Chapter 724: Demanding Visuals and Details

⏱ ~4 min read

Chapter 724: Demanding Visuals and Details

The development of "Uncharted" was progressing smoothly, but it still needed some time for final touches.

Before the VR version of "Uncharted" was truly completed, even Chen Mo himself wasn't sure exactly how good the final product could be.

If it was just about reaching the level of its predecessor world, that wasn't difficult. After all, the parallel world had higher technical standards across the board. What was hailed as "PS4's best graphics" in the predecessor world could be produced faster and more easily here.

But Chen Mo wanted to achieve "best graphics" within the VR gaming pod, which was quite challenging.

However, looking at the current progress, everything was going smoothly.

...

While the promotional war between "Lost Treasure" and "Uncharted" was raging, players were also learning more details about both games through an increasing amount of material.

Some sharp-eyed players noticed that although Chen Mo had released plenty of concept art and videos, all the promotional materials seemed to emphasize the same theme.

Graphics.

Graphics.

And more graphics.

All the promotional materials and slogans were repeatedly drilling one fact into players' minds: "Uncharted" would likely be the best-looking VR game ever made.

Many players were skeptical. Was Chen Mo planning to make graphics the main selling point?

Whether for movies or games, visuals were certainly important, but they obviously weren't everything.

Other factors—like storytelling, character development, gameplay mechanics, control feedback, and so on—were all crucial elements determining a game's quality.

Just like some movies that had stunning visuals but hollow substance, a game that looked amazing but was mediocre in every other aspect would struggle to become a classic.

Some players worried unnecessarily. Why was Chen Mo constantly emphasizing graphics while saying nothing about other aspects?

Was it because the game had nothing else worth bragging about besides its visuals?

Or was Chen Mo so confident that he believed graphics alone could crush everything?

...

Motion Capture Studio.

Chen Mo was explaining the plot to the foreign actor playing Nathan Drake.

"Elena is talking to you right now, but your mind is elsewhere, so you're a bit distracted. But the distraction you showed just now was a little too deliberate, like you were intentionally ignoring Elena's words."

"Yeah, it needs to be more natural. You can start by looking at the bowl and fork in your hands, nodding slightly, then shift your gaze to the painting on the wall, and gradually let your mind wander..."

Several translators were on-site at the motion capture studio to ensure smooth communication between the domestic crew and the foreign actors.

Since "Uncharted" was set in a foreign context and all characters spoke English, using English for production would make it feel more authentic.

Of course, there would also be a Chinese version, but that would be directly dubbed, without the motion capture process.

After all, a character who looked like a foreigner speaking fluent Mandarin with Chinese mouth movements would be too jarring.

These foreign actors weren't big stars, but they were all seasoned professionals specializing in game character performance. Several of the younger ones had graduated from acting programs at foreign universities, so their acting skills were solid.

Still, since game role-playing was quite different from film acting, Chen Mo occasionally offered his own suggestions.

The game was being produced chapter by chapter, not strictly following the game's sequence. It was like filming a movie—shoot scene by scene, then edit everything together at the end.

Another noteworthy point was that Chen Mo had specifically hired professionals in rock climbing, diving, and wilderness survival for specialized motion capture.

At the motion capture studio, there was indoor climbing equipment. These professionals, wearing full motion capture gear, scrambled up and down the climbing walls as nimbly as monkeys.

All these movements would become Nathan Drake's in-game actions, showcasing his professionalism as an adventurer.

Additionally, more complex action systems were developed for running, moving while shooting, finding cover, and blind-firing. Depending on Nathan's position, cover, and enemy situation, the character would automatically choose the most suitable shooting stance.

Even if the player was slow or clumsy, Nathan would do his best to demonstrate the professionalism of a demolition team—er, I mean, an adventurer—rather than freezing in place and doing nothing.

Throughout the development of "Uncharted," Chen Mo kept emphasizing details, details.

The entire project team was infected by this mindset, racking their brains to add every possible detail that would make the game feel more realistic.

Chen Mo's desired effect was that players would see no sense of dissonance in any scene, as if everything was naturally meant to be that way.

...

Under the watchful eyes of players worldwide, "Lost Treasure" and "Uncharted" successively announced their trial and release dates.

"Lost Treasure" was tentatively scheduled for a trial on July 23rd and a release on August 1st.

"Uncharted" was set for a trial on July 14th and a release on July 22nd.

As soon as these dates came out, GA was dumbfounded. What did this mean? How could Thunderbolt Interactive be so much earlier than them?

It didn't make sense!

The two games should have similar scopes, with "Uncharted" possibly being even larger.

"Lost Treasure" had an existing script and plot support from the original author, while "Uncharted" was a completely original story.

From the released materials, "Lost Treasure's" graphics were inferior to "Uncharted's."

Moreover, "Lost Treasure" announced development first, and only then did "Uncharted" announce its development. That meant "Lost Treasure" had a longer development time.

GA felt they had already compressed their development schedule to catch up, so how could Chen Mo finish faster than them, even a whole week earlier?!

To make matters worse, GA had gone through multiple script revisions, held countless meetings, and had deep, intense discussions between designers and the original author before finalizing the script.

Did "Uncharted" not need any script revisions at all?

This timeline was extremely frustrating for GA. Although it was only a week's difference, being first to market had a significant impact.

After all the pre-release hype, players' anticipation for both games had reached its peak. After waiting and waiting, "Uncharted" came out first, and a full week earlier than "Lost Treasure"...

The outcome was predictable.

GA was speechless but had no choice. Development progress wasn't something you could just speed up on a whim, especially by seven whole days.

All they could do was pray that "Uncharted" would flop due to rushed development and poor quality.