
If you are a PS4 owner you’ve probably played Uncharted:The Nathan Drake Collection or you’ve probably started playing Uncharted 4. So here is some trivia for you about the franchise, some things you probably didn’t know. It’s obvious that Naughty Dog was heavily inspired by adventure movies and shows while developing it’s first part. After the game was announced at E3 2006, it was compared a lot to Tomb Raider. It even earned the title – Dude Raider.
Since the developers wanted to target mature audiences, they put real people in real scenarios, doing away with cartoony graphics. The lead, Nathan Drake was meant to be an everyday guy that people
could relate to. He’s an average joe. The protagonist is evident throughout the game. Every times he
makes an impossible jump or is faced with an extreme scenarios. There are subtle touches to the
gameplay as well. The studio wanted the game to look realistic, the team decided to work with motion capture throwing
away the idea of Keyframe animation. Traditionally, a different actor voices the characters and the motion capture is done by someone else. Naughty Dog decided to go with the same actors for voice and motion. A downside to this during the
production of Uncharted was that the motion capture studio wasn’t sound proof and the voices had to been re-recorded.
For some complicated scenes like melee, the studio shifted to keyframing.
All the cutscenes in the Uncharted games are made using the in-game engine to maintain consistency.
All the water effects, fire, rain, shadows and shading are from the in-game engine. The ocean level in
uncharted 3 had no preset structure. It was generated in real time.
The show stealing sequence was a train sequence in uncharted 2, which is by far one of the most
cinematics moments in gaming. The fact that the environment changes as you traverse through the train
sequence in the game is called ‘dynamic Object Traversal System’. The same tech was applied to the
crashing hotel sequence in it’s part 2. One of the bugs in the moving train sequence was that the grenades thrown by the players initially would fly back in their faces. Targeting enemies also lagged a lot in this sequence. With the success of the franchise, Uncharted 4 was inevitable. When Uncharted 4 was demoed at E3 2015, nothing happened. Nate did not move and the Naughty Dog team were forced to reset the entire
thing to get it working properly.
Developers struggle day and night to make games like Uncharted.
Resident Evil Requiem isn’t just another sequel — it’s Capcom standing on nearly 30 years of survival horror history and finally asking the hardest question of all: what if Resident Evil truly understood itself?
This Resident Evil Requiem review is a full deep dive into what the game is trying to be: a synthesis of classic tension, modern action, and first‑person psychological horror — all with the weight of decades of Resident Evil history behind it.
We break down the dual‑protagonist structure (Grace Ashcroft vs Leon S. Kennedy), pacing, monster design, sound/atmosphere, and the tech/performance conversation across platforms — plus the “best way to play” discussion at the end.
Come with Simulation Daily to explore the brand-new Key West Airport (KEYW) in Microsoft Flight Simulator 2024, thanks to the simulator’s walkaround feature.

Travis Bruno of Capsule Computers writes:
"Thirty years ago Capcom found what would eventually become one of their landmark franchises in Resident Evil and now nearly thirty years after the events of Raccoon City, one of the game’s stars will be returning to where his story began. Over the past ten years Capcom has told the story of Ethan Winters while bringing the classic Resident Evil titles to modern audiences and now with Resident Evil Requiem it feels like the company has brought the two together into one complete package, aiming to deliver both survival horror and some action packed gameplay all into one story. Thankfully for fans, they have succeeded."
My all time favorite game franchise!