I just love how they designed the tracks to constantly twist and turn throughout the loop to further mask the fact you're going in a circle. Naughty Dog are spectacular at graphical sleight-of-hand.
This was fascinating. I love seeing how good programmers manage things like that: the PS3 had what, 512 MB total memory? I love the point-out of how Drake's shadow changes.
Hi Freako! My understanding is 512 total, 256 for video and 256 for system. But yeah, a big hindrance when they split it like that whereas Xbox had access to all of it's 512. PS3 could get around it with clever programming via cell architecture but games like this often had to resort to assembly language to pull that off.
When I first played this level my first initial thought was “How did they do this?!” And you beautifully answered my question! The magic in video games is simply amazing. Thank you for a great video!
Skyrilla at first I just figured everything was just randomly generated.. and I never remembered seeing the same places over again because the loop went on and on
Thanks, I was always very curious as to how complicated the code behind all that was, but it turns out I was easily fooled and it's much simpler than I imagined, haha!
NasIsLike - The most impressive parts are the timing, camera movement, and epic setpieces that distract you from what's happening, but really aside from that I'm sure most studios could do this. The biggest thing that creates the illusion is how massive the looping map is, and making it so long basically guarantees that the player will progress to the next setpiece without passing the same environment 2 or 3 times. That said, Naughty Dog are the masters of these on-rails chase sequences, the desert chase in UC4 is fucking insane.
xLightXWolfx - Well, there _is_ a desert chase in 3 and it's good, but I'm talking about the city chase in UC4 that transitions to a village/desert and that annoying truck that won't die is following you.
NasIsLike this is much easier than any other "Train levels" that exist in games. But it's just probably takes more resources. So sometimes it's better to do a hard way, but make an illusion of train moving. But in game like this, it's visually better to create large looping track, and it's also easier
I've always wondered about this since I first played the game. Glad it could be explained after all these years! ND really does go above and beyond to make sure you don't notice their tricks.
Thanks Freako! This train sequence was the main reason that I wanted to see a boundary break on Uncharted 2, and I was so disappointed when Shesez showed barely any footage. Keep it up, man!
You know those questions that arise years ago that always stick around in the back of your mind? This was one of them. Thanks for putting that together and showing us the full loops, it’s super interesting and pretty ingenious as well
Thanks, I think this offers a really nice insight in how games technically manage the illusion of continuity between scenes, but also how much thought and design goes into creating an action scene like this in a game world.
IIRC - Gears of War 1 did this as well, three years before UC2 was released. The main difference being that the Gears train was a constant straight line, but man did it look rad.
The loop was also shorter which at face value is worse but it also meant the game didn't have to use any camera tricks to transition from outside to the tunnel and to the outside again.
Saw this in my recommended, instantly subbed and turned on notifications. I'm gonna check your other videos, but I really enjoyed this "behind the scenes" of a game level. Please continue to make these.
Something I love about this level that you rarely saw in "moving" levels up to 2008 is that you and everything physical on the train actually does have momentum. If you jump off or push someone off, the ragdoll hits the ground and bounces wildly as it's actually traveling at the train's speed when it hits the ground.
Is it possible to take a character from an entirely different game and place them into another? For example, is it possible to place John Marston in the Bunker of UDF? Also Freako, you’ve gotta stop worrying about your voice man. Your voice is YOU! Honestly, I think many of your viewers including myself would like to see more videos with your voice included. Another great video from you man! It’s very interesting to see how these things work. Keep up the good work!
Wow, I remembered the graphics looking so much better when I was a kid. Thanks for this. This level has always been one of the most fascinating accomplishments to me - I've always wondered how they did it.
Great explanation, glad to see that Boundary Break finally has some peeps on board with knowledge of game engines and how stuff works instead of guessing.
This is absolutely fascinating to know, how they managed such a complex set-piece. After all, it does make sense when you think about it for an extra minute, but damn, that is some resourcefulness.
Really great job for the creative team and the programmers to came up with these clever ideas. I rather say that the most important thing in the whole segment is the actual speed of the train and the scale of the loop. Such an oustanding example of amazing level design and correct use of camera tricks directly from the cinematic media.
Yeah, I always guessed that it was a loop but hearing how it works is really interesting! It’s just amazing that they were able to do all this is 2009. I mean, that’s the same year that Wii Sports Resort came out.
Simple nothing - this magic trick was something I couldn't work out at all when I played the game - managing this multi-chapter train with not a single loading sequence, without ever doing something that was too obviously a trick to hide details. Not to mention, managing to keep the gameplay fluid while all parts of the train are so visibly curving and shunting and coming close to lethal obstacles (unlike many train segments in games where the landscape would be little more than set dressing looping past you). I don't think this even really covers how they managed to have a portion of the jungle where you are meant to maneuver past lethal train signals in a short window, but have them not show up once Nathan passes that portion of the train. My best guess is that they're allowed to spawn anywhere on that loop track? Can't even really imagine how that got set up though.
So freako, there is a total of the engine + 50 carriages, the green ''container'' carriage that is lifted in the air is number 30 from the engine, long tree trunks is number 17, you fight Draza in 13 and this is the last one you get to in the game, can you make a camera breach to check what exactly is in the remaining carriages in the front? Are there any character models in them? Any weapons? How does the engine look with a close up on it? Can you perhaps even put drake into the first 12 carriages? Is there solid ground? After the explosion of butane tanks the front part of the train keeps on going, where to?, probably just disappears as the cutscene takes over but maybe this is not the case. Please check the stuff for us haha
Uncharted 2 is my favorite because it’s the only one I played. This part was my favorite part in the game because you just go one direction and you wouldn’t get lost
My old PS3 was breaking and I played this level. One interesting thing is that the tunnel segment never de-loaded for me when it was supposed to (when the general cocks the shotgun) I died before i could get far cause it was crushing but i thought that was worth sharing
Okay so in Chapter 13 -14 the train has the locomotive/engine then has 50 carriages (or passenger cars). If the first carriage is #1 instead of the locomotive in order of Chapters 13 and 14 then we can say: Chapter 13: - Nate starts in carriage #50 - The mini-gun is on carriage #42 where Nate has to find another way around. - Nate says 'Why does he need a tank for?' on carriage #39 - Nate falls on a carriage #36 and the helicopter spawns - Nate is in the green container where he shoots the helicopter with the RPG in carriage #30 Chapter 14: - Nate starts on carriage #29 - Nate is on carriage #23 when Lt. Draza says "After him!" - Lt. Draza sends the mini-gun guy on the wooden logs when Nate is on carriage #19 - Nate shoots the locks where the mini-gun guy falls on carriage #18 - Nate uses the Anti- Aircraft Weapon on carriage #16 - Nate fights Lt. Draza on carriage #14 Fun Facts: - Lazarević started with 50 carriages. Nate was on carriage #15 where he shot the propane causing the train wreck. Overall, Lazarević lost about 35 carriages. - You can't go past carriage #14. - On carriage #1 there seems to be a tank, the tank on carriage #39 presumably got lost on the track when the helicopter dislocated carriage #37 and #36. So that tank must've have been the tank in Chapter 20. - The train also is at a set speed of 45 mph or 72.42 km/h
Wow, that was really cool. A lot of people seem to become disappointed when they realize how the trick works (like in magic), but I'm the exact opposite. I gain more respect, and become more interested. It's pretty fascinating to see how these scenarios are built. The jeep chase in uncharted 4 would be cool to see like this.
This will be the best video I've ever watch my whole life as an indie :D Learned too much from ND and you :D Since my 14 I've been wandering about how they did it. Ps. Im 23
You should explain the train scene at the end of Lost Legacy. I imagine they do a looping thing also, but at the same time you can see the tower in the distance getting closer.
This doesn't explain everything, though. For example, the Helicopters fly off when you reach a certain point on the train, but that ALSO always coincides with being at the waterfalls. Does that mean that these kinds of events don't trigger until you reach a certain point on the railroad? But then how does the train handle these events, as you go about moving through the train carts. You show that the train is set in place, it's carts aren't dynamic, so then how does the train time having the player on the right train cart at the right moment on the map? Why is it that you always reach the minigun dude at right about the same point on the railroad map? And the boss fight for that matter?
I just love how they designed the tracks to constantly twist and turn throughout the loop to further mask the fact you're going in a circle. Naughty Dog are spectacular at graphical sleight-of-hand.
Really interesting.
Yes thank you for explaining this basic trick that's been done in every train scene in every game ever.
I always wondered how the hell Naughty Dog did this. God, they’re geniuses. Thank you very much.
Thanks! Only been wondering for about 9 years
This was fascinating. I love seeing how good programmers manage things like that: the PS3 had what, 512 MB total memory? I love the point-out of how Drake's shadow changes.
PS3 only had 256 ram!
Hi Freako! My understanding is 512 total, 256 for video and 256 for system. But yeah, a big hindrance when they split it like that whereas Xbox had access to all of it's 512. PS3 could get around it with clever programming via cell architecture but games like this often had to resort to assembly language to pull that off.
When I first played this level my first initial thought was “How did they do this?!” And you beautifully answered my question! The magic in video games is simply amazing. Thank you for a great video!
Thank you very much and, by the way, there's no problem with hearing your voice. You explained it perfectly. :)
Yeah, the voice was fine! Make moar!
that was explained so well dude thanks for the awesome video 👍🏻 never realised it was in a constant loop
Yurrupt yeah another skill of his haha
How the hell is it not an obvious loop.
It's quite obvious actually, because if it isn't in a loop, it would have ended already..
Skyrilla at first I just figured everything was just randomly generated.. and I never remembered seeing the same places over again because the loop went on and on
Thanks, I was always very curious as to how complicated the code behind all that was, but it turns out I was easily fooled and it's much simpler than I imagined, haha!
If it was that easy it would've been done before by a lesser developer.
But it didn't and it took one of the absolute best devs to do it.
NasIsLike - The most impressive parts are the timing, camera movement, and epic setpieces that distract you from what's happening, but really aside from that I'm sure most studios could do this.
The biggest thing that creates the illusion is how massive the looping map is, and making it so long basically guarantees that the player will progress to the next setpiece without passing the same environment 2 or 3 times.
That said, Naughty Dog are the masters of these on-rails chase sequences, the desert chase in UC4 is fucking insane.
slvracobra1337 You mean UC3?
xLightXWolfx - Well, there _is_ a desert chase in 3 and it's good, but I'm talking about the city chase in UC4 that transitions to a village/desert and that annoying truck that won't die is following you.
NasIsLike this is much easier than any other "Train levels" that exist in games. But it's just probably takes more resources. So sometimes it's better to do a hard way, but make an illusion of train moving. But in game like this, it's visually better to create large looping track, and it's also easier
I've always wondered about this since I first played the game. Glad it could be explained after all these years! ND really does go above and beyond to make sure you don't notice their tricks.
Thanks Freako! This train sequence was the main reason that I wanted to see a boundary break on Uncharted 2, and I was so disappointed when Shesez showed barely any footage. Keep it up, man!
I was hoping he would count how many traincars the train consist of.
You explained that really well.
You know those questions that arise years ago that always stick around in the back of your mind? This was one of them. Thanks for putting that together and showing us the full loops, it’s super interesting and pretty ingenious as well
This is the video I've been waiting for years.Where you been man??
Josh Mc Where has he been? Something to do with Ellie but we won't go there...
your voice makes me clear my throat every two seconds
thanks
Really cool, I already guessed ut had something to do with a loop, but hadn't comfirmed it. Thanks for sharing! It was perfectly explained!
Nice job getting all the footage for shesez, good thing you popped up in my recommended tab I was planning to check out the channel anyways
On boundary break Shesez didnt really make it clear how the train level actually worked. I'm glad you did it. Nice job!
Half into the video and HOLY MOLLY I need to play it again
This was one of the best videos I have ever seen!
Thanks for dissecting my favorite level in gaming history.
Fascinating.
What an awesome video, I love seeing these kind of technical stuff behind games!! Thanks for sharing with us Freako, take care!
Was always baffled by this level, thanks so much for explaining that! Super interesting :)
I think the best set piece is the building falling and my fav level is the tank chasing
The tank chasing wasso fun and frustrating at the same time lol
The one in the village?
Thanks, I think this offers a really nice insight in how games technically manage the illusion of continuity between scenes, but also how much thought and design goes into creating an action scene like this in a game world.
IIRC - Gears of War 1 did this as well, three years before UC2 was released. The main difference being that the Gears train was a constant straight line, but man did it look rad.
The loop was also shorter which at face value is worse but it also meant the game didn't have to use any camera tricks to transition from outside to the tunnel and to the outside again.
Also in 2008 in Gears of War 2 they had that flying level. Not sure if it was based on loops or not.
ua-cam.com/video/3IMX8IEEZSw/v-deo.htmlm43s
Saw this in my recommended, instantly subbed and turned on notifications. I'm gonna check your other videos, but I really enjoyed this "behind the scenes" of a game level. Please continue to make these.
Something I love about this level that you rarely saw in "moving" levels up to 2008 is that you and everything physical on the train actually does have momentum. If you jump off or push someone off, the ragdoll hits the ground and bounces wildly as it's actually traveling at the train's speed when it hits the ground.
Is it possible to take a character from an entirely different game and place them into another? For example, is it possible to place John Marston in the Bunker of UDF?
Also Freako, you’ve gotta stop worrying about your voice man. Your voice is YOU! Honestly, I think many of your viewers including myself would like to see more videos with your voice included.
Another great video from you man! It’s very interesting to see how these things work. Keep up the good work!
EanFox am actually testing that. Ill let you know if it works
Does it? I'm still waiting.
AnonyHawk I forgot. Ill test it real quick. I have to hook up my JB Tho.
great video! i’ve always been curious about this
Wasn't it obvious?
Odd seeing a popular UA-camr with only a single comment, feels really weird
@@SkyrillaNo.
yes! thank you for this! I was really hoping to see more from Shesez's video - seeing the entire loops is super interesting
the zoom out during the 3rd section looked cool
That was fascinating dude, thank you!
Wow, I remembered the graphics looking so much better when I was a kid.
Thanks for this. This level has always been one of the most fascinating accomplishments to me - I've always wondered how they did it.
Great explanation, glad to see that Boundary Break finally has some peeps on board with knowledge of game engines and how stuff works instead of guessing.
I remember playing this and just waiting watching the train go. So amazing.
This is absolutely fascinating to know, how they managed such a complex set-piece. After all, it does make sense when you think about it for an extra minute, but damn, that is some resourcefulness.
I always wondered how this level worked, but for some reason never thought to check that someone might have answered it. Thank you!
2:21 WOW! Is so non-immersive seeing that train roll over and over in that angle but in first person you can't tell that!
Even when I played the game I did not buy it. No way that rolling train has more momentum than the train itself
Amazing video. I’ve never been too into game design but when I was younger I remember thinking about how this level was even possible.
Really great job for the creative team and the programmers to came up with these clever ideas. I rather say that the most important thing in the whole segment is the actual speed of the train and the scale of the loop. Such an oustanding example of amazing level design and correct use of camera tricks directly from the cinematic media.
Awesome video. It's really cool to learn how this amazing piece was pulled off. Other videos on Uncharted would be welcomed :)
Awesome explanation and a fantastic video. Thanks!
Nicely explained! Thank you for this
Yeah, I always guessed that it was a loop but hearing how it works is really interesting! It’s just amazing that they were able to do all this is 2009. I mean, that’s the same year that Wii Sports Resort came out.
Your voice isn't that bad. I like the extra detail in your vids.
Don't worry about your voice, dude. It's got a cool grit about it, it's unique. That's a good thing, and great video! Very well explained.
Thanks for this. I have wanted to know this for a looong time
Simple nothing - this magic trick was something I couldn't work out at all when I played the game - managing this multi-chapter train with not a single loading sequence, without ever doing something that was too obviously a trick to hide details. Not to mention, managing to keep the gameplay fluid while all parts of the train are so visibly curving and shunting and coming close to lethal obstacles (unlike many train segments in games where the landscape would be little more than set dressing looping past you).
I don't think this even really covers how they managed to have a portion of the jungle where you are meant to maneuver past lethal train signals in a short window, but have them not show up once Nathan passes that portion of the train. My best guess is that they're allowed to spawn anywhere on that loop track? Can't even really imagine how that got set up though.
The two carriages with high walls and one cutscene in the tunnel. Simple but effective! It fooled me too
This level is a fucking masterpiece. Absolutely basic yet amazing design. The director/lead designer for this level deserves a raise.
One of the BEST video game level ever made even to this day.
I actually asked my self this particular question when i was playing the game. This is really exciting!
This is just perfectly explained, thank you plentiful Freako! ^_^
I always wondered about how this level actually worked behind the curtain, thanks !
Thank you Freako, very cool!
hellsgate700 Terrific
i see what ya done did
Cool video. I wish there were more like this on youtube explaining the tricks of the trade.
So cool. Damn, I miss Uncharted... really need to play this again.
Freako your laugh went perfectly with your icon
Finally! My questions that I've been asking for 8.5 years have finally been answered!
*clears throat
So freako, there is a total of the engine + 50 carriages, the green ''container'' carriage that is lifted in the air is number 30 from the engine, long tree trunks is number 17, you fight Draza in 13 and this is the last one you get to in the game, can you make a camera breach to check what exactly is in the remaining carriages in the front? Are there any character models in them? Any weapons? How does the engine look with a close up on it? Can you perhaps even put drake into the first 12 carriages? Is there solid ground? After the explosion of butane tanks the front part of the train keeps on going, where to?, probably just disappears as the cutscene takes over but maybe this is not the case. Please check the stuff for us haha
It’s like the moving backdrops in really old cartoons, but in full detailed 3D.
Amazing slight of hand by Naughty Dog, cheers for the insight man.
This made me feel like playing the game all over again.
Cool! Ideas i can use in game development! Thanks!
Man, I've known about these tricks since Jet Force Gemini on the N64.
But I still love seeing them in other games.
I always wondered about this in games that have constant self moving levels that only changes as you progress.
This is why I love naughty dog. Even now this train sequence is still ingenius as well as breathtaking
Man this is an expertly crafted map.
Uncharted 2 is my favorite because it’s the only one I played. This part was my favorite part in the game because you just go one direction and you wouldn’t get lost
These types of videos are very interesting
My old PS3 was breaking and I played this level. One interesting thing is that the tunnel segment never de-loaded for me when it was supposed to (when the general cocks the shotgun)
I died before i could get far cause it was crushing but i thought that was worth sharing
One of the best explained video i ever see...
Thank you for this video, I definitely would like to see more of this content.
I learned something today, thanks Freako
Okay so in Chapter 13 -14 the train has the locomotive/engine then has 50 carriages (or passenger cars). If the first carriage is #1 instead of the locomotive in order of Chapters 13 and 14 then we can say:
Chapter 13:
- Nate starts in carriage #50
- The mini-gun is on carriage #42 where Nate has to find another way around.
- Nate says 'Why does he need a tank for?' on carriage #39
- Nate falls on a carriage #36 and the helicopter spawns
- Nate is in the green container where he shoots the helicopter with the RPG in carriage #30
Chapter 14:
- Nate starts on carriage #29
- Nate is on carriage #23 when Lt. Draza says "After him!"
- Lt. Draza sends the mini-gun guy on the wooden logs when Nate is on carriage #19
- Nate shoots the locks where the mini-gun guy falls on carriage #18
- Nate uses the Anti- Aircraft Weapon on carriage #16
- Nate fights Lt. Draza on carriage #14
Fun Facts:
- Lazarević started with 50 carriages. Nate was on carriage #15 where he shot the propane causing the train wreck. Overall, Lazarević lost about 35 carriages.
- You can't go past carriage #14.
- On carriage #1 there seems to be a tank, the tank on carriage #39 presumably got lost on the track when the helicopter dislocated carriage #37 and #36. So that tank must've have been the tank in Chapter 20.
- The train also is at a set speed of 45 mph or 72.42 km/h
Thank you! I was specifically interested in how this segment works :)
I got used to the voice after a while! Thanks for making really informative content!
Awesome stuff. Man this is such a great channel
This was like watching where the sausages are being made.
That was so cool. I always wondered how games do those types of gameplay
3:31
"Mr.Strak, i don't wanna go!"
Fascinating - thank you for taking the time to explain this
Great job! Simple, straight to the point and interesting!
I didn't know that on the cliff section it was looped up there thanks for this and hello came over from Boundary break
Nobody cares about your voice if the video is so well done. Please keep doing this kind of videos! Your voice isnt bad
I have always wondered how this worked, thank you
This stage was epic and the most memorable of UC2
Thank you ! When I played it I didn't thought it was a circle
Uncharted 2 is my favorite
Thanks freako, there is no problem hearing your voice you explained this level very well
Wow, that was really cool. A lot of people seem to become disappointed when they realize how the trick works (like in magic), but I'm the exact opposite. I gain more respect, and become more interested. It's pretty fascinating to see how these scenarios are built. The jeep chase in uncharted 4 would be cool to see like this.
I swear you did this video last year. I remember almost all of this but the parts about Boundary Break.
This game is so damn cool man. Has to be my favorite game of all time
This will be the best video I've ever watch my whole life as an indie :D Learned too much from ND and you :D Since my 14 I've been wandering about how they did it.
Ps. Im 23
I always wondered about that level. Good video.
That is some big brain programming. What a great illusion. Nice.
Your voice is as calm as Shesez. I see no problem bro
You should explain the train scene at the end of Lost Legacy. I imagine they do a looping thing also, but at the same time you can see the tower in the distance getting closer.
This doesn't explain everything, though. For example, the Helicopters fly off when you reach a certain point on the train, but that ALSO always coincides with being at the waterfalls. Does that mean that these kinds of events don't trigger until you reach a certain point on the railroad? But then how does the train handle these events, as you go about moving through the train carts. You show that the train is set in place, it's carts aren't dynamic, so then how does the train time having the player on the right train cart at the right moment on the map? Why is it that you always reach the minigun dude at right about the same point on the railroad map? And the boss fight for that matter?