it feels like a sandbox, that it feels like this big space, 862 01:03:29,409 --> 01:03:34,114 >multiple paths, like something we haven't really done before in The Last of Us. 863 01:03:34,147 --> 01:03:36,716 >And he just goes, "Go for it. Let's do it." 864 01:03:44,024 --> 01:03:50,363 >John: We picked a location in Seattle that is probably the hardest lighting scenario… 865 01:03:50,397 --> 01:03:52,232 >we would have to pull off in the game. 866 01:03:54,034 --> 01:03:59,305 >I wanted to get the overcast look nailed, 'cause so much of the game's dependent on that. 867 01:03:59,372 --> 01:04:02,308 >How do we pull off this look? Can we pull off this look? 868 01:04:03,143 --> 01:04:09,015 >Neil: Everything felt a little muted, we were losing that next gen quality of our engine. 869 01:04:09,349 --> 01:04:13,687 >For a second, we actually turned the sun on in the demo. 870 01:04:16,289 --> 01:04:19,426 >But we lost the mood of that overcast, blue look. 871 01:04:21,161 --> 01:04:25,331 >John: That moment was really rough for me. 872 01:04:25,732 --> 01:04:30,403 >Just felt like years of my life that potentially would've just been wasted on this.. 873 01:04:30,804 --> 01:04:32,605 >this pipe dream of a look. 874 01:04:33,440 --> 01:04:34,708 >Man: Well we were struggling with… 875 01:04:34,741 --> 01:04:37,877 >like, last summer, it was a fine balancing act. 876 01:04:38,745 --> 01:04:41,448 >John: Is this whole thing just gonna crumble? 877 01:04:41,481 --> 01:04:45,251 >Is the whole direction now gonna have to change for the game? Not just this demo. 878 01:04:45,785 --> 01:04:47,687 >Have I steered this company wrong? 879 01:04:47,921 --> 01:04:52,726 >Neil: Took some really big iterations and tried some crazy ideas 'til we came up with a hack. 880 01:04:53,059 --> 01:04:59,165 >John: Talked with the programmers and found a few settings that actually gave us exactly what we wanted. 881 01:04:59,232 --> 01:05:00,400 >It was really one thing. 882 01:05:00,567 --> 01:05:03,370 >Neil: We faked the sunlight within this ambient look. 883 01:05:03,403 --> 01:05:05,438 >We could get some directionality on the lighting. 884 01:05:05,739 --> 01:05:09,175 >John: But it was like, if we do this one thing, it got us the look we wanted. 885 01:05:09,943 --> 01:05:11,544 >So I'm glad that happened. 886 01:05:14,414 --> 01:05:19,386 >Artem: For this game, there was a major push to make a new volumetric fog system. 887 01:05:19,686 --> 01:05:24,791 >It's not just an overlay on top of the screen, that's why it's called "volumetric." 888 01:05:24,824 --> 01:05:26,226 >You feel the volume of it. 889 01:05:26,259 --> 01:05:28,661 >Fog's gonna be a little bit thicker near the ground, right, 890 01:05:28,695 --> 01:05:32,132 >because you'll see grass getting through it. 891 01:05:35,702 --> 01:05:38,004 >Fog also allows you to see the light. 892 01:05:38,838 --> 01:05:41,875 >Fog adds atmosphere, atmosphere brings everything together. 893 01:05:45,178 --> 01:05:48,314 >Now with this game, we did add recently some new tech that… 894 01:05:48,381 --> 01:05:51,751 >allows us to make some of the water drips more dynamic, 895 01:05:51,785 --> 01:05:57,057 >meaning if you have a car, you will see water follow the glass, follow the hood, 896 01:05:57,090 --> 01:05:59,759 >and then from the bumper you're gonna start seeing dynamic droplets. 897 01:05:59,826 --> 01:06:06,199 >So that was really cool, and then we can now also use this technology to drive blood. 898 01:06:06,533 --> 01:06:10,804 >Now we can have blood dripping, and we have water dripping. 899 01:06:12,372 --> 01:06:17,310 >The water trail can pick up where it is bloody, and it can change its own color, 900 01:06:17,444 --> 01:06:18,812 >and start dripping more red. 901 01:06:19,045 --> 01:06:21,181 >And on top of it, we also clear out blood. 902 01:06:21,214 --> 01:06:26,119 >So you will see bloody area, you will see water trails going down, 903 01:06:26,152 --> 01:06:31,324 >and you will see the water trails washing out the blood, picking up the redness and going down. 904 01:06:31,624 --> 01:06:32,659 >Really, really cool. 905 01:06:33,426 --> 01:06:38,098 >Kurt: In the E3 demo, we do wanna show our next gen animation system. 906 01:06:43,570 --> 01:06:50,176 >Jeremy: One of the biggest animation upgrades we wanted to add to this project was motion matching. 907 01:06:53,246 --> 01:06:57,684 >The way that it works is it takes a pool of animation data, 908 01:06:57,717 --> 01:07:05,759 >and it picks the most appropriate clip to blend together and create very fluid and organic movement. 909 01:07:07,460 --> 01:07:11,865 >We want these characters to feel grounded and believable in the world, 910 01:07:11,898 --> 01:07:15,368 >properly shifting their weight and moving the way a real human would. 911 01:07:23,576 --> 01:07:27,580 >In order to capture all of those on the stage, we use something called a dance card. 912 01:07:27,614 --> 01:07:31,418 >A choreographed set of patterns that the actor can move on the floor. 913 01:07:31,451 --> 01:07:35,121 >Anthony: Basically, that's creating this bank of little pieces of animation. 914 01:07:35,155 --> 01:07:40,360 >The motion matching system pulls from that bank all the animations necessary to have them move perfectly, 915 01:07:40,393 --> 01:07:41,761 >in any arbitrary way. 916 01:07:41,795 --> 01:07:46,733 >When it works, it's so far-and-away better than any other animation technique. 917 01:07:46,766 --> 01:07:49,969 >It's like a quantum leap of the highest order, in terms of quality. 918 01:07:58,111 --> 01:08:01,014 >Neil: Any one mechanic is not maybe anything you haven't seen before, 919 01:08:01,047 --> 01:08:04,884 >it's the combination of how it all comes together, the way it works with the animations system… 920 01:08:04,918 --> 01:08:08,355 >Anthony: The new stuff we're talking about is like, you can be in grass… 921 01:08:11,524 --> 01:08:14,894 >One of the biggest things we do in the demo is jump a gap. 922 01:08:19,299 --> 01:08:22,602 >It's tough to be like, "Oh crap, you can jump?!" It's like… 923 01:08:22,736 --> 01:08:24,371 >But it's new to OUR game. 924 01:08:24,404 --> 01:08:28,341 >Kurt: We have to have the best prone mechanic of all time. 925 01:08:32,912 --> 01:08:37,717 >No one's ever seen when I aim in prone, and she rolls up on her back and aims like this. 926 01:08:41,421 --> 01:08:43,423 >It can never clip through geometry. 927 01:08:46,459 --> 01:08:48,661 >Being able to rotate 360, in all directions. 928 01:08:49,362 --> 01:08:54,134 >It can never do a janky thing when she's reloading while doing it, or aiming. 929 01:08:55,101 --> 01:08:58,638 >In water, there's an IK thing that will lift her chest and head up, 930 01:08:58,905 --> 01:09:03,376 >and then if it gets too deep, now we're in a special prone underwater moveset thing. 931 01:09:09,215 --> 01:09:12,752 >Her chest and arms and everything are matching ground plane. 932 01:09:13,453 --> 01:09:15,422 >Things that a player will never notice. 933 01:09:15,655 --> 01:09:17,190 >And it's because we purposely did it. 934 01:09:17,891 --> 01:09:25,598 >There's no such thing as, "Oh you know, it's not as good as this other game's one, but it's fine." 935 01:09:25,632 --> 01:09:30,036 >No, it's fuckin' Naughty Dog, we have to have the best version of the thing, 936 01:09:30,070 --> 01:09:31,004 >whatever that is. 937 01:09:41,614 --> 01:09:43,883 >Anthony: E3 overall was amazing. 938 01:09:44,184 --> 01:09:47,187 >The press conference was in a very different venue - 939 01:09:47,220 --> 01:09:49,589 >usually they have them in these big auditoriums, 940 01:09:49,956 --> 01:09:51,891 >and this was almost like a pop-up. 941 01:09:59,833 --> 01:10:01,935 >Kurt: It was more like a theme park idea, 942 01:10:01,968 --> 01:10:05,605 >but in a parking lot in a tent in Los Angeles in downtown. 943 01:10:09,109 --> 01:10:11,978 >They built a whole, crazy church thing… 944 01:10:12,012 --> 01:10:14,314 >which was pretty rad. 945 01:10:15,415 --> 01:10:18,051 >Neil: It was super cool, it was better than we expected. 946 01:10:36,736 --> 01:10:40,206 >You could feel the tension of people trying to figure out, "What is this press conference?" 947 01:10:40,240 --> 01:10:42,609 >"What's going on? What game are they gonna show here?" 948 01:10:55,021 --> 01:10:57,157 >On the Naughty Dog logo, you get this big cheer. 949 01:10:57,190 --> 01:10:59,059 >On the Ellie reveal, you get this big cheer. 950 01:11:06,132 --> 01:11:10,904 >Every moment that we've constructed and planned meticulously for… 951 01:11:11,371 --> 01:11:13,306 >really a year now, hit. 952 01:11:13,473 --> 01:11:15,141 >And hit the way we wanted it to hit. 953 01:11:16,142 --> 01:11:17,444 >Dina: Maybe they’re jealous of you. 954 01:11:20,080 --> 01:11:24,517 >Ellie: I’m... just a girl. Not a threat. 955 01:11:27,087 --> 01:11:29,055 >Dina: I think they should be terrified of you. 956 01:12:02,889 --> 01:12:03,656 >Ellie: Fucker… 957 01:12:08,795 --> 01:12:10,997 >Anthony: One of the biggest reactions was when the HUD came on. 958 01:12:13,800 --> 01:12:16,603 >They looked at that forest and thought, 959 01:12:16,636 --> 01:12:19,205 >"There's no way it can look this good, that's impossible." 960 01:12:19,239 --> 01:12:20,473 >But when we flashed the HUD, it's like, 961 01:12:20,507 --> 01:12:22,342 >"Yeah, that's it. This is the real game." 962 01:12:22,375 --> 01:12:24,411 >People are not ready for this. This is gonna fuck you up. 963 01:12:40,260 --> 01:12:42,362 >Dina: See? I told you. 964 01:12:47,033 --> 01:12:48,335 >They should be terrified. 965 01:13:01,448 --> 01:13:03,383 >Anthony: It was electric. 966 01:13:04,184 --> 01:13:06,286 >My skin was tingling the whole time. 967 01:13:06,753 --> 01:13:09,989 >Kurt: As soon as it's done playing, I'm on my phone. 968 01:13:10,557 --> 01:13:13,026 >Arnaldo: It was wild to see it just everywhere - 969 01:13:13,026 --> 01:13:15,061 >see it on YouTube, see people commenting on it. 970 01:13:25,638 --> 01:13:28,274 >It was a really special moment. 971 01:13:29,242 --> 01:13:32,312 >I shipped something as a level designer. 972 01:13:34,214 --> 01:13:37,751 >Kurt: There was such a reaction to the animation fidelity. 973 01:13:37,784 --> 01:13:39,819 >"Holy crap, this is the best-looking animation I've ever seen, 974 01:13:39,853 --> 01:13:40,754 >are you kidding me?" 975 01:13:41,154 --> 01:13:44,124 >Joe: We're on the forums, going through the messages, 976 01:13:44,157 --> 01:13:46,159 >seeing how much people think it's amazing. 977 01:13:46,192 --> 01:13:49,295 >Someone's like, sort of cynically, that our stuff was fake. 978 01:13:50,230 --> 01:13:52,599 >Neil: I guess it's a compliment to the animation team, 979 01:13:52,632 --> 01:13:55,168 >for someone to say it's fake when they're working so hard. 980 01:13:55,201 --> 01:13:58,438 >Right away I responded like, "Don't respond, don't do anything." 981 01:13:58,738 --> 01:14:00,807 >It's just not professional. 982 01:14:00,874 --> 01:14:02,642 >Joe: I was a little anxious about it 'cause… 983 01:14:02,742 --> 01:14:05,445 >it's a LITTLE fake. You know? 984 01:14:05,979 --> 01:14:07,514 >Kurt: "Fake" is an interesting word. 985 01:14:07,547 --> 01:14:09,349 >There's an argument that he's right. 986 01:14:09,416 --> 01:14:10,650 >Neil: It's not the final, polished game. 987 01:14:10,684 --> 01:14:14,020 >You can't play this demo in any way, you have to play it in this very specific way. 988 01:14:14,354 --> 01:14:16,523 >But before we even showed the demo, it was like, 989 01:14:16,623 --> 01:14:19,125 >"Let's not put anything in there we feel like we can't do." 990 01:14:19,192 --> 01:14:21,661 >Kurt: There was no thing of like, "We don't know how we're gonna do that." 991 01:14:21,695 --> 01:14:25,098 >It was just we don't have it systemic yet. 992 01:14:25,265 --> 01:14:28,335 >Like systemically, a guy pulling you out from underneath a car… 993 01:14:29,302 --> 01:14:30,570 >We didn't have that hooked up yet. 994 01:14:34,808 --> 01:14:36,009 >Ellie: Motherfucker! 995 01:14:39,079 --> 01:14:40,680 >Kurt: Now we have it hooked up in the game… 996 01:14:43,416 --> 01:14:44,084 >Scar Male D: It's her! 997 01:14:59,866 --> 01:15:01,868 >Neil: Ultimately, as we're building the rest of the game, 998 01:15:01,901 --> 01:15:05,238 >if anything feels like it's not the right call for the game, 999 01:15:05,338 --> 01:15:06,573 >we don't mind changing it. 1000 01:15:06,606 --> 01:15:10,744 >We had certain things in the demo for the first Last of Us, 1001 01:15:10,777 --> 01:15:14,147 >where Joel picks up a pistol and takes out the individual bullets from it 1002 01:15:14,180 --> 01:15:15,248 >and then pockets it. 1003 01:15:15,548 --> 01:15:17,851 >And we could've done that, it just took too long. 1004 01:15:17,884 --> 01:15:19,986 >So for gameplay purposes, we cut that out. 1005 01:15:20,420 --> 01:15:22,088 >Joe: I was talking to other animators, and they were like, 1006 01:15:22,122 --> 01:15:24,991 >"Yeah man, they think it's fake. They have no idea. It's awesome." 1007 01:15:25,091 --> 01:15:27,827 >Anthony: The same animators who made this demo are gonna make the final game, 1008 01:15:27,861 --> 01:15:29,062 >so I dunno what you're talking about. 1009 01:15:30,230 --> 01:15:32,132 >Joe: They were confident, which I'm glad. 1010 01:15:32,932 --> 01:15:37,070 >Jeremy: We knew what we were doing and how special it was. 1011 01:15:38,972 --> 01:15:41,741 >It was a little bit of a microphone drop to the industry. 1012 01:15:41,775 --> 01:15:45,378 >For many it was inspirational, and they were excited to… 1013 01:15:45,512 --> 01:15:49,482 >be able to add some of those details to their future games. 1014 01:15:49,516 --> 01:15:52,819 >And for some of them, it absolutely freaked them out. 1015 01:15:53,153 --> 01:15:58,425 >To see that this might be the new bar that's expected for other games that follow. 1016 01:16:03,096 --> 01:16:06,032 >Kurt: Part of me is like, "Oh shit, they're fuckin' calling us out." 1017 01:16:06,499 --> 01:16:08,435 >It's like, we have to deliver this. 1018 01:16:10,737 --> 01:16:13,673 >We always were gonna, but people have called us out… 1019 01:16:14,107 --> 01:16:18,378 >so we HAVE to do a full-body throw animation 1020 01:16:18,445 --> 01:16:19,946 >when you pick up a bottle and you're running, 1021 01:16:19,979 --> 01:16:21,448 >and not just a partial animation. 1022 01:16:21,514 --> 01:16:22,882 >Because that guy fuckin' called us out. 1023 01:16:30,256 --> 01:16:35,095 >Anthony: The real challenge is making the whole game look as good as this one controlled situation. 1024 01:16:35,161 --> 01:16:39,165 >Neil: We come out of E3, and hopefully we've set the standard 1025 01:16:39,199 --> 01:16:41,368 >for this is what the rest of the game needs to feel like. 1026 01:16:51,077 --> 01:16:54,214 >Kurt: When you already know exactly what you're supposed to do in a game, 1027 01:16:54,247 --> 01:16:55,415 >you memorized everything… 1028 01:16:56,182 --> 01:16:58,752 >it's hard to have a true experience with it. 1029 01:16:59,152 --> 01:17:02,655 >We have to bring in people from the outside to play it fresh. 1030 01:17:12,032 --> 01:17:14,934 >Emilia: We try to start playtesting as early as possible. 1031 01:17:16,236 --> 01:17:18,872 >We've got testers in bright and early, they're gonna start playing the game. 1032 01:17:19,205 --> 01:17:21,041 >They're actually just right across the hall over here. 1033 01:17:34,487 --> 01:17:36,523 >Patrick: It is a fire drill. 1034 01:17:42,729 --> 01:17:44,864 >Because things have to work. 1035 01:17:52,639 --> 01:17:56,609 >Pete Ellis: I'm currently watching 10 people that we have in at the moment focus testing. 1036 01:17:57,177 --> 01:18:01,014 >I've got all of their screens up so I can watch… 1037 01:18:01,514 --> 01:18:03,183 >all of them at the same time, 1038 01:18:03,249 --> 01:18:06,186 >generally to keep track of any kind of recurring patterns 1039 01:18:06,219 --> 01:18:08,922 >or how long people generally take in certain areas. 1040 01:18:09,622 --> 01:18:11,825 >Patrick: They do things we haven't thought of. 1041 01:18:11,891 --> 01:18:13,393 >And it really shows us where our holes are, 1042 01:18:13,460 --> 01:18:15,895 >like, "Hm, maybe I should change this, maybe I should try that." 1043 01:18:16,830 --> 01:18:19,933 >Michael: This player's pretty lost, trying to figure out this puzzle here 1044 01:18:19,966 --> 01:18:21,668 >and they're trying to jump on a truck. 1045 01:18:21,968 --> 01:18:25,171 >He's got a really awesome solution here where he's putting… 1046 01:18:25,505 --> 01:18:29,075 >this plank on a dumpster and moving the dumpster around. 1047 01:18:29,809 --> 01:18:32,746 >We'll probably have to go in there and try to fix some of that stuff up, 1048 01:18:32,812 --> 01:18:36,750 >but we'd rather figure that out now than in 6 months. 1049 01:18:41,154 --> 01:18:42,822 >Pete Ellis: So things like puzzles like this one - 1050 01:18:43,189 --> 01:18:44,924 >although they're figuring out the puzzle, 1051 01:18:45,458 --> 01:18:49,329 >they're actually not doing it in the order that I'd like. 1052 01:18:49,362 --> 01:18:52,932 >What would be better is if they came into the space and realized, 1053 01:18:52,966 --> 01:18:57,470 >"Okay, that's the thing I need to be climbing up to or getting to." 1054 01:18:57,737 --> 01:19:01,007 >Then they can kind of work backwards from there and go, 1055 01:19:01,041 --> 01:19:04,010 >"Well if I need to get there, how do I get up? Oh, I can get up from this thing." 1056 01:19:07,414 --> 01:19:11,217 >It's quite heartbreaking when you see people who are really confused or don't get it, 1057 01:19:11,251 --> 01:19:14,754 >and it's something you think should be obvious, but it's not at all. 1058 01:19:17,490 --> 01:19:18,858 >But it's good data. 1059 01:19:21,961 --> 01:19:24,798 >Neil: We've had a few people on the team that have been really passionate about… 1060 01:19:24,864 --> 01:19:29,035 >making our games even more accessible for people with different kinds of disabilities 1061 01:19:29,069 --> 01:19:31,838 >and making sure as many people as possible can experience our game. 1062 01:19:34,240 --> 01:19:37,310 >Emilia: Accessibility's something that really touches a lot of people. 1063 01:19:37,410 --> 01:19:42,649 >As we get older, pretty much all of us are going to have some sort of accessibility need. 1064 01:19:43,183 --> 01:19:47,220 >Matthew: It's important to welcome people with disabilities into all of our public spaces, 1065 01:19:47,253 --> 01:19:51,624 >into our shared culture, and video games are a rich part of that. 1066 01:19:52,025 --> 01:19:57,497 >Paul: I love this, that you don't have to have a 2 button feature to keep her crouched down. 1067 01:19:57,964 --> 01:19:59,632 >This is awesome, I love that. 1068 01:20:01,167 --> 01:20:03,903 >Emilia: Brandon Cole, he said, "I heard you announced this game… 1069 01:20:04,204 --> 01:20:08,108 >What's the possibility of someone like myself being able to play it?" 1070 01:20:08,141 --> 01:20:09,676 >And Brandon is blind. 1071 01:20:09,976 --> 01:20:12,012 >I hadn't really thought about that before. 1072 01:20:12,078 --> 01:20:15,982 >I don't even know if it's even possible, but I wanna try 'cause that sounds interesting. 1073 01:20:17,484 --> 01:20:23,223 >If you click on the L3 button, it turns the screen and character towards your… 1074 01:20:23,690 --> 01:20:24,691 >the next objective. 1075 01:20:25,291 --> 01:20:27,694 >You're able to instantly flip. 1076 01:20:28,261 --> 01:20:31,765 >Matthew: It was very much inspired by the talk you gave last time you were here. 1077 01:20:31,798 --> 01:20:34,534 >Brandon: I figured. That's a beautiful thing. 1078 01:20:35,702 --> 01:20:39,272 >Matthew: We had this feature that let you navigate along the golden path, 1079 01:20:39,606 --> 01:20:43,076 >and we also had this other feature, you could put out this sonar pulse 1080 01:20:43,109 --> 01:20:45,645 >and you'd hear where all the items and enemies are located. 1081 01:20:49,082 --> 01:20:50,650 >But Brandon was playing that, and was like, 1082 01:20:50,684 --> 01:20:54,654 >"This navigation feature is great, but I don't wanna just follow the golden path… 1083 01:20:54,721 --> 01:20:56,256 >I wanna navigate to other things." 1084 01:20:56,289 --> 01:20:59,059 >It occurred to us, "We can combine these 2 features." 1085 01:20:59,159 --> 01:21:02,095 >We can let you scan for items, and then navigate to that item. 1086 01:21:02,429 --> 01:21:04,464 >Brandon: This gives you more room if you do it this way, 1087 01:21:04,497 --> 01:21:06,866 >for different types of sounds for different types of items. 1088 01:21:06,900 --> 01:21:11,671 >You know what I'm saying? Different sounds for parts, explosives, keys... 1089 01:21:12,172 --> 01:21:14,074 >Matthew: Craftables and collectibles… 1090 01:21:14,107 --> 01:21:15,742 >Brandon: Yes. Exactly. 1091 01:21:16,376 --> 01:21:18,945 >But since we wanna hunt for secrets just like anyone else, 1092 01:21:19,346 --> 01:21:24,084 >we're also gonna wanna know, "Hey there's SOMETHING way over there." 1093 01:21:24,250 --> 01:21:26,519 >Matthew: Players with disabilities still want to have challenge. 1094 01:21:26,553 --> 01:21:28,955 >Emilia: It's not about just making an easy mode. 1095 01:21:29,589 --> 01:21:31,491 >Matthew: What happened there was an auto-vault. 1096 01:21:31,725 --> 01:21:34,327 >So you pressed into a wall and it automatically vaulted. 1097 01:21:34,694 --> 01:21:35,729 >Brandon: I feel happy about this. 1098 01:21:36,496 --> 01:21:40,900 >Matthew: This is an example of the good part of the studio culture which is self-empowered, 1099 01:21:40,934 --> 01:21:44,437 >that I think allowed us to do this crazy thing, 1100 01:21:44,471 --> 01:21:48,408 >this thing that I couldn't tell you if it makes business sense to some degree, 1101 01:21:48,441 --> 01:21:50,577 >but it was something we were passionate about and interested in. 1102 01:21:50,810 --> 01:21:52,645 >There was a way we saw we could make the game better, 1103 01:21:52,679 --> 01:21:56,483 >it was something we saw we could push the frontiers of and we went with it. 1104 01:21:58,018 --> 01:21:59,452 >Studio leadership was supportive of us, 1105 01:21:59,452 --> 01:22:02,422 >but it really was a bottom-up kind of initiative. 1106 01:22:02,522 --> 01:22:03,156 >Emilia: Yeah, absolutely. 1107 01:22:03,189 --> 01:22:07,293 >And I think that early success really helped to build momentum 1108 01:22:07,327 --> 01:22:08,695 >for the rest of the project. 1109 01:22:09,996 --> 01:22:14,567 >Neil: Shielding everybody from the costs and the budget of these decisions 1110 01:22:14,601 --> 01:22:16,736 >helps them focus on their discipline. 1111 01:22:16,803 --> 01:22:19,906 >Don't worry about money, worry about making the best game possible. 1112 01:22:19,939 --> 01:22:22,442 >Trust that there are people at the top that are looking at the budget, 1113 01:22:22,475 --> 01:22:23,677 >and considering that. 1114 01:22:28,314 --> 01:22:31,418 >Anthony: At a certain point in the project, we start offering dinners to the team. 1115 01:22:35,488 --> 01:22:39,125 >And it's an acknowledgement of, "Okay there's a lot of hard work to get done" … 1116 01:22:44,898 --> 01:22:47,167 >when we know people are probably gonna want to be staying late. 1117 01:22:52,839 --> 01:22:54,074 >Now we are crunching. 1118 01:22:58,478 --> 01:22:59,479 >This is crunch. 1119 01:23:11,091 --> 01:23:16,796 >Neil: I must've felt it for months, that this release date is not realistic with how big the game is. 1120 01:23:19,099 --> 01:23:21,101 >People were asking us, "Is this a real date?" 1121 01:23:21,134 --> 01:23:22,969 >because it's not feeling like a real date anymore. 1122 01:23:23,003 --> 01:23:25,705 >So we felt like we had to react pretty soon. 1123 01:23:27,240 --> 01:23:32,746 >Then at some point it just felt like because people were starting to put in longer hours… 1124 01:23:32,779 --> 01:23:36,783 >it wouldn't have been fair to not figure this stuff out sooner than later. 1125 01:23:42,222 --> 01:23:45,358 >Kurt: (sighs) Are we ever gonna finish this game? 1126 01:23:47,727 --> 01:23:50,163 >Neil: If you work hard for longer, that could have a toll on you. 1127 01:23:53,967 --> 01:23:55,735 >We told everybody, pace yourselves. 1128 01:23:57,103 --> 01:23:59,439 >It's a marathon, it's not a sprint. 1129 01:24:04,144 --> 01:24:06,179 >We settled on a February release date. 1130 01:24:08,715 --> 01:24:10,417 >We'll leave some gas in the tank. 1131 01:24:13,953 --> 01:24:19,592 >Anthony: Right now, we are dancing a very intricate and dangerous dance. 1132 01:24:20,160 --> 01:24:23,563 >We have something like 6 months left to finish the game. 1133 01:24:23,763 --> 01:24:26,533 >And we are also showing a demo to the press. 1134 01:24:27,200 --> 01:24:30,403 >The longest playable demo we've ever done - 1135 01:24:30,437 --> 01:24:32,272 >2 separate levels of the game. 1136 01:24:32,505 --> 01:24:35,475 >A level towards the beginning of the game where you play… 1137 01:24:35,709 --> 01:24:38,712 >with Dina on patrol outside of Jackson. 1138 01:24:39,813 --> 01:24:43,650 >And then the second part of the demo is in a level that's super duper challenging - 1139 01:24:43,750 --> 01:24:46,353 >Ellie by herself, murder mode. 1140 01:24:47,320 --> 01:24:51,091 >So what we're doing for the press in 9 weeks is… 1141 01:24:51,391 --> 01:24:52,826 >really those 2 levels of the game. 1142 01:24:52,859 --> 01:24:55,695 >It's unlikely we'll need to touch them again 'til the game ships. 1143 01:24:56,463 --> 01:24:59,699 >That was really the only kind of demo we could do at this point 1144 01:24:59,733 --> 01:25:02,202 >that would still help further our production goals 1145 01:25:02,235 --> 01:25:05,305 >as well as give us this marketing boost that we need. 1146 01:25:07,307 --> 01:25:09,075 >Neil: The more we talked about it the more we convinced ourselves, 1147 01:25:09,109 --> 01:25:12,145 >"This would actually be a good time to put out a trailer." 1148 01:25:12,512 --> 01:25:15,648 >Kurt: Building these 2 major demos and a trailer next to… 1149 01:25:15,715 --> 01:25:18,184 >the rest of the fucking game…? Phew. 1150 01:25:18,651 --> 01:25:20,887 >Neil: That felt impossible early on. 1151 01:25:21,354 --> 01:25:23,590 >The thing that's always hard for us is the polish. 1152 01:25:23,723 --> 01:25:27,927 >You review these things and we're looking at all these tiny details. 1153 01:25:29,629 --> 01:25:32,766 >Even that shot of Jackson, it's like, where should the trees be? 1154 01:25:32,799 --> 01:25:36,202 >How much fog should there be? How much sun? How should the sun hit the clouds? 1155 01:25:37,203 --> 01:25:38,638 >How do we get all these civilians? 1156 01:25:38,672 --> 01:25:42,008 >The kids, do they have the proper gear? Are they wearing the right clothes? 1157 01:25:42,075 --> 01:25:44,711 >Is the tractor leaving tracks on the ground? 1158 01:25:44,944 --> 01:25:49,382 >That kind of crazy detail can only come through all these departments 1159 01:25:49,416 --> 01:25:53,920 >coming together and rising to this occasion to achieve that level of quality. 1160 01:26:01,661 --> 01:26:03,863 >We wanted to show the team the final trailer. 1161 01:26:04,764 --> 01:26:07,567 >Before we show you the trailer, just to say thank you to everyone… 1162 01:26:07,600 --> 01:26:10,136 >where we jumped from doing a 3-hour demo 1163 01:26:10,403 --> 01:26:12,539 >to this trailer where we had almost nothing. 1164 01:26:12,572 --> 01:26:15,608 >It's pretty amazing what we can do when we all come together. 1165 01:26:16,076 --> 01:26:17,544 >In fact, it's so amazing you can forget. 1166 01:26:17,610 --> 01:26:19,646 >I've been here for a long time and I can forget. 1167 01:26:19,979 --> 01:26:23,983 >So to remind you, maybe reignite some of that panic, we're gonna show you 2 trailers. 1168 01:26:24,050 --> 01:26:25,652 >One from exactly a month ago, 1169 01:26:25,719 --> 01:26:28,521 >and one from about an hour ago when we wrapped up the trailer. 1170 01:26:28,922 --> 01:26:29,789 >So, enjoy. 1171 01:26:37,697 --> 01:26:39,232 >Jesse: Look who decided to join us. 1172 01:26:40,600 --> 01:26:41,134 >Alright. 1173 01:26:41,534 --> 01:26:42,335 >You all know the drill. 1174 01:26:43,870 --> 01:26:45,238 >Ellie: Dina! Where are you! 1175 01:26:51,444 --> 01:26:53,747 >Joel: You think I'd let you do this on your own? 1176 01:27:01,354 --> 01:27:02,489 >Jeremy: That only gets one clap. 1177 01:27:04,691 --> 01:27:07,027 >Neil: Keep in mind, this is what the whole game's gonna look like. 1178 01:27:07,060 --> 01:27:08,194 >We're gonna make it this awesome. 1179 01:27:15,335 --> 01:27:16,670 >Ellie: You can't stop this. 1180 01:27:18,405 --> 01:27:20,507 >Neil: This was a good reminder, look, 1181 01:27:20,507 --> 01:27:22,642 >when we come together, when we rise to the occasion, 1182 01:27:22,676 --> 01:27:24,611 >when we do this thing that people outside the studio talk about, 1183 01:27:24,678 --> 01:27:25,745 >like, this Naughty Dog magic, 1184 01:27:25,812 --> 01:27:27,280 >this is what it looks like. 1185 01:27:28,048 --> 01:27:30,316 >So when you look at parts of the game that aren't there yet, 1186 01:27:30,350 --> 01:27:34,120 >know that we can get there in a pretty short period of time when we're so focused. 1187 01:27:42,996 --> 01:27:44,464 >Ryan: The date was the scariest part about that. 1188 01:27:44,497 --> 01:27:46,199 >[laughter] 1189 01:27:46,533 --> 01:27:47,667 >Evan: We got the trailer done. 1190 01:27:54,274 --> 01:27:59,412 >Just wanted to take this moment to run through the events of Outbreak Week, 1191 01:27:59,446 --> 01:28:02,282 >which is when the trailer's going to debut. 1192 01:28:02,849 --> 01:28:06,619 >We are going to be having the big press event in Koreatown, 1193 01:28:06,653 --> 01:28:07,987 >at this giant warehouse. 1194 01:28:09,222 --> 01:28:12,225 >We're actually having 80 journalists from all over the world come. 1195 01:28:12,258 --> 01:28:14,928 >We gotta make sure we have very comfortable chairs for 3 hours. 1196 01:28:19,966 --> 01:28:23,937 >Halley: Outbreak Day is the day the outbreak happened in the United States in 2013. 1197 01:28:23,970 --> 01:28:27,440 >Anthony: In real life, we celebrate September 26 as Last of Us Day. 1198 01:28:29,642 --> 01:28:32,779 >Neil: Every September 26th, we've done something for Last of Us fans. 1199 01:28:36,016 --> 01:28:38,718 >Kurt: When people play these 2 sections which are very different, 1200 01:28:38,752 --> 01:28:43,556 >I hope and I feel that both of them are equally impressive. 1201 01:28:55,502 --> 01:28:58,138 >When you play that first demo, you're like, "That was incredible." 1202 01:29:01,341 --> 01:29:02,375 >Ellie: Oh my god. 1203 01:29:02,909 --> 01:29:04,577 >Kurt: This could've been the whole demo, this could've been the whole thing. 1204 01:29:04,611 --> 01:29:06,680 >It says enough about what the game is. 1205 01:29:08,248 --> 01:29:12,252 >Then you play the other half and it's way more mechanics-heavy, way more combat-heavy. 1206 01:29:12,952 --> 01:29:13,720 >Militia Female C: Keep going, boy. 1207 01:29:18,792 --> 01:29:19,225 >Ellie: There. 1208 01:29:20,160 --> 01:29:24,698 >Kurt: In the highest level of how Naughty Dog is perceived as a company, 1209 01:29:25,131 --> 01:29:28,268 >it's that we're story first and mechanics second. 1210 01:29:28,635 --> 01:29:33,606 >A lot of it is, I think, proving to the press and the people that yes, we can do both. 1211 01:29:35,675 --> 01:29:39,179 >Neil: I want people to walk right in and say, "This is the best-controlling… 1212 01:29:39,212 --> 01:29:40,980 >this is the best-feeling 3rd person shooter." 1213 01:29:41,214 --> 01:29:45,785 >Kurt: It's on the level of the best action-stealth games you've ever played. 1214 01:29:49,189 --> 01:29:49,889 >Ellie: Just shut up. 1215 01:29:51,624 --> 01:29:55,395 >Anthony: One of the things that I've always found really exciting about The Last of Us 1216 01:29:55,428 --> 01:29:59,399 >is the fidelity at which we represent human intelligence. 1217 01:29:59,466 --> 01:30:03,837 >Jeremy: One of the ways that really helped make them feel more human and more alive 1218 01:30:03,870 --> 01:30:07,273 >was the way that they used their body language to communicate to each other. 1219 01:30:07,607 --> 01:30:09,976 >Militia Male D: Everybody spread out! We may have multiples! 1220 01:30:11,678 --> 01:30:16,583 >Jeremy: We had a number of sessions where the animation team, design team, and programmers 1221 01:30:16,649 --> 01:30:19,886 >all got together and we acted out a number of scenarios. 1222 01:30:19,919 --> 01:30:22,789 >And what that does is it gives us really great reference, 1223 01:30:22,822 --> 01:30:27,527 >and touchpoints that we can always look back to about the way we naturally behave, 1224 01:30:27,560 --> 01:30:29,796 >the way we naturally respond to each other. 1225 01:30:30,797 --> 01:30:34,501 >Those are the types of details we want to weave back into the game. 1226 01:30:34,901 --> 01:30:36,369 >WLF Soldier: Someone took out Zoe! 1227 01:30:37,370 --> 01:30:38,738 >Who the fuck's out there?! 1228 01:30:39,406 --> 01:30:41,207 >Sweep the whole goddamn street. 1229 01:30:42,409 --> 01:30:46,179 >Halley: Our NPCs are named so that you understand these people have relationships. 1230 01:30:46,246 --> 01:30:48,214 >Kurt: They wanna get revenge on you. It's this little… 1231 01:30:48,748 --> 01:30:52,052 >little mini-loop of the whole premise of the game. 1232 01:30:52,419 --> 01:30:54,454 >WLF Soldier: Omar! Flank her! 1233 01:30:56,322 --> 01:30:58,358 >Kurt: I just killed their friend and they wanna kill me now. 1234 01:31:01,695 --> 01:31:02,295 >WLF Soldier: Omar! 1235 01:31:03,496 --> 01:31:07,434 >Halley: There's a cost. You kill that person, his friend now feels a loss. 1236 01:31:07,667 --> 01:31:09,736 >His dog is now alone. 1237 01:31:10,804 --> 01:31:11,871 >[dog whines] 1238 01:31:15,909 --> 01:31:18,545 >Anthony: Dogs are really difficult, to start off with, because they're quadrupeds. 1239 01:31:18,578 --> 01:31:21,681 >They don't turn around, they kind of wheel around a little bit. 1240 01:31:21,948 --> 01:31:23,249 >WLF Soldier: Smell something, girl? 1241 01:31:23,717 --> 01:31:26,453 >Jeremy: The main concern we had is… 1242 01:31:26,519 --> 01:31:31,424 >how is it that we can actually get a dog to perform a dance card on the motion capture set? 1243 01:31:31,758 --> 01:31:36,996 >When we finally brought them on set, it was just incredible what these dogs are capable of doing 1244 01:31:37,030 --> 01:31:40,433 >and what the trainers were able to accomplish in a short time. 1245 01:31:40,467 --> 01:31:41,735 >Woman: Jump, jump! 1246 01:31:41,768 --> 01:31:44,237 >Good boy! There you go. 1247 01:31:45,538 --> 01:31:50,076 >Anthony: They move extremely quickly, so they're super hard to shoot. 1248 01:31:55,048 --> 01:31:57,017 >They are very low to the ground. 1249 01:31:57,083 --> 01:31:59,719 >You have these attacks that are designed to go up here, 1250 01:31:59,953 --> 01:32:02,088 >and then you have to do them down there. 1251 01:32:05,025 --> 01:32:09,763 >Neil: Killing a dog has gotten people more upset than anything else in the game - 1252 01:32:09,796 --> 01:32:11,664 >than hanging people, than eviscerating people. 1253 01:32:11,965 --> 01:32:14,067 >Kurt: We're gonna break new ground in dog murder. 1254 01:32:19,072 --> 01:32:22,609 >Halley: We had a new scripter start 2 months ago. 1255 01:32:22,642 --> 01:32:24,177 >First question when she walks into the middle of the room, 1256 01:32:24,210 --> 01:32:27,213 >"I have one question - does the dog survive?" 1257 01:32:27,247 --> 01:32:30,183 >And everyone's like, "Oh, no. First day…" 1258 01:32:39,859 --> 01:32:43,263 >Kurt: We killed it, and then you have to love it knowing it's already dead. 1259 01:32:43,329 --> 01:32:45,432 >There's probably gonna be people upset about that. 1260 01:32:45,899 --> 01:32:48,134 >Mel: Hey, Al. You wanna go to the trucks? 1261 01:32:48,168 --> 01:32:49,269 >Let’s go to the trucks. 1262 01:32:49,536 --> 01:32:51,805 >Anthony: With the notable exception of Alice, 1263 01:32:51,838 --> 01:32:56,543 >we took great pains to ensure that every combat encounter that you fight against a dog 1264 01:32:57,410 --> 01:32:59,245 >you do not have to kill any of them. 1265 01:33:02,882 --> 01:33:05,518 >It's more palatable to kill people because they're all there… 1266 01:33:05,552 --> 01:33:06,853 >because they choose to be there, 1267 01:33:07,287 --> 01:33:10,156 >but all of these dogs were trained to do this exact thing. 1268 01:33:10,190 --> 01:33:13,126 >So you're killing an innocent creature. 1269 01:33:14,861 --> 01:33:15,628 >WLF Soldier: The fuck's that? 1270 01:33:15,662 --> 01:33:16,329 >Fuck, fuck! 1271 01:33:18,832 --> 01:33:19,366 >Ellie: Got you. 1272 01:33:21,568 --> 01:33:25,605 >Anthony: That feeling of discomfort is exactly what we're trying to explore with The Last of Us. 1273 01:33:27,507 --> 01:33:29,409 >Ironically, making them more realistic… 1274 01:33:29,743 --> 01:33:32,512 >makes people feel more okay about killing them. 1275 01:33:32,612 --> 01:33:35,815 >We had kind of a goofy art prototype, 1276 01:33:35,849 --> 01:33:38,218 >we had just a very rough dog. 1277 01:33:38,251 --> 01:33:45,258 >We found that goofy dog that had no fur, people felt really bad about killing it. 1278 01:33:45,291 --> 01:33:47,060 >When you would shoot them, they would fall over dead 1279 01:33:47,093 --> 01:33:50,764 >and give one last whine as their dying breath, so… 1280 01:33:51,297 --> 01:33:56,903 >We tried to really tone down the pitiability of all the dogs. 1281 01:34:03,309 --> 01:34:06,246 >Rob: The best sound in most games are the stuff you don't notice. 1282 01:34:06,713 --> 01:34:09,049 >The foley in the game is extremely detailed. 1283 01:34:10,483 --> 01:34:11,685 >[sheep bleating] 1284 01:34:14,287 --> 01:34:18,091 >Rob: Things like foley are very easy to get wrong 1285 01:34:18,124 --> 01:34:19,993 >and noticed for the wrong reason. 1286 01:34:20,360 --> 01:34:21,795 >Very difficult to get right, 1287 01:34:21,895 --> 01:34:24,564 >but when you get it right, no one's gonna pat you on the back for it. 1288 01:34:26,433 --> 01:34:28,968 >Audio guys are a different breed - we listen to everything all the time. 1289 01:34:29,002 --> 01:34:29,803 >It's kind of a curse. 1290 01:34:37,110 --> 01:34:41,948 >Our ability to use pre-recorded assets from a library that's commercially available… 1291 01:34:42,015 --> 01:34:44,818 >has been diminished almost entirely. 1292 01:34:44,851 --> 01:34:47,921 >Because we have very specific needs. 1293 01:34:51,291 --> 01:34:54,227 >Man: [screeching] 1294 01:34:58,598 --> 01:35:03,737 >Rob: We're trying to take what we did in the first game and bring it to another level of detail. 1295 01:35:13,313 --> 01:35:15,048 >Beau: Yeah, play with that a little bit. 1296 01:35:15,115 --> 01:35:17,317 >Mixing that tonality is cool. 1297 01:35:17,417 --> 01:35:17,984 >Yeah. 1298 01:35:17,717 --> 01:35:17,984 >Man: Okay. 1299 01:35:19,219 --> 01:35:21,354 >Rob: The enemies themselves, especially the infected, 1300 01:35:21,388 --> 01:35:23,857 >have had to go through a review process. 1301 01:35:23,923 --> 01:35:25,358 >In the first game, they're pretty coarse. 1302 01:35:25,392 --> 01:35:26,726 >They're basically on or off. 1303 01:35:26,760 --> 01:35:28,094 >They're either walking around mumbling… 1304 01:35:30,063 --> 01:35:31,664 >or they're freaking out, trying to get you. 1305 01:35:38,571 --> 01:35:43,643 >So now we've developed this murmuration/breath system that… 1306 01:35:44,010 --> 01:35:48,848 >allows them to have a much more natural flow between being agitated and not. 1307 01:36:05,398 --> 01:36:08,034 >A big part of those recording sessions is… 1308 01:36:08,068 --> 01:36:11,071 >working with the voice actors, it's much more collaborative. 1309 01:36:11,571 --> 01:36:14,140 >Man: [vocalizing] 1310 01:36:14,741 --> 01:36:16,209 >Beau: Yeah, that's cool. 1311 01:36:17,277 --> 01:36:21,114 >I kinda wanna see what your more natural voice sounds like. 1312 01:36:21,147 --> 01:36:24,317 >Rob: You're basically trying to coach people that they're not zombies. 1313 01:36:26,519 --> 01:36:27,620 >Beau: Now imagine sprinting. 1314 01:36:30,990 --> 01:36:31,825 >Man: I'm already out of breath. 1315 01:36:32,158 --> 01:36:33,893 >Beau: Yeah, take your time, man. 1316 01:36:33,927 --> 01:36:34,961 >That's really great. 1317 01:36:35,295 --> 01:36:36,796 >Rob: One of the folks that we worked with… 1318 01:36:37,897 --> 01:36:40,633 >the sounds he was able to generate from himself… 1319 01:36:41,234 --> 01:36:43,336 >was unlike anything I've ever heard before. 1320 01:36:58,118 --> 01:37:02,589 >Gnarly-sounding roars and breaths and wheezes and… 1321 01:37:02,622 --> 01:37:05,492 >really interesting stuff that I've never heard come out of a person ever. 1322 01:37:12,799 --> 01:37:16,002 >Sound is inherently post-production on a lot of this stuff. 1323 01:37:16,069 --> 01:37:18,071 >We just have to be jamming. 1324 01:37:18,104 --> 01:37:21,241 >We have to be as prepared as possible, and that's what we try to do. 1325 01:37:21,808 --> 01:37:23,643 >A lot of stuff is yet to come for us. 1326 01:37:24,444 --> 01:37:26,746 >Which means there's not a lot of time left. 1327 01:37:27,480 --> 01:37:29,482 >Which means it's gonna get really intense. 1328 01:37:29,482 --> 01:37:31,851 >It gets intense for everybody, but for audio in particular… 1329 01:37:34,220 --> 01:37:35,155 >we'll be here late. 1330 01:37:43,296 --> 01:37:44,864 >Emilia: I think that… 1331 01:37:45,331 --> 01:37:48,301 >I don't know if it's the whole studio, but I know I'm definitely feeling… 1332 01:37:48,335 --> 01:37:49,836 >very tired right now. 1333 01:37:51,237 --> 01:37:52,939 >I'm feeling a little burned out. 1334 01:37:54,107 --> 01:37:58,478 >I'm realizing that I can't crunch like I used to. 1335 01:37:58,511 --> 01:38:01,047 >I can't put everything I have into… 1336 01:38:01,981 --> 01:38:05,051 >these games as much as I was able to when I first got here. 1337 01:38:05,085 --> 01:38:08,288 >It's pretty unanimous that this game is really big. 1338 01:38:08,488 --> 01:38:11,558 >Or, it's bigger than we'd like it to be. 1339 01:38:13,326 --> 01:38:17,430 >Joe: The Last of Us Part I is small compared to this game. 1340 01:38:17,764 --> 01:38:20,033 >My argument: make the game small again. 1341 01:38:20,433 --> 01:38:21,835 >I don't even call them small. 1342 01:38:23,403 --> 01:38:27,440 >Halley: There were times when I was writing 40 pages of in-game dialogue a night. 1343 01:38:28,108 --> 01:38:32,012 >Neil kept saying, "Stop, you have to give it to somebody else, 1344 01:38:32,045 --> 01:38:34,047 >we'll hire somebody, we will make this work." 1345 01:38:34,080 --> 01:38:38,752 >And I was foolishly like, "I can handle it, I'm tough." 1346 01:38:39,386 --> 01:38:42,822 >I would like somebody to teach me how to have work-life balance. 1347 01:38:44,057 --> 01:38:46,626 >Rob: There are some times where I wish I had… 1348 01:38:47,761 --> 01:38:50,797 >somebody in production or a big brother that could be like, "No, go home." 1349 01:38:50,864 --> 01:38:55,435 >"This is already great, you don't need to do the next thing." 1350 01:38:57,070 --> 01:39:00,273 >Joe: I feel like at any given point, you go into the kitchen and you'll find people… 1351 01:39:00,306 --> 01:39:02,909 >what I would say, "salon-ing" about the game. 1352 01:39:02,942 --> 01:39:06,713 >Like, going deep philosophy into what's working, what isn't. 1353 01:39:07,213 --> 01:39:08,915 >People criticizing this or that - 1354 01:39:08,948 --> 01:39:10,784 >"This doesn't look good. I don't like this scene." 1355 01:39:10,817 --> 01:39:12,886 >"This doesn't work for me. I hate this." 1356 01:39:13,253 --> 01:39:16,756 >Neil: They're going to lunch and expressing doubt to each other, like, 1357 01:39:16,790 --> 01:39:20,126 >"Is this gonna come together? Is this the one that screws Naughty Dog up?" 1358 01:39:20,460 --> 01:39:24,698 >Let me just exude whatever confidence I have left to try to bestow this person with it, 1359 01:39:24,731 --> 01:39:26,533 >so they can feel inspired and go off and do their work. 1360 01:39:26,566 --> 01:39:28,501 >But then sometimes you're alone in the office, and you're like… 1361 01:39:29,302 --> 01:39:31,971 >"What if this DOESN'T come together? What if this is the one that sucks?" 1362 01:39:32,505 --> 01:39:34,541 >"What if this is the one that sinks Naughty Dog?" 1363 01:39:35,208 --> 01:39:38,011 >So then you have to bury it, compartmentalize it. 1364 01:39:38,311 --> 01:39:40,580 >Who knows what damage it does to your body while you're doing that. 1365 01:39:40,880 --> 01:39:41,848 >Because ultimately… 1366 01:39:42,949 --> 01:39:45,752 >you can't let that fear dictate how you work. 1367 01:39:46,152 --> 01:39:47,454 >And just… keep the faith. 1368 01:40:14,047 --> 01:40:17,751 >Emilia: The game was just about done, was content-complete… 1369 01:40:19,285 --> 01:40:21,321 >We were fixing bugs when… 1370 01:40:23,189 --> 01:40:29,796 >Neil: There's these rumblings of this pandemic happening. 1371 01:40:29,829 --> 01:40:31,865 >Kurt: I remember when COVID hit, and we were like… 1372 01:40:31,898 --> 01:40:34,701 >"Bro, really? For real pandemic?" 1373 01:40:35,402 --> 01:40:38,938 >Neil: At first it feels like, "Oh, this is nothing we need to worry about." 1374 01:40:39,372 --> 01:40:41,441 >And then all of a sudden you DO have to worry about it. 1375 01:40:42,075 --> 01:40:44,811 >Kurt: Are people gonna want to play a game that takes place in a pandemic 1376 01:40:44,878 --> 01:40:46,179 >when there's a real pandemic? 1377 01:40:50,283 --> 01:40:52,786 >Anthony: We had never worked from home. Ever. 1378 01:40:52,819 --> 01:40:55,989 >Naughty Dog was strictly against working from home. 1379 01:40:56,156 --> 01:41:00,160 >Arnaldo: We did not have the infrastructure set up at this studio to work from home. 1380 01:41:00,393 --> 01:41:04,030 >Anthony: Because we were so intense about security and leaks… 1381 01:41:04,497 --> 01:41:08,935 >that all of our data, including our emails and chats and IMs, 1382 01:41:08,968 --> 01:41:11,137 >it all had to be on a server inside the building. 1383 01:41:20,914 --> 01:41:23,717 >We were airgapped from the outside world. 1384 01:41:24,451 --> 01:41:28,455 >Neil: The operations team, the IT team, our engineering team, 1385 01:41:28,488 --> 01:41:32,726 >they all had to coordinate in a very short period of time to get us working from home. 1386 01:41:34,194 --> 01:41:35,929 >We don't even know when the game can come out. 1387 01:41:35,995 --> 01:41:39,566 >Kurt: Sony was like, "We don't know if we can physically ship this product… 1388 01:41:39,599 --> 01:41:41,534 >with the supply chain and stuff." 1389 01:41:41,568 --> 01:41:44,471 >Neil: We had to come out and say, "The game can't come out in this state, 1390 01:41:44,571 --> 01:41:46,139 >and we don't even know when it will come out." 1391 01:41:46,172 --> 01:41:47,540 >It's delayed indefinitely. 1392 01:41:49,943 --> 01:41:53,279 >So a lot of our most hardcore fans are angry with us. 1393 01:41:54,814 --> 01:41:59,252 >Around the same exact time, we started having these leaks. 1394 01:42:00,020 --> 01:42:01,755 >We're like, "We didn't put out this video." 1395 01:42:02,022 --> 01:42:03,456 >Where is this coming from? 1396 01:42:04,224 --> 01:42:07,427 >It's a video from one of our reviews, so you could hear the notes… 1397 01:42:07,460 --> 01:42:11,331 >and people that can't attend the meeting can watch it after the fact. 1398 01:42:12,799 --> 01:42:14,934 >We store all these videos on our server. 1399 01:42:17,070 --> 01:42:19,506 >Did it come from the inside? Someone within Naughty Dog? 1400 01:42:20,006 --> 01:42:21,207 >Matthew: My first thought was, 1401 01:42:21,474 --> 01:42:24,978 >"This isn't a developer leaking this, is it? This isn't someone on the team." 1402 01:42:26,012 --> 01:42:29,315 >Neil: It's this person in this Netherlands, downloaded terabytes of videos 1403 01:42:29,349 --> 01:42:31,518 >through a backdoor in the server. 1404 01:42:32,152 --> 01:42:34,087 >And then this is where we made a fatal error. 1405 01:42:34,354 --> 01:42:35,855 >Let's close this backdoor. 1406 01:42:36,489 --> 01:42:39,626 >Then this person put out everything. 1407 01:42:40,293 --> 01:42:42,696 >A video goes up on YouTube - and I don't remember what the first video was - 1408 01:42:42,729 --> 01:42:45,165 >but it was something relatively benign. 1409 01:42:45,231 --> 01:42:48,802 >Anthony: They weren't super important scenes, they were little clips. 1410 01:42:48,835 --> 01:42:51,838 >It was like, "Okay, that's a little weird. What is that?" 1411 01:42:51,871 --> 01:42:54,407 >Kurt: All out of order and stuff. And I was like, 1412 01:42:54,441 --> 01:42:56,943 >"Oh… oh, that's bad." 1413 01:42:57,344 --> 01:43:01,314 >Halley: And you just wanted to say, "Stop, wait! Don't watch it!" 1414 01:43:01,948 --> 01:43:03,383 >You're going to ruin things for yourself. 1415 01:43:03,416 --> 01:43:07,487 >Kurt: There's Youtubers I've watched for years and they're making entire videos 1416 01:43:07,520 --> 01:43:12,125 >and the title is like, "Fuck Naughty Dog" and "Fuck The Last of Us Part II." 1417 01:43:12,158 --> 01:43:14,961 >Neil: There's just all this negativity and no positivity, 1418 01:43:14,994 --> 01:43:16,329 >because no one has played the game. 1419 01:43:16,363 --> 01:43:20,233 >They just have these videos out of context and all these rumors mixed with them. 1420 01:43:20,266 --> 01:43:21,434 >Abby is playable… 1421 01:43:21,468 --> 01:43:23,603 >Kurt: They thought Abby was trans 'cause she has muscles. 1422 01:43:23,636 --> 01:43:25,438 >Neil: Here's the ending if they kill Ellie. 1423 01:43:25,472 --> 01:43:27,073 >Kurt: Then it turned into a whole political thing - 1424 01:43:27,107 --> 01:43:29,209 >"Oh, Naughty Dog's doing all this political shit." 1425 01:43:29,743 --> 01:43:33,446 >Neil: And then I get this text from Evan: "They just posted Joel's death." 1426 01:43:34,214 --> 01:43:36,316 >And my heart sinks. 1427 01:43:36,349 --> 01:43:39,319 >I can't even describe this feeling, it's just dread. 1428 01:43:39,352 --> 01:43:42,389 >It's almost like you just heard someone you care about died. 1429 01:43:42,422 --> 01:43:44,424 >That's the closest I could come to. 1430 01:43:44,991 --> 01:43:47,460 >I thought Troy would be looking at that and be like, 1431 01:43:47,494 --> 01:43:49,896 >"You see? You were wrong." 1432 01:43:50,196 --> 01:43:52,265 >Troy: He said, "Do you think we did the right thing?" 1433 01:43:53,667 --> 01:43:59,272 >And I said, "I don't know, Neil. I haven't played the game yet." 1434 01:43:59,939 --> 01:44:03,643 >I was livid. I was real angry. 1435 01:44:04,344 --> 01:44:06,846 >Neil: I'm bombarded with hundreds of negative comments. 1436 01:44:07,514 --> 01:44:12,252 >Death threats, antisemitic comments… It's putting me in a deep depression. 1437 01:44:12,485 --> 01:44:16,456 >Halley: There's some stupid stuff like, "You're a feminazi, you're…" whatever shit like that, 1438 01:44:16,489 --> 01:44:22,028 >but some stuff was really… disturbing. 1439 01:44:23,263 --> 01:44:26,633 >Ashley: The hatred I think that was behind it… 1440 01:44:27,067 --> 01:44:27,834 >I was sad. 1441 01:44:28,034 --> 01:44:30,036 >There were a lot of days where I would just cry. 1442 01:44:30,537 --> 01:44:33,206 >Laura: Every time I went online, that's all I saw. 1443 01:44:33,239 --> 01:44:35,909 >Just death threats and threats of violence, and… 1444 01:44:35,942 --> 01:44:39,546 >The worst of it, the really hardcore death threats, got passed along, 1445 01:44:39,579 --> 01:44:45,418 >and they made sure that they weren't anyone that lived close by. 1446 01:44:47,921 --> 01:44:48,588 >Um… 1447 01:44:51,458 --> 01:44:54,761 >Yeah, they were threatening my son. You know, who was born during all of it. 1448 01:44:55,562 --> 01:44:56,629 >Yeah, it was rough. 1449 01:44:57,430 --> 01:44:58,198 >It was rough. 1450 01:44:59,165 --> 01:45:00,333 >But, you know… 1451 01:45:01,901 --> 01:45:03,403 >More than anything, it just kind of... 1452 01:45:06,373 --> 01:45:11,544 >it taught me to keep a distance. You know? 1453 01:45:20,920 --> 01:45:23,156 >Halley: This thing that I spent 4 and a half years on… 1454 01:45:23,189 --> 01:45:24,924 >it's getting violated. 1455 01:45:25,258 --> 01:45:29,362 >Kurt: And then for 2 months before release, there's nothing you can do. 1456 01:45:29,696 --> 01:45:33,333 >You can't release the game sooner, 'cause it's not done yet. 1457 01:45:42,008 --> 01:45:43,777 >Neil: …And that was the lowest point in my life. 1458 01:45:45,812 --> 01:45:47,113 >I'm working on the game… 1459 01:45:48,381 --> 01:45:51,818 >towards the end, at home, by myself, feeling very alone… 1460 01:45:51,885 --> 01:45:54,487 >and I said, "Who am I doing this for?" 1461 01:45:55,588 --> 01:45:58,925 >Like, why am I… This is too much. 1462 01:45:58,958 --> 01:46:00,960 >And I barely squeaked by. 1463 01:46:05,265 --> 01:46:06,900 >Then we were able to finish it. 1464 01:46:07,167 --> 01:46:09,536 >We sent it to reviewers, and… 1465 01:46:10,437 --> 01:46:11,705 >reviews are through the roof. 1466 01:46:22,148 --> 01:46:27,320 >I called Troy and I said, "Dude, I'm sorry. I feel like I failed you." 1467 01:46:27,354 --> 01:46:29,089 >He's like, "What are you talking about?" 1468 01:46:29,556 --> 01:46:31,191 >And I'm like, "You know how some people are talking about…" 1469 01:46:31,224 --> 01:46:33,526 >He's like, "Oh dude, I don't care. I played the game… 1470 01:46:33,993 --> 01:46:35,095 >and I love it!" 1471 01:46:35,628 --> 01:46:37,063 >And I got really emotional. 1472 01:46:37,097 --> 01:46:41,568 >I realized how much I care about Troy caring about the game. 1473 01:46:41,601 --> 01:46:44,971 >That was a huge sense of relief. 1474 01:46:45,171 --> 01:46:48,808 >Troy: There's not a single aspect of the game, Part II, that I would change. 1475 01:46:49,109 --> 01:46:51,111 >Any time someone comes up to me and says, 1476 01:46:51,144 --> 01:46:54,247 >"You know, I didn't really like what they did to Joel," 1477 01:46:54,280 --> 01:46:58,418 >I was like, "Great. Awesome. Tell me a better version of the story." 1478 01:46:59,886 --> 01:47:01,154 >And to this day, they still can't. 1479 01:47:02,489 --> 01:47:06,760 >Neil: It was a traumatic experience for myself and many people on the team, and… 1480 01:47:07,660 --> 01:47:11,998 >the kind of hate we got because of those leaks will stay with me forever. 1481 01:47:12,265 --> 01:47:14,534 >I can't even describe how angry I was. 1482 01:47:14,567 --> 01:47:16,836 >Of what the damage this person did to us. 1483 01:47:16,870 --> 01:47:19,139 >I want them punished in every sort of way. 1484 01:47:19,239 --> 01:47:22,108 >I wanted this to be the… this villain. 1485 01:47:24,344 --> 01:47:28,114 >This person is in their 20's or whatever, they live with their parents. 1486 01:47:28,982 --> 01:47:29,749 >And it's a fan. 1487 01:47:31,184 --> 01:47:33,653 >Then when we delayed the game indefinitely, 1488 01:47:33,953 --> 01:47:35,655 >this is what they said, like, 1489 01:47:35,889 --> 01:47:39,359 >"I wanted to force Naughty Dog's hand. I wanted to force them to release the game. 1490 01:47:39,392 --> 01:47:42,829 >So I thought if I put out all the videos, eventually they'll put out the game." 1491 01:47:42,862 --> 01:47:44,564 >Which, again, was never an option for us. 1492 01:47:45,965 --> 01:47:49,736 >I remember sitting there, sitting in my anger, 1493 01:47:51,004 --> 01:47:52,872 >and then slowing down and going, 1494 01:47:52,906 --> 01:47:57,811 >"Okay, if anybody should take the lesson from The Last of Us Part II, it should probably be us." 1495 01:47:58,645 --> 01:47:59,479 >Just let it go. 1496 01:48:21,434 --> 01:48:25,005 >Eddie: Back when I was feeling broken 1497 01:48:25,572 --> 01:48:29,109 >I focused on a prayer 1498 01:48:29,976 --> 01:48:32,679 >I believe 1499 01:48:33,880 --> 01:48:38,451 >And I believe 'cause I can see 1500 01:48:39,352 --> 01:48:42,622 >Our future days 1501 01:48:43,857 --> 01:48:47,260 >Days of you and me 1502 01:48:50,063 --> 01:48:54,768 >Neil: We got Eddie Vedder to play "Future Days" for the Game Awards. 1503 01:48:54,834 --> 01:48:56,202 >I'm a huge Pearl Jam fan. 1504 01:48:57,103 --> 01:48:59,139 >Yeah, I know. Shocking to many people. 1505 01:48:59,606 --> 01:49:03,610 >Eddie: What a fascinating way to tell a story. 1506 01:49:03,643 --> 01:49:05,679 >It's just getting better and better all the time, and… 1507 01:49:05,745 --> 01:49:09,249 >I really appreciate the way that "Future Days" was used. 1508 01:49:10,016 --> 01:49:13,820 >Especially bringing Joel and Ellie together… 1509 01:49:14,220 --> 01:49:16,456 >connecting through music. 1510 01:49:16,823 --> 01:49:22,095 >It was cool to be part of it, so thanks for having me and enjoy the rest of the show. 1511 01:49:22,429 --> 01:49:23,530 >Neil: How lucky am I? 1512 01:49:23,563 --> 01:49:27,334 >How cool is this, this person that I've admired since I was a kid, 1513 01:49:27,400 --> 01:49:30,003 >is now mentioning this game that we all made? 1514 01:49:30,036 --> 01:49:33,707 >And then we start winning award after award after award. 1515 01:49:34,474 --> 01:49:36,409 >I wanted that validation for the team. 1516 01:49:37,243 --> 01:49:38,645 >Everyone at Naughty Dog, 1517 01:49:38,845 --> 01:49:43,116 >I can't wait to hug and high five and get drunk with each one of you. 1518 01:49:43,383 --> 01:49:45,151 >That's gonna have to wait 'til next year. 1519 01:49:45,385 --> 01:49:49,189 >More than anything, I speak for the whole team when I say this, 1520 01:49:49,589 --> 01:49:52,325 >we'd like to thank our friends and family that stood by us 1521 01:49:52,359 --> 01:49:55,028 >and supported us throughout us making this game. 1522 01:49:55,562 --> 01:49:58,898 >You inspire us not only to make better, more meaningful games, 1523 01:49:59,866 --> 01:50:01,368 >but to improve how we make games. 1524 01:50:10,944 --> 01:50:14,848 >Emilia: The pandemic brought up the question of health and mental health - 1525 01:50:15,181 --> 01:50:18,418 >are we developers that are gonna stay at the studio and… 1526 01:50:18,952 --> 01:50:21,054 >have full careers? 1527 01:50:21,321 --> 01:50:22,789 >How do we make this sustainable? 1528 01:50:23,123 --> 01:50:26,559 >Anthony: I chuckle, in retrospect, just how… 1529 01:50:27,394 --> 01:50:32,766 >absurd the failure of trying to alleviate crunch was. 1530 01:50:33,099 --> 01:50:36,670 >If you have great processes, and you're super organized, 1531 01:50:36,703 --> 01:50:38,271 >that doesn't fix crunch. 1532 01:50:38,304 --> 01:50:41,274 >What that does is it allows you to make a bigger game. 1533 01:50:41,374 --> 01:50:44,411 >Patrick: We read the post mortem feedback for The Last of Us II, 1534 01:50:44,444 --> 01:50:48,181 >and it was really, really… 1535 01:50:49,983 --> 01:50:53,553 >upsetting to see what coworkers had gone through. 1536 01:50:53,620 --> 01:50:57,724 >We were highly motivated to try to figure out how to fix it. 1537 01:50:58,058 --> 01:51:02,095 >Kurt: Everything about our workflows were already being upended with remote work and everything, 1538 01:51:02,128 --> 01:51:04,364 >so it was like, yeah, we gotta do this now. 1539 01:51:04,431 --> 01:51:08,501 >Jeremy: We knew that to make the real changes we did, 1540 01:51:08,535 --> 01:51:10,937 >it would take the entire studio working together. 1541 01:51:11,471 --> 01:51:14,274 >Neil: We now have the goal for Naughty Dog to eliminate crunch. 1542 01:51:14,841 --> 01:51:19,813 >Anthony: The only thing that fixes crunch is deciding you're not going to crunch. 1543 01:51:20,246 --> 01:51:22,382 >Patrick: When we onboard people, we tell them… 1544 01:51:23,416 --> 01:51:27,554 >we have a reputation as a studio for crunching, and it's something we don't want. 1545 01:51:27,654 --> 01:51:30,290 >And it's something we're not going to do anymore. 1546 01:51:30,790 --> 01:51:32,659 >Neil: First we had to do, "What is crunch?" 1547 01:51:32,859 --> 01:51:34,194 >Let's define it. 1548 01:51:34,561 --> 01:51:38,531 >Because when you just look at hours, they turn out to be too simplistic. 1549 01:51:38,598 --> 01:51:41,368 >Kurt: It's a multitude of factors, it's not just one thing. 1550 01:51:41,401 --> 01:51:44,237 >It's not just, "Oh, because of this, this is what's causing crunch." 1551 01:51:44,304 --> 01:51:47,007 >It's so many of these little things. 1552 01:51:47,107 --> 01:51:50,343 >Neil: How do we make sure no one at Naughty Dog burns out? 1553 01:51:50,977 --> 01:51:55,482 >Patrick: Every couple of months, we send out a 90-second questionnaire that goes, 1554 01:51:55,949 --> 01:51:57,984 >"Are you worried about your workload?" 1555 01:51:58,284 --> 01:52:00,286 >"Are you worried about having to work overtime?" 1556 01:52:00,353 --> 01:52:04,491 >If you feel like, "I'm overburdened with work," you have to tell somebody. 1557 01:52:07,093 --> 01:52:10,864 >We used to, as a studio, when we were getting close to shipping a game, 1558 01:52:10,897 --> 01:52:12,799 >bring in dinners for the whole studio. 1559 01:52:18,271 --> 01:52:20,840 >We don't do crunch dinners anymore. 1560 01:52:21,908 --> 01:52:27,414 >Emilia: Being able to work from home is hugely helpful for me, for my mental health. 1561 01:52:27,714 --> 01:52:30,617 >You know, my daughter's there, my wife is there. 1562 01:52:30,850 --> 01:52:35,021 >Anthony: Hybrid is really the sweet spot, because I think the benefits have been… 1563 01:52:35,055 --> 01:52:35,855 >enormous. 1564 01:52:35,889 --> 01:52:40,660 >Neil: In the past, our leads, our managers, were the people that were best at their craft. 1565 01:52:41,127 --> 01:52:42,629 >But not necessarily the best managers. 1566 01:52:42,662 --> 01:52:45,298 >So we created the role of "principal." 1567 01:52:45,465 --> 01:52:50,070 >We gave people the choice of, "Do you wanna make stuff, or do you wanna lead and manage?" 1568 01:52:50,337 --> 01:52:53,073 >Patrick: Arnaldo is now a lead designer here. 1569 01:52:53,139 --> 01:52:57,410 >Arnaldo: Now I'm responsible for a team, and I really enjoy that, and… 1570 01:52:57,477 --> 01:53:00,447 >being able to share that knowledge and work with someone, 1571 01:53:00,480 --> 01:53:03,750 >even if they're more experienced than me, and it's been great so far. 1572 01:53:05,352 --> 01:53:11,491 >Anthony: We have a very large and robust production department now, that we didn't have. 1573 01:53:11,791 --> 01:53:13,660 >Matthew: Holding us accountable when we make a decision, 1574 01:53:13,693 --> 01:53:17,597 >when it's just everyone going, "Yes, more. Yes, better. Yes, polish." 1575 01:53:18,298 --> 01:53:20,633 >Tallying that up and going, "Okay, well this is the result." 1576 01:53:20,667 --> 01:53:22,235 >"Now you're not in your ship date anymore." 1577 01:53:25,071 --> 01:53:29,009 >Anthony: It feels so much like a different studio. 1578 01:53:29,042 --> 01:53:32,912 >Arnaldo: I hope that we can keep changing for the better. 1579 01:53:32,946 --> 01:53:35,582 >And make sure we're making the games that we wanna make, 1580 01:53:35,615 --> 01:53:38,251 >that we're really passionate about, that we don't stop doing that. 1581 01:53:38,651 --> 01:53:41,588 >Matthew: We want self-driven, healthy designers. 1582 01:53:41,788 --> 01:53:43,423 >We wanna have it all, we wanna have both. 1583 01:53:44,224 --> 01:53:46,459 >Can we do that? That'll be the question I guess. 1584 01:53:51,931 --> 01:53:55,368 >Neil: The HBO thing has been... a wild ride. 1585 01:54:05,245 --> 01:54:07,681 >Anthony: I just wanted it to be good. 1586 01:54:07,714 --> 01:54:10,483 >Like, if it comes out and it's a good show… 1587 01:54:14,320 --> 01:54:16,222 >that's gonna be huge. 1588 01:54:29,336 --> 01:54:34,207 >Laura: I'm sure it will be very different when I actually see Abby being portrayed. 1589 01:54:34,374 --> 01:54:35,375 >That will be so weird-- 1590 01:54:35,408 --> 01:54:38,611 >I can't imagine what Ashley and Troy must be feeling. 1591 01:54:39,179 --> 01:54:42,282 >Ashley: Specifically because Ellie is a part of my heart, 1592 01:54:42,849 --> 01:54:44,784 >in some ways it was really hard. 1593 01:54:45,785 --> 01:54:48,621 >I feel like Bella was the only person who could play her. 1594 01:54:48,822 --> 01:54:52,392 >Because I feel like she IS Ellie, there's a part of me that's… 1595 01:54:53,126 --> 01:54:54,928 >weirdly protective of her. 1596 01:54:56,296 --> 01:54:59,966 >Troy: I remember when Neil told me, "We found Joel." 1597 01:55:00,266 --> 01:55:01,634 >I was like, "He wasn't missing." 1598 01:55:07,307 --> 01:55:08,775 >He goes, "Pedro Pascal." 1599 01:55:08,975 --> 01:55:13,480 >And I went, "Ah… we're bulletproof." 1600 01:55:14,814 --> 01:55:20,253 >Halley: It felt like Craig and Neil together saw this was a story about humanity, 1601 01:55:20,286 --> 01:55:21,921 >and they made it a story about humanity. 1602 01:55:22,422 --> 01:55:23,723 >Troy: We got Frank. 1603 01:55:24,557 --> 01:55:25,892 >Who knew that was waiting? 1604 01:55:26,026 --> 01:55:29,262 >Craig's screaming from the sidelines going, "I did!" 1605 01:55:29,396 --> 01:55:34,234 >Ashley: When Neil and Craig asked me to play Ellie's mother, Anna… 1606 01:55:37,771 --> 01:55:38,905 >it made me so happy. 1607 01:55:38,938 --> 01:55:40,774 >And I'm crying so it doesn't seem like it, but… 1608 01:55:40,807 --> 01:55:43,476 >it was symbolic in so many ways to me. 1609 01:55:44,044 --> 01:55:49,616 >Being able to bring Ellie into the world, be the first one to fight for her… 1610 01:55:55,889 --> 01:55:57,190 >it breaks my heart. 1611 01:56:00,260 --> 01:56:01,695 >Neil: It felt like, on the other side, 1612 01:56:01,728 --> 01:56:04,798 >we could get this story to people that will never play a video game. 1613 01:56:07,033 --> 01:56:10,437 >Halley: My mom is watching the show, and she can enjoy this story, 1614 01:56:10,470 --> 01:56:11,504 >and she can be a part of it. 1615 01:56:11,538 --> 01:56:14,240 >She's so excited I'm working on season 2 and getting to see that. 1616 01:56:16,176 --> 01:56:17,610 >Neil: I love this idea… 1617 01:56:17,644 --> 01:56:20,347 >that someone can watch the show, and then realize, 1618 01:56:20,380 --> 01:56:22,248 >"Wait, that's based on a video game?" 1619 01:56:22,615 --> 01:56:24,984 >and come back and check out the game, 1620 01:56:25,018 --> 01:56:28,988 >and realize there's all these rich games - AAA, indie, 1621 01:56:29,022 --> 01:56:33,393 >all sorts of stories that are really unique to this medium. 1622 01:56:38,765 --> 01:56:41,801 >I did some other interview where someone asked me… 1623 01:56:43,103 --> 01:56:45,872 >about The Last of Us, and would there be any more stories or something. 1624 01:56:45,905 --> 01:56:50,510 >I mentioned we have written a story that takes place after Last of Us II 1625 01:56:51,244 --> 01:56:52,178 >that stars Tommy. 1626 01:56:52,779 --> 01:56:54,414 >I hope one day we get to make it. 1627 01:56:55,048 --> 01:56:57,050 >The headlines across the industry were like, 1628 01:56:58,551 --> 01:57:00,453 >"Naughty Dog has outlined The Last of Us Part III." 1629 01:57:00,954 --> 01:57:02,022 >And that's actually wrong. 1630 01:57:02,355 --> 01:57:05,225 >It was always a small story, it was never a full title. 1631 01:57:05,258 --> 01:57:07,360 >At the time, we had higher priorities at Naughty Dog, 1632 01:57:07,761 --> 01:57:10,964 >to fix our pipeline, to fix work-life balance issues. 1633 01:57:10,997 --> 01:57:13,667 >Just based on where we were, I didn't wanna prioritize this story, 1634 01:57:13,700 --> 01:57:15,135 >so that story was shelved. 1635 01:57:15,568 --> 01:57:17,537 >I still believe one day it will see the light of day. 1636 01:57:17,570 --> 01:57:20,640 >I don't know if it'll be a game or a show… TBD. 1637 01:57:21,141 --> 01:57:23,443 >The first game had such a clean concept of… 1638 01:57:23,476 --> 01:57:25,879 >the unconditional love a parent feels for their child. 1639 01:57:26,579 --> 01:57:28,915 >The second one, once we landed on this idea of… 1640 01:57:29,482 --> 01:57:33,653 >the pursuit of justice at any cost, justice for the ones you love, 1641 01:57:33,687 --> 01:57:35,955 >it felt like there's a clean concept here 1642 01:57:36,022 --> 01:57:39,059 >and there's a through-line from the first game about love. 1643 01:57:40,193 --> 01:57:43,997 >If we never get to do it again, this is a fine ending point. 1644 01:57:44,764 --> 01:57:47,000 >The last bite of the apple, the story's done. 1645 01:57:47,233 --> 01:57:50,103 >The great thing about working at Naughty Dog is that we don't have to. 1646 01:57:50,170 --> 01:57:52,972 >It's always like, we would love another Last of Us, 1647 01:57:53,039 --> 01:57:56,509 >but if you guys are passionate about something else, we'll support this other thing. 1648 01:57:56,576 --> 01:57:58,044 >Very privileged position to be in. 1649 01:57:58,078 --> 01:57:59,946 >I never take that for granted. 1650 01:58:01,548 --> 01:58:03,817 >I've been thinking about, "Is there a concept there?" 1651 01:58:04,384 --> 01:58:08,254 >And for now years, I haven't been able to find that concept. 1652 01:58:08,855 --> 01:58:10,490 >But recently that's changed. 1653 01:58:12,792 --> 01:58:15,228 >I don't have a story, but I do have that concept, 1654 01:58:15,261 --> 01:58:19,165 >that, to me, is as exciting as I, as exciting as II, 1655 01:58:19,733 --> 01:58:23,703 >is its own thing, yet has this through-line for all 3. 1656 01:58:25,839 --> 01:58:27,907 >So it does feel like… 1657 01:58:28,641 --> 01:58:30,643 >there's probably one more chapter to this story.154844

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