The Uncharted movie pulls from the Hennig era. Back in 2004, with the dawn of the PlayStation 3 approaching, Naughty Dog sought to explore new territory beyond ...
The success of The Last of Us as a show is a reflection of Naughty Dog’s maturation as a storyteller. Ultimately, to save the world that he is in and return to the future that he knows, Barry’s only hope is to race for his life. The duo, along with writer Josh Scherr, introduced the character complexities of The Last of Us to Uncharted 4. It analysed the cycles of violence that emerge and fester within those unable to deal with their own vengeful motives. It’s a sprawling epic that works as a distinct milestone for how far the studio’s approach to character and narrative has come. The release of The Last of Us marked the start of the ‘Druckmann era’. Druckmann and Straley stepped in as the series’ new guardians, and they had ambitious new plans for Nathan Drake. Compared to the likes of the Halo series, which misguidedly embraces its FPS roots with first-person sequences, the result is night and day. But beyond that, Druckmann and Straley’s approach to aligning The Last of Us’ gameplay with its cinematic influences makes it even more suited to adaptation. And that was absolutely fine, because Uncharted was an action-adventure video game and interactivity, not character depth, was the most vital component. Back in 2004, with the dawn of the PlayStation 3 approaching, Naughty Dog sought to explore new territory beyond the 3D platformers it was known for. The studio has honed its craft over 15 years, and these adaptations draw on two very different ends of that decade-plus journey; periods that can broadly be described as the ‘Hennig era’ and ‘Druckmann era’.