Grounded II: Making of The Last of Us Part 2 my Reaction! (1/2)

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what's up my name is Christian um huge Las of us fan obviously um been on YouTube for a long time haven't had the proper setup to make videos and I finally do now so um but yeah I've connected with the last of us uh pretty hard through since 2013 since the release of the game um it's very meaningful to me I love the story I love the studio love Ashley Johnson love tro Baker I'm actually going to get to meet Troy Baker for the first time uh the end of this month at uh at pensacon uh which is pretty cool um I ended up getting Ellie's tattoo from uh part two as well and uh I know some people say that's probably a little extreme but I love this story um so much and it's got me through so many hard times in my life and I just wanted something to symbolize why I'm still here and why I keep pursuing and going through life and uh that sounds probably dramatic but uh yeah I'm a huge lasos fan I have a huge collection I got to get traker to sign something this month and I don't know what it is uh but I'm going to do it but let's watch this together and I'm super excited yeah I've seen Clips I was actually at work when this released and I could not watch it so um let's get straight into it I'm super excited about watching this I plan on making a lot more Last of Us videos um in the future platinumed both of them well I guess it would be all the releases since PS3 so also I Vape I don't know if that's against any YouTube policy but uh yeah don't Vape people I try not to I used to be a smoker okay uh thank you all for what is about to be a very long presentation uh so Anthony and I ran some numbers and to our best guest uh The Last of Us Part Two is 10 to 30% longer than last time was part one however this is the most detailed story presentation we've ever done like if you think about the position for T1 where we kind of talk about the quarantine Zone in somewhat detail most of a change and then it's like and here are some things that might happen with Joel anelli they might go into a spor field Subway tunnel they might fight some cannibals at some point Joel get incapacitated this has everything figured out uh even though it might change long every characters account for every cinematic is accounted for in this presentation which means it's going to feel twice as long as the first game it was so when you freak out that's normal that's part of this yes [ __ ] yeah love the music God come on this is about an hour and half two hours so hopefully you got your PE break yeah grab some uh coffee that's what I did um so we open on actually late at night 15-year-old Ellie this is a few weeks after the events of the first game films con name story spoilers yes spoilers uh if you've not played The Last of Us please go play it um you're going to there's a doorway leading down to the something and Ellie sees Tommy and he's just finished climbing out of this basement and he's hurt bad and he's rambling about something needed to go after these people Alie trying to ask him what happened where's Joel and he doesn't make any sense to her and she starts to go downstairs Tommy grabs her hand and tries to stop her but he's too weak she rips her arm away and she heads down and with each step her heart races faster and faster as she sees this trail of blood she opens the door revealing Joel's mutilated body and then shock just sets in and she screams and tries to grab his body and Dina comes and rips her away and on that Cy of sounds silence so this was the original idea for Ellie to find Joel oh we're just getting started oh yeah man I was so heartbroken spoilers by the way when Joel passed man I have not boohoo about a movie or anything or a book any story so hard until I I played the last of this part two and I avoided spoilers luckily I knew something happened but I did not look on the internet at all I avoided it because I knew I just knew it was big and all my my friends told me it was it was something back so this is summer 2013 this game since we finished well really been thinking about it since we finished the last of us so many people were like last of us one is so perfect it should never have a sequel yep they shouldn't make a sequel they're like oh everybody said that super great I say everybody but I think actually if you look at the ending swear to me that everything that you said about the fireflies is true I love this graphic accepting a lie I swear I swear man she says okay okay she has a very good [ __ ] detector she knows something doesn't feel right but I think is too scared at that point to ask how long can you really live with accepting shal Laura Bailey and Feels Like An Origin story for the Survivor in this post-apocalyptic World seeing like how has become such a strong unique character it really felt like you know if we were to do a sequel it'd be a shame for it not to focus on her yeah was the [ __ ] out of the way it was destined for her to be the main character obviously yeah once we're done with this whole thing I'm going to teach you how to play a guitar I love playing Joel you'd really like that what do you say huh Joel he's going to teach Ellie to play a guitar that always felt like that's just this like unentered promise that like was kind of lingering at the end of of the first game we did this thing called One Night Live One Night Live we had the actors come on stage and reenact certain scenes they say we get you I didn't get to see it but heard what next about it marene she said that they have their own little quarantine Zone and that doctors are it was so sad when try to find she passed away I wrote this new scene that takes place after the ending of The Last of Us but it was only shown to people in the audience like we cut off the stream right before we showed him the scene iose i' lose myself some Pearl Jam try sometimes you'll succeed Troy Baker to make this man me I can't wait to meet him man our fure days Days of you and me she's yours no no no I don't know the first thing about this hey I promised you I'd teach you how to play that scene ends with Ellie holding the guitar and playing one [Music] note and that image was so strong in my mind that I'm sure that kind of trickled into this idea of this trailer so started working on some concept art kept fling out the story and as it felt like it was kind of gaining momentum Uncharted 4 needed all handson deck yeah man when that trailer came out oh N Dog it always made one game uh and as soon as it finishes one game the work on another when I started um on Uncharted 3 we were starting to experiment then with um trying to do two teams after we finished Uncharted 3 I jumped onto Uncharted 4 at some point in time Uncharted 4 was coming down the wire and it's just we had to shift resources and pretty much everyone just ended up on Uncharted trying to finish it up so I said okay before I come on like in full force on Uncharted 4 I just want to capture this trailer I walk through the valley of the shadow of I love her voice and fear no evil cuz I'm blind to it all said I walk beside the Still Waters and they restore my soul but I can't walk on the path of the right cuz still gives me goosebumps every time I the entire production of Uncharted 4 that's all I could think about I had a lot of investment in Uncharted 4 but the day we were down with Uncharted 4 went right back to that trailer to wrap it up anything for this shot that still happen uh not animation the shadow of death this feels kind of strong to me of attention that's funny he points that out it tells you how actually my biggest VI of this announcement is that it leaks early more than anything I have nightmares about this trailer leaking early before we get to PSX that didn't leak but Jesus Christ all the other [ __ ] did later like I said I'm glad I didn't see it but all my [ __ ] friends there it was that was rough I'm if we're going to surprise people PSX the PlayStation experience hasn't set itself up yet as a place where big titles get revealed that's E3 PSX let's go man I was watching this it was so insane to see this live happen o Lost Legacy I never played this but we're revealing the Uncharted single player content at the opening of the show you life but I played all the other professional oh you should relax Chloe we'll live longer I still need to play it one day no one's going to expect a second Naughty Dog title to be revealed in this I definitely did not expect The Last of Us Part Two be announced here there's one More's we have for you tonight please enjoy oh man I miss Sean when we first revealed The Last of Us The Naughty Dog logo came up and the crowd erupted and and it was such a high that that's almost been like chasing the dragon like w to recapture that feeling that was me man I was freaking out as soon as I saw the Firefly symbol I was like no [ __ ] way at this surprising moment I'm hopeful it will have a similar [Music] feel man they could have cut it right there and it would have been so hype but they went hard [Applause] bro what are you doing kiddo people outside the studio have such an attachment to the first game and I've definitely seen fears about not wanting to make a sequel because somehow if it's bad it will tarnish your feeling about the first game I'm tear up and I'm going to kill every last one of them we're doubling down on those fears and not calling it The Last of Us some subtitle it's the last of this part two to say continuation [Music] baby if part three ever happens and I uh I hope I'm alive to see part three I really pray I do [Applause] [Music] man here there's Laura one more yes nice all right sir worth [Music] telling the concept for the sequel had to feel compelling enough um having enough weight that felt like okay this is an experience worth creating worth spending the next three years on yeah I became really um intrigued with the idea of the cycle of violence and how like certain events would trigger acts of violence and then would beget more acts of violence it's just never end almost never satisfying it never brings the person you love back and despite you thinking is going to bring some closure it doesn't just make makes more we just need more empathy wouldn't it be awesome if we could create an experience that let you safely explore those feelings yeah with that theme all on everything fell into place and this outline emerged the whole Catalyst for what starts the second game is Joel killing the doctor no that feeds right back in that idea of that cycle of violence now it sets up this whole kind of of event you have to kill that doctor and they I don't think I don't even know if Neil thought about how that doctor was as important as you know as it would have been but you truly even in the PS3 version when you first play the game you have to kill that one doctor you don't have to kill the others but you have to kill that one doctor so it's cool that he used that you know he's like hey what's the one thing that was forced upon everybody you know and he used that and created a story out of it we're going to start the game where you're playing a new character that sequence ends with this character killing Joel man and we really have to paint her as this monster ballsy mov then when you play the next chunk of the game and you're Ellie and you're going to pursue Justice quote unquote and you're going to go kill this entire crew we're going to go back in time and show you that same sequence of events this character that you saw is a monster to now get you to see things from her perspective and how this crew is a bunch of people trying to survive in the swirl and they had their reasons for pursuing and finding Joel and killing him and the story was becoming very epic and ambitious and and I had a few parts that I was kind of stuck on and I felt like to kind of shake things up I wanted to bring in another writer she's a good writer she was in westw World or she helped write very thoughtful story about violence and Obsession he had Abby sort of like this girl who was the daughter of the [Music] doctor and that Ellie would go on this Vengeance Quest and when he was like and then Ellie actually kills Abby I was like what you're yeah let's [ __ ] do it not only she contrib in a lot of ways I feel like she's um challenging what this story can [Music] be she's wanted to add more romantic intimacy between the characters those are areas that I've been I don't know more uncomfortable writing that stuff yeah I would be too after the first day she was telling me that she went home and told um her husband that I think I just got Ellie's girlfriend pregnant uh cuz that was her big idea the first day and um that had this trickl on effect and actually added a lot to the story yeah major major part is a very relatable character I thought she was a perfect vehicle to challenge this notion that violence doesn't have a cost because it does have a cost in reality yeah it's going to ruin this girl and Ellie's so destroyed after the end of this you know people love Joel and Ellie and we are about to kill one and make the other one a villain I was very nervous telling Troy we're going to kill off Joel when the first game he was advocating that Joel should die when I read the ending to part one I was like you're going to piss a lot of people off let me go marleene is the closest thing to a parent that Ellie has had outside of Joel just come after her I was never mad about the ending and Marlene would be one of those people I loved it Joel has crossed these more lines and therefore he deserved to die and he thought it might be a more dramatic ending and I was like no you're crazy like but then in the second game that's why I was like thought of like oh he would take it pretty easily he goes so Joel dies and he's like so this happens and then and and I literally had to stop I was like can you give me just a second because it literally was as if someone was telling me about how my friend had just died that's how it felt kind of took it hard it was like the character meant so much to him we're going to kill off this character his role is going to be much smaller on on this one all of a sudden it was please don't take this from me yet Ellie is scared to be alone everybody that she's loved up until that point she's lost them it's hard to imagine the story without Joel dying like you feel that hate Ellie feels that hate you're one to one you're on the stick and that informs the rest of the story this way come on I just I know it's meant to be but I really wish there wasn't a way that he was still here you know you okay cuz he did feel real we get you through interactivity to really connect and empathize with this character you like like you of us or something and then make you feel like I've LED Joel to a [Applause] [Music] trap don't fear change when we started out making Last of Us Part Two uh Neil actually wanted to be very ambitious about changing the game almost entirely that's weird in the first like four or five months the game was actually an kind of an open world uh inspired by bloodborne love bloodborne my favorite from soft game and like it was purely melee focused like it was all handhand combat purely melee I I do remember them saying that but which is it's just so Str the melee combat we were also looking at sort of layout structure bloodborne had a very sort of an open space that sort of kept getting bigger and bigger as you explored I like that feeling that you get of Mastery over the world yeah that's what bloodborne did so well it starts to become kind of almost a character in the game itself especially that world and so that was also something we were looking at we started out making it as different as humanly possible from the first game as we could uh and then kind of dialing it back the open world thing didn't work with the story that we were trying to tell and stuff so in pre-production we spent a lot of time just doing setups got self-contained sort of units that tried to expound on a single sort of [Music] idea damn that thing was swimming to more complex shapes and starting out with uh one or two mechanics and building up to those mechanics oh man I use those constantly in the game hey even our experiments we try to add like as much context as we can like we establish a goal that you're going to be going for um we establish beats so that there's like an emotional Journey the stakes are raised figuring out some traversal stuff a lot of climbing and and balance beams and seeing how far we can sort of push in that direction without it getting over the top like Uncharted more sort of verticality more use of uh grass and stealth uh my name is Arnaldo Lis and what do you do here uh I do design I know how long have you been doing that uh day I got an opportunity to work in QA and that was um that was a great learning experience The Last of Us and Uncharted for the thing I'm proudest of is the people who came in to a quality insurance job as a contractor which is entry level work sh out contractors uh used that job to get to where they ultimately wanted to be when I interviewed for the QA position I specifically said that my goal was to be a designer he had formed this relationship with design where they knew they could rely on him spending his free time designing a demo and at the same time him going to them and not being like here's 50 bugs you need to fix he went to them and was like what do you need how do I help you how you do it what kind of bugs do you need and for their part they embraced him and were like why don't we show you how to lay out nav mesh I am anxious to to prove myself there is no babying when you start it's it just hits the ground running if I don't cut it I go back to QA or find something else we're trying to figure out at the moment uh how we handle big spaces bigger than the first game the enemies are so like too spread out to be really considered like one single small encounter um and seeing what behaviors we need to start developing for them to make it look good yeah it's pretty cool the opening of Seattle that whole section was pretty slow and quite linear in the level design let's assume that there's guys in this building someone starting to shoot at me from the second floor so okay if I'm on the horse and I'm getting shot at I can't take cover with the horse I'm probably first thing I'm going to do is jump off and that's slow slow and clumsy and maybe we can make that faster it's like but once I jump off I'm going to want to take cover behind something it's like okay I'm taking cover now what the [ __ ] do I do with this horse um it's I assume the enemies are going to shoot at it if they don't that's kind of weird yep uh does Dena ride off with the horse to help it uh stay safe well that sucks I'm trying to build a relationship with Dena and if my partner leaves me that makes me like her less like okay so de Dina has to get off the horse and take cover with me and help me engage with the enemies okay but the horse is still there so what happens with this horse does it ride off on its own in order to like protect itself and then come back after that feels too intelligent for a horse that seems a little funny soon as there's range combat the horse kind of makes it fall apart what if I we did this whole sequence on foot how do I approach this building imagine this is more dense with cars and Ferns and interesting ways for me to close this distance maybe when I get close enough uh two militia guys come out I have this little firefight um with this front before I could Rush forward and go into this building climb up and take out the Sharpshooter that was harassing me really simple small fight now there's tension guys can come from anywhere like from this rooftop from these windows and that really inspired us to take some pretty drastic changes as far as the flow inserting more combat opening up the layout to give the player more options as far how they explore or the city you can imagine this is being kind of the Hub with it poking into streets and I could go into the streets and explore and find those locations what we're kind of calling dungeons so that's a plan uh B got us excited this feels like a true evolution of T1 as far as going more systemic and giving you options if there's concern it's about scale it's about scope it's about can we actually build this thing the scope is always bigger than the last game it always has been it always will be probably uh but this scope on this game is is something pretty extraordinary everyone seems to agree that the thing we're building is going to be cool once it's done it's just that it's such a big such a big game our games have become more and more ambitious and uh this T has gotten a lot bigger when I started here were 40 people now we're over 300 you can't handle that many people with a flat hierarchy as we grew we've had to introduce new titles just to control management control communication make sure things don't fall through the cracks we have no producers at Naughty Dog there's so many talented people here that you can rely on and lean on it makes the game better and that's really kind of the secret sauce of naughty dog is how collaborative it is you find the right people who really want to do the best they can possibly do and then you kind of give them the resources to try you're getting what you ask for as a creative person right you like you're kind of getting the freedom to go as far as you can go but sometimes I think we need to be saved from ourselves a little bit with uh the last 2 there's a real sense of opportunity this is going to be uh a much cleaner production than we've done in the past we're going to get it right this time this is the first project that has had the proper pre-production period where we have locked down for the most part the story beginning middle and end before we started production that hasn't happened I don't know if that has ever happened oh wow I think about it it's a very very messy that's cool process again why it's a lot of times to schedule I think right now we are planning on spring time of 2018 so when spring time comes around the last of us two isn't in stores um you can look back at this and say uh well I guess they their plan wasn't exactly set in stone nope it happens so I'd rather you know developers take their time do what they have to do historically we've done very poorly at um being efficient uh without the pressure of an external Dead Light every time we have some showing of our games if it's going to be seen publicly it's got to be one of the best looking playing things in the industry for example the first trailer was coming online and that forced us to define the look of our game Define the location of where the game takes place Define Ellie's look and her age and her hair and her outfit we're forced to make those choices we can't just keep iterating because there's a deadline we want to try and schedule the game using these Milestones as soon as possible which means we got to keep the marketing rolling which means next E3 6 months away we need to look at a gameplay demo E3 look I love marketing and I think it's you know awesome for the cons consumer but I think it's so hard on the developers that while they're making a game they have to sit here and make a demo or make a trailer in the middle of production that slows them down now I think a demo probably increases production because it helps it you know they have to finalize I wouldn't say finalize but really focus on making a game play as much as they can and then they can kind of Branch off on that but man trailers like especially good cinematic trailers I think it takes a lot of time away from the developer and I don't know if it's a you know a company like PlayStation that makes them like hey you guys have to have a trailer blah blah blah blah and this amount of time and I think that's a lot of pressure for a company so um yeah it's always been the biggest and most extravagant showing of the game industry there's something special maybe they like it I don't know the energy of E that's a lot of pressure we need to figure out what the gameplay is cuz right now it's just we've got a bunch of like cool prototypes and stuff like that so it's scary but we work well under pressure we're hoping to be really aggressive in show e327 just really kick the project into gear as fast as humanly possible and it could help them kind of just nail like we want to break it up into a roughly 2 minute cinematic a flashback sequence that will set kind of emotional context for what will then go into a five minute uh gameplay sequence we want to do this um Festival within Jackson like they'll be like a live band and we're just seeing people Lively having fun and for the crowd are you thinking 30 plus people Frank says we could do with 30 variation I think we can make that work with 30 yeah uh Dena pulls Ellie onto the Dance Floor Ellie's dancing with her he making all these guys jealous and then Dena says make them really and she leans over and kisses her and on that we do a hard cut to Ellie in the middle of the woods um so the idea is we shouldn't see any buildings just Woods water ankle deep water rushing underneath there has a Sam about rain are we still D rain uh I haven't discussed it with the other guys but that demo that we show externally for the very first time is setting the bar for the the rest of development but the problem is we're also working on charted for Lost Legacy so E3 is they were trying to do this same time probably we want to be done what like two weeks before that which is 4 and a half months from now with Lost Legacy shipping at around the same time of e3 uh there shared resources between the two projects especially sound and particle effects so they were all on Uncharted and when it come to the Polish base both polishing this and that same and spdl at the same time I don't I I don't there's any specific item that needs to be worked on but I think there's going to be programmer time doing both those things and there's going to be times when where it's like this needs polishing an E3 and this needs polishing s SP DLC and like we're going to have to compromise the times maybe we kind of just didn't have it at the Forefront of our mind that yeah they're freaking shipping a video game it's literally the hardest part of making the game is shipping it and we were trying to ship a demo the second hardest thing you can do at the same time and sharing a lot of their resources that's what I was saying it's got to be so stressful find out what are the items that you feel like you're most worried about like let's say rain we could do this thing without rain so if that helps you a ton we can make the decision not to remove ring it definitely help how about wet hair well if she's going swimming then like get around that right how about no swiming puts on a cat man I got like a really clear energy of the meeting which was uh how do we shrink it it was such an impossible task which sucks you can't help start feeling some doubt some anxiety about the leadership not understanding the logic of it uh you know I think like anybody else here I was definitely ready to roll my sleeves and figure it out yeah we're going to try to keep this pretty short just ambitious they really want to do the best they can but so after last yesterday's meeting there was a lot of side conversations and there was sort of a sentiment about um how much work there was to get not only this demo done to ship the Lost Legacy and it matched up with feelings that we were having so we started discussing the responsibility of actually attempting this and started to feel that it was a little bit irresponsible um that if we were to try to meet both these deadlines we could probably do it but we would end up doing a l job on both projects both deadlines than um we would if we were doing them individually and feels like they're both important enough to give them the due attention so which I'm glad they Didion that definitely is there is that the demo that was discussed yesterday will not present it to E3 um yeah I mean not our main point should be just focusing on more shipping you for yeah uh yeah I'm definitely butan uh we should still try to we don't like I said want to just completely halt work on this and you know all hands on deck on on the idea is still to finish the demo just to give us a buffer so there these two deadlines aren't overlapping it's just now we have more time to work on this demo properly without the pressure once that meeting happen it was just like right of course I'm not in the Twilight Zone um it makes sense not to do this it felt really nice seeing the leadership kind of have having the teams back and seeing the logic of the situation it's a lot to handle it really is I mean I I don't know I'm not a developer but man I can only imagine okay so are you pissed off am I pissed off uh no uh what am I uh I guess in one sense it's relieved because we there was concern of whether we could hit the quality that we know we need to hit for both lost legacies and for our what was going to be our E3 demo and then on the other it's kind of disappointed because was excited to get this demo done and get it out there and get the reaction but now it's going to have to happen at some other point what we've decided to do is deliver the at around the same time um but that's going to be purely internal and the demo won't be 100% shippable gameplay and design and animation are going to be locked in June then like we back off we finish L Legacy and then resources free up to finish the particle effects the lighting and the sound and then we ship just the glossiest best looking demo you've ever seen we burn that to a disc at the beginning of January and then we don't touch it again and nobody sees it until E3 it's going to be really interesting to see if we can really really commit to being done you know 5 months 6 months in advance of e3 and not be tempted to say like it could be a little better let's go back I have a feeling that's I don't remember the date game play came out but I don't think that's what happened um but that then left us as like okay what's our next marketing beat what what are we going to show next from this game so now we have a new plan where we're going to release a cinematic um around PSX time I think we're going to do it at the Paris game show this seemed like a pretty inging scene to introduce Abby that whole scene is going to be our next marketing beat and then we're not going to say much about it about how this fits into the game where it fits into the game I follow the the actress that has the likeness of Abby on Instagram and I'm dude it they did so perfect with her likeness it looks like exactly like her now obviously she's not buff but man I don't know how those animators got that so well like holy crap her and the um uh the lady that plays Dena her likeness man they kill her kill her job and if you look at the concept art like the character look very different than where We've Ended up first first stuff of Abby man she could have been so different I'm glad they went the I don't remember at what point we decided to go with someone like really kind of muscular and Broad but I remember once the idea came up it felt very fresh once we start na down the body of we played around with different ideas of how we wanted to accentuate her arms or not and there's something interesting in Abby feeling a lot like [Music] Joel man look at that so when I got cast Neil was like joking around he's like you should probably beef up in order to play her and I'm like ha yeah it's no cap whatever he goes no really you should probably beef up to player and I was like oh yeah you're right I should totally start deadlifting as much as possible so I did and I was training like crazy and then I got pregnant what are you going to do yeah we need to separate her from should feel like I'm playing a reskinned Ellie that Abby should in many ways look behave fight differently damn Abby badass so in gameplay we've discussed well she needs to have different upgrade trees it means we have to make the investment of capturing a whole different move set for Abby we can't just remap Ellie's animation onto Abby yeah that's cool they did that cuz I felt the difference Abby has a fear of height those stuff we're doing with the camera to make you feel vertigo I never look down like that uh and that help bu empathy makes real we let you both live and you wasted it she's aesthetically a very intriguing and iconic and powerful character man Laura did so good with her they saved my life you you guys might hate the character Abby and that's fine you cannot deny that Laura Bailey didn't do a [ __ ] amazing job as her like golly look at her once she's killed Joel what is ab's motivation what is she trying to that guy the guy that plays Owen I don't know if you guys have ever seen the show Outcast it's actually made by Robert Kirkman the guy that made uh The Walking Dead but it's another show that came on on Showtime but the guy that plays uh Kyle I think his name's Kyle Barnes the main character on Outcast that guy it Maps him I found that out when I was watching the little map thing on Twitter that's him uh I thought that was super cool I love that actor and I never even knew he was in this game Redemption is really Tak care of Yar and L these two kids that are from a Waring faction you know she has been taught to hate them there is an inherent xenophobic uh reaction to them it's about saying can you come to love your enemy scars built all this seraphites yeah I was going to say that these are kids that grew up in a very different context as Elli and you know how they live their lives and experience the world is totally different got you present I'm getting really attached to L he's been able to keep his head up despite losing so much himself in a world that is so harsh we're taking too long can't move any faster I won do your sister any good if we're both dead I really like his Dynamic with with Abby her having this like [ __ ] brassy little sidekick who who calls her on her [ __ ] in a way that nobody else can what's going on between you and your friend Owen oh my God L now it seemed really awkward just go who understands the sort of sense of being orphaned in the way that um a lot of people can't how long have you two been on the run for PS3 2 days what the hell did you do I shaved my head they want to kill a little boy because he shaved his head I am not trans so it's a very delicate thing to tell a story of an experience that I've not had um and that's something that we want to take seriously did you hear what they called me yeah do you want to ask me about it do you want me to ask you about it no God I remember when the leaks really about trying to the first like after I played the game and I started reading a bunch of the stuff with the leaks one of the leaks was talking about Abby and just because she was buff they said that she was trans and I was like what the [ __ ] is going on like the internet went so hard on this game and I just don't understand it like the hate was insane and it was hard for me to to accept it just for the active I love like of of course I was really upset when Joel passed in the game or I I know I keep saying that like he's like he's a real [ __ ] person but to me he was but man they were so harsh on Abby and Laura Bailey got crazy crazy hate like death threats and [ __ ] and that was awful and um but I can't praise her more uh she did an amazing job and it just sucks that naughty dog went through all this because I think if I think if things ended up being differently it wouldn't have been I don't know I think the last of us three probably would have already been in development to to be honest I think if you know the game got a lot of love for new you know game of the year and all that stuff but I think there's still I think there were things that hit the developers and and Neil and Ashley and Troy and all of those people Laura so hard that it probably postponed what what could have been a lot earlier you know that's just my opinion create a multifaceted character who is trans and that is uh absolutely an important part of who he is but also a part of who he is not the whole of who he [Music] is as far as the Paris cut scene I'm pretty stressed out a bit we have 13 days less than two weeks weeks to finish this thing and there are still some big ticket items Lost Legacy turned out to be a much bigger project and we originally envisioned but now that it's done everyone is now on board we've got the green light demo done she's uh putting on quite the show and is looking a little different there's a lot of the same guys we're in full production now so I guess that's the short of it is we're in full production now cool that's [Music] awesome very cool hey everybody PlayStation's live at Paris Games Week 2017 we've got a huge show for you starting now thought that was Greg Miller for second but it definitely wasn't his voice sounded very familiar well what a great way to open Paris games week let's have the first in-depth look at a much anticipated and exclusive title Last of Us two Last of Us two please please man you called it dude please be last of us too our fans want know every last thing about what's going to be in this game is this is this the last of us Neil has taken way you know he kind of creates an arc or like the sense of drama this kind of sense of mystery or like dramatic tension and crazily has brought it to marketing I view marketing as part of the game it's very calculated what we put out there and how we want you to connect different marketing assets when we first released the teaser trailer too many people right off the bat said Joel's dead the blown out light really I remember it really [ __ ] us in a way I don't think any of us still coming we actually underestimated our audience a little bit there I remember when everybody was saying that and I was in straight denial I was like no [ __ ] way he's not dead he's obviously he's right here you can see him you know like I did not want to believe it so you have to get more sophisticated like how am I still going to surprise players and viewers you start on characters you've never seen before in a world that like could be the last of us could be anything dude watching this that creates I had no idea no point going to Market that you play as this other character what is this yep I was the same way I was like it looks [ __ ] great I was so excited about working on it and I couldn't say anything it was so rough oh is she going to cut a baby out of my belly and then try four you find a comic book that shows Ellie's mom pregnant people already had theories that last part two was going to have Ellie's Mom oh if we just kind of black out the letters she has the same number of letters as Anna Ellie's mom's name sneaky bastards will get people to think this is Ellie's mom cuz everybody did think that girls got a good that Hammer's from the outbreak poster so we had that poster with the forearm of a character you've never seen before with this like kind of wolf's head in the background what does that mean you know kind CRA she called pting this mystery you want people to feel like they figured everything out and then have the story surprise them man if this is the last of us too bro I'm going go crazy oh my God oh my God of us Last of Us two yes yes yes yes [ __ ] yes I [ __ ] do it everything that we put out there is shaping expectation and then the final game hopefully if we do our job right should subvert those expectations in an interesting way ell's Mom everybody said that crazy we knew we were pushing boundaries with that cinematic we are making a violent game we're not going to shy away from how violent it is it is part of what we're trying to say and I thought it was a great discussion initially about what is the appropriate level of violence when is something so violent that it just turns you off where you just don't want to experience it at all I like that they were wrestling with those things I didn't like some of the insinuations about the trailer being misogynistic uh towards the female characters so dumb I don't think this story ever glorifies violence against women there's no bias towards women or men it just so happens that the two protagonists of this story are female exactly and therefore that's what you're going to see are you saying that women there has to be fail States in video games which means a character has to be capable of being the world is violent so does that mean that there can be no female protagonists in video games um because that feels super sexist and Frank like women are the victims of violence and don't we want to see women [ __ ] fight back once in a while that character her hand getting hurt it has consequences for hours of gameplay to come [Music] yeah one article even like asked the question were any women involved in the making of this and it's like yeah the co-writer the lead character designer the lead character artist all the actresses that worked on on that scene Jesus and in the first one dude like what the hell so [ __ ] here's what I hate about that article I'm sorry do a modum of [ __ ] rech just a just a modum just a modum of research just like a little bit before you put something out there to suggest that no woman could have worked on this because of the level of violence because there was violence against women because it is a video game is so [ __ ] sexist yeah it's just violence I like what violence does that make me less female like I like having a conversation about what power is does that make me less [ __ ] female I like working at a video game I like playing video games does that make me less [ __ ] female like suck a dick don't put that in I can't he tot put it he can't Neil's gonna say put it in but don't um I also don't represent all women but I represent like I can represent this and say I [ __ ] wrote this I wrote this like I literally wrote the sentence and then Yara eviscerates his his is eviscerates his esophagus from his throat I wrote that sentence that is in the script and I [ __ ] stand by it [Music] it's crazy I'm afraid of being turned into the truth which is like we're being thoughtful about the female narrative these characters are more than just their vaginas if you want to have a serious debate about feminism and feminism in video games and female depiction uh of violence and you need to why can't not why can't a good story just be a good story and characters be characters why does it always have to do with sex I don't get it just it doesn't matter who what you are as long as it's [ __ ] good it's good it shouldn't matter see it as a binary conversation it is a incredibly nuanced conversation you cannot make blant statements and you cannot make presumptions [ __ ] do your homework I'm glad that she was a part of this I'm right here I'm tweeting she did a good job shout out to Haley she did [Music] great God look at Ellie's eyes Jesus the tone of the violence in the game has always been important to portray as realistically as possible are job outside of just drawing up Concepts is really pushing our reference pipeline um to make sure that the character artists are getting the most realistic examples of whatever they're working on we can't find certain things so we make the reference ourselves simulating brain on wall 1 2 3 how is that drip fall down what does canvas look like when it's soaked in blood the school splashing blood on them dripping blood on them it's a little fake nice we put down some wet mud pulled blood onto it to see how blood would react to a wet dirt surface that's [ __ ] gross pieces of sh grass and like twigs and things that carry through like there's actually movement that's neat Ed Co little detail piece L and we Stu it in's shirt sleeve andit it with a hammer yeah we have a break that's cool she's going to need to hold this as straight cuz if she does this it's going to you know just the way it's going to want to make it fold so I'm trying to keep it as straight as possible this past week's shoot was specific for the infected eating U people's jugular and there was a concept that was done with like blood running down the mouth but like would that happen like let's find out uh I got tastes on the ground and pretended to eat away at like a bloody soaked rag that we made It produced some pretty surprising results because like most of my face got covered in blood look up a little John but yeah teeth people here will go to that length of trying make sure that things feel as real as possible Jeff gold Bloom back there yeah we do a lot of crazy stuff here nobody gets hurt but maybe he's in the last of part it's really hard to see these characters that you spend so much time with and for lack of a better word kind of like you know birthing into existence oh man tortured and abused Jesus H I hate watching this but at the same time I get it this part broke me Man Poor Troy we're shooting the Joel death scene which is like the Catalyst opening of the game the scene has all of aby's crew oh right it's a complicated uh well I'll play it in a single shot y all act like you heard of us or something cuz they have Nerf guns or or Joel doesn't die yeah you got that minor line so then what happens is all of us become friends knowing what was going to happen and knowing how it was going to happen I am very fearful there's so much weight to this scene this scene has to be right it's really difficult to re-shoot it if we need to with on the first game having to call Troy and Hannah back to re shoot Sarah's death was very very very difficult for me did that a lot the last time I tried to do a big emotional scene don't do this please don't do this don't do this don't do this don't do this please God no God no that didn't go too well and we had to re-shoot it don't do this to me baby don't do this to me baby a final woman's good just pure pain how the hell am I going to play this like how are we going to do this I don't know if I can do this I don't know if I have the the chops am I going to put Laura through this cuz I know how hard it's going to be on her camera roll take one Mark action Joel Miller who are you guess only you just get out whatever space you rehearsed get this over with you don't get to rush this at the end I really loved what he brought to it I couldn't wait to get back into Ellie's shoes again because it's where weirdly I feel most comfortable in a lot of ways because it feels like a a character that feels the most like me that I've ever played I love her so disturbing I mean minus like the murder and the killing like a bit of step forward like you're about to like Lune and shoot sweet the biggest change that has happened since initial pitch is Ellie is D when Joel is killed it used to be she came across the body and then she had to rely on Tommy's testimony of what happened yeah that's what they wereing which made it much more dramatic and intense for her [ __ ] much worse for Ellie to see it on screen and allows you better to understand why she needs to pursue these people the hardest part for I think what makes it so brutal is so Ellie experienced es it as it happens right Abby experiences her father's death after so I think in that perspective to me man Ellie it's hard to say who had it worse but when you see it happen in front of your eyes and you see the final strike of Joel's death and you know Al or Ellie's just sitting there [ __ ] boohoo and and restrained and can't do anything I don't know that's that's a different level of pain and to me it makes sense why she pushes so hard and kills so many people you know um I think it's just a different pain compared to Abby now that's my opinion but that's the way I see it for me was looking over at Ashley no knowing that that Troy was going to not be a part of it as much was really hard and knowing that Joel was not going to be in Ellie's life anymore it was just it was hard so much of that day kind of feels like a blur cuz there were so many feelings involved in it what I had to do I felt was very very little there's one reaction and beyond that we're on Ashley there was no acting there was pure raw emotion I'm staring in the face of that why are you doing this get the [ __ ] off me I'd lost a little bit of my voice I couldn't scream like as loud as I wanted to you know to get that frustration and that sadness out Ashley was behind crying and God and knowing Abby was taking this away from her was very difficult um and so I was crying when we were filming that scene yes is very emotional love you Laura you want what I want right end it now wait please stop no no jo [Music] jo we want him to die in this really unforgiving sort of way like it needs to feel senseless for you to say [ __ ] these people I'm going to pursue them to the ends of the Earth and make them [Music] pay if the scene doesn't work with what we captured on the stage almost nothing we do in post is going to make it work Joe will take a pass at the scene I'll give kind of high level notes but he's doing it without animated cameras without character models without environment and so it's a bit of a guessing game to see if this will [Music] work so I like the concept I felt like there's a lot of repetition and it felt long once like Joel's head gets smash I don't want a close-up look of him okay I wonder if we could do like the smash from the back of his head yeah I wanted just like you it' be like a black shape and you see like a silhouette change and like Blood starts pouring out but I don't focus on it like I don't see the details mhm when the club comes down and it's just like she's screaming I feel like we could just take all their audio out and like music could take over and again we're trying to build more rage than sadness that's going to really set up our journey okay I'll come back and there'll be another version of the scene okay play you [ __ ] get up please stop please don't [Music] please [Music] overall it's [ __ ] awesome like I I got emotional just the part where before he gets killed it feels so [ __ ] tense there certainly is still a ton to do we still have like 45 scenes that haven't even been looked at yet it's terrifying given our deadline um the process right now is just getting Neil we just need need to get Neil into the room which one are we showing first we've got essentially three versions the one that I did and this would work with what we're talking about doing with the scene and then ah close one uh I would probably say there people standing this yours Mel or I got bad news Mel yours this he's canceling he's canceling but we had the cameras set this is he's supposed to come in he's the it's good we're getting this on this is what it's not about this is what it's about um yeah he asked some melee stuff to review today he said let's pick it up tomorrow so yeah that's what happens and I was like okay all right that's fine I don't care I don't care um yeah e3o re [Music] visited I get called up to NE 's office one day and there's like an empty seat and Neo just goes like oh just sit down I'm like oh my God I did something wrong and he's like um do you know why you're here I'm like no are we going to talk about one of my levels he's and he laughs and he goes like no you're going to work on the E3 demo it's always been a dream of mine working on an E3 demo seeing it on stage am I get is this a joke like am I getting pranked right now so speaking of of e3 remember way back when like you guys said you were going to blck that content and then not touch it how's that going well and then we shipped just the glossiest best looking demo you've ever seen we burn that to a disc at the beginning of January and then we don't touch it again and nobody sees it until E3 well I think I think we we knew at the time that we weren't going to not touch it it's going to be really interesting to see if we can really really commit to being done be tempted to say like it could be a little better let's go back cuz the you know the game's been making progress for you know the the 10 months or something since we locked that demo down a lot of advances have been made a lot of new ideas new mechanics and we we really just need to have the discipline not to do that honestly it feels like we are addicted to being L okay we're starting I don't know exactly what we're going to do today other than come up with a really long list uh we're trying to limit it to an hour so we'll be done at four no matter where we're at uh looking at the cinematics first because we did it so early and had a ver like a rough version of it a year in advance we got a bit complacent what you say Jesus see but not quite the show yeah that's a show oh my God sure is where are we on getting physics on these strands we're working on it right so for next time for next time yes yes absolutely we didn't scramble to figure out what it is we're going to show we had the structure of like the festival going into this fight in the woods in Seattle but it was harder to build the momentum we usually have and I think that Panic just wakes everybody up and felt like it took us a bit longer to get there this time so then you going as if to kill this guy see somebody over there over here oh breaks breaks 50% of the time but use your imagination [ __ ] they going a bit slower give some time the animation is breaking the the melee system okay like when he starts yeah so I'm confident in the demo if we finish it uh it I'll be frank it's not looking great all right this is totally broken let's for next week let's make sure it's all there so we could actually review it yep uh okay thanks every I feel like this demo is [Music] cursed that demo was incredible was a version of our original Green Light demo insane but I had to make fully playable and shipable Viper the first thing I did was just basically take that space made by another level designer and put just enemies in it and start fighting but when I started playing it I remember like it just it wasn't there that parking structure was way smaller so it felt it felt more more cramped God is good God is good I remember going to Neil's office and being like how much can I change this and he's like well what are you thinking I'm like well I'm thinking like this big thing and I'm like just like brand new designer I'm just throwing out like everything like I want to do this I want to do that I want to make sure that feels like a Sandbox that it feels like this big space that it's multiple paths it's like something like we really haven't done before in The Last of Us and he just goes go let's do [Music] it we picked a location in Seattle that essentially is probably the hardest lighting scenario we would have to pull off in the game I wanted to get the overcast look nailed cuz so much of the games dependent on that how do we pull off this look can we pull off this look everything felt a little muted and it we were losing kind of that nextg quality of our engine like for a second we actually turned the sun on in the demo but we lost the mood of that overcast kind of blue look that moment was uh really rough for me just felt like years of my life that potentially would have just been like wasted on this this pipe dream of a look well we were struggling like last summer we were it was like a fine Balancing Act is this whole thing just going to crumble like is the whole Direction like now going to have to change for the game not just this demo have I steered this company wrong took some really big iterations and try some crazy ideas so we came up with kind of a hack we talked with the programmers and found a few settings that actually gave us exactly what we want it was really like one thing we faked the sunlight within this kind of ambient look so we could get some directionality of the lighting that I was like oh if we do this one thing it actually got us the look we wanted so like I'm glad that happened yeah I like the look for this game uh there was a major push to make a new uh volumetric fog system it's not just like a kind of an overlay on top of the screen you that's why it's called volumetric you feel the volume of it it's going to be a little bit thicker near the ground right because there you know and you will see grass kind of getting through it fog also allows you to see the light fog adds atmosphere atmosphere brings everything together it was crazy cool now with this game we did add recently some new tech that allows us to make some of the water drips more Dynamic meaning that if you have a car you will see a water follow the glass follow the hood and then from the bumper you're going to start seeing Dynamic droplets um so that was really cool and then we can now actually also use this technology to drive blood now we can have a blood dripping and we have water dripping the water Trail can pick up where is it bloody and if it's bloody it can change it its own color and start dripping more red and on top of it we also clear out the blood so what you will see is you will see blood area you will see water Trails going down and you will see the water Trails washing out the blood and picking up the redness and going down really really cool in the E3 demo we do want to show our next gen animation system one of the biggest animation upgrades that we wanted to add to this project was uh motion matching the way that it works is it takes a pool of Animation data and it picks the most appropriate clip to uh blend together and create just very fluid and organic I Movement we want these characters to just feel grounded and believable in the world properly shifting their weight and moving the way a real human wood yeah that's cool in order to capture all of those on the stage we use something called a dance card a choreographed set of patterns that the actor can move on the floor basically that's creating this like Bank of little pieces of animation motion matching system just pulls from that bank all the animations necessary to have them move perfectly in any arbitrary way when it works it's like so far and way better than any other animation technique it's like a a Quantum Leap of the highest order in terms of quality it's neat man it looks so legit like that movement is pretty insane I remember any mechanic not maybe anything you haven't seen before it's the combination of how it all comes together the way it works with the animation system new stuff we're talking about is like oh you can be in Grass she went into the grass watch yourself like one of the biggest things we do in the demos jump a gap dude oh I know it's like a it's in every other game but holy [ __ ] being jump jump you know like it's like but it's new to our game we have to have the best cool prone mechanic of all time I like hot under cars man that was crazy yeah no one's ever seen when that aim and PR she actually like rolls up on her back and aims like this [ __ ] like it can never clip through geometry being able to rotate 360 in all directions it can never like do a janky thing when she's reloading while doing it or aiming in water there's like a ik thing that like lift her chest and head up and then it gets too deep now we're in the special prone underwater move set thing her chest and arms and everything are kind of matching ground plane things that a player will never notice and it's because we like purposely did it there's no such thing as like oh you know it's not as good as you know this other game's one but like it's fine it's got like no we it's [ __ ] naughty dog we have to have the best version of the thing whatever that is it's what makes them the studio they are man they just they put a lot of heart into it E3 overall was amazing the press conference was in a very different venue they usually have them like these big auditoriums man this kind of like almost like a popup I would have loved to be there it's a dream to go see like a Last of Us it was more like a theme park idea but it's like in a parking lot in a tent in Los Angeles [Music] downtown they built the whole crazy church thing which was pretty rad was super cool it was better than we expected insane cuz I don't think anybody knew what they were showing off right or did they yeah they knew it was a last part two okay but they didn't know why this room looked like that yeah and you could feel like the tension of people trying to figure out what is this press conference what's going on what game are they going to show [Music] [Applause] [Music] [Applause] here on the Naughty Dog logo you get this big cheer on the Ellie reveal you get this big [Music] cheer every moment that we've constructed and planned like meticulously for really a year now hit and hit the way we wanted it to hit maybe they're jealous of you um just a girl not a threat I think they should be terrified [Music] of [Music] [Music] [Music] [ __ ] her [Music] one of the biggest reactions was when the HUD came on [ __ ] they looked at that forest and thought there's no way it can look this good like that's impossible but when we Flash the HUD and be like yeah that's it this is the real game people are not ready for this like this is going to [ __ ] you up [ __ ] legalist dude [Music] see I told you he should be [Music] [Applause] terrified they did so good it was electric the hype was insane likeing the whole time like as soon as it's done playing I'm like on my phone and it was wild it was wild to see it just everywhere see it on YouTube see people commenting on it ruthless and gay you can't just be beautiful it was it was a really special moment you know I shipped something like as a level designer there was a reaction to the animation Fidelity holy crap this is the best looking animation I've ever seen are you kidding me we're on the forums going through the messages seeing how much people think it's amazing someone's like sort of cynically that our stuff was fake yep I remember this I guess it's kind of a compliment to the animation team for like someone to say it's fake when they're working so hard and right away I respond I was like don't respond don't do anything like it's all you can D not professional I was also a little anxious about it cuz it's a little fake you know fake is an interesting word there's an argument that he's right it's not the final polish game you can't just play this demo in any way you have to play this is all demos I mean got award show like let's not put anything in there we feel like we can't do it there was no thing of like we don't know how we're going to do that it was just we literally just don't have it systemic yet you know like systemically a guy pulling you out from underneath a car we didn't have it hooked up yet but they put it in [ __ ] now we have a hooked up in the game it's her Arthur all over soon ultimately as we're building the rest of the game if anything feels like it's not the right call for the game we don't mind changing it like we had certain things in the demo for the first Last of Us where like Joel picks up a pistol and takes out individual bullets from it and Pockets it and like we could have done that it just took too long so for gameplay purposes we cut that out talking animators and they were like Yeah man they think it's fake they have no idea like it's awesome the same animators who made this demo are going to make the final game so like I don't know what you're talking about they were confident which I'm glad we knew what we were doing and we knew how special it was it was a little bit of a microphone drop to the industry and for many it was inspirational and they were excited to uh be able to add some of those details to their games and their future games and for some of them it absolutely freaked them out to see this might be the new bar that's expected for uh other games to follow it's a good thing though you know just shows how far gone part of me is like oh [ __ ] like they're [ __ ] calling us out it's like we have to deliver this God that hammer we always were going to but now it's like people have called us out so we have to do a full body throw animation when you pick up a bottle and you're running and not just a partial animation because that guy [ __ ] called us out like they said they were going to do it the real challenge is making the whole game look as good as this one control situation we come out of e3 and and hopefully we've set the standard for this what the rest of the game needs to feel like yeah so it's good I guess like I said in in certain ways for for the media but I mean it seems like they like doing it because it helps push the devel when you already know exactly what you're supposed to do in the game you memorized everything it's hard to have a true experience with it you have to bring in people from the outside to play it fresh yeah man look at that clicker statue dude I would love that don't know where the hell so we try to start Play testing as early as possible we've got testers in bright and early they're going to start playing the game they're actually just right across the hall over [Music] here so 117 11729 I'm going to stop it here uh I have work in the morning we don't have much longer uh for part two of this video um yeah hope you guys keep watching and uh play the last of this part two you know I'll be back tomorrow and uh I'll make sure I make another recording and just uh finish it off and I do plan on uh probably recording and playing through uh the last this part two part one both the remakes um I beat him a 100 times but I would like to make some more Las ofous content and talk about the show love the show obviously but uh thank you guys so much and uh give me a like if you like the video if not uh it's totally cool too uh peace I said two peace that was kind of weird I said it weird but thanks anyways bye guys
Info
Channel: Miyagii
Views: 532
Rating: undefined out of 5
Keywords: The Last Of Us Part II, the last of us, Grounded, Naughty dog, The making of
Id: jwoNbLgISR0
Channel Id: undefined
Length: 85min 14sec (5114 seconds)
Published: Thu Feb 08 2024
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