Part III: Uncharted 4: A Thief’s End

Welcome to Part III of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode is all about the non-stop development of Uncharted 4: A Thief’s End. I also dig into how the team designed Nathan Drake’s final game. I hope you enjoy.

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Part II: The Last of Us

Welcome to Part II of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode discusses how Naughty Dog managed developing for two console generations, as well as how much of an impact The Last of Us had for the studio. I hope you enjoy.

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Charting Naughty Dog’s Metacritic Scores

With The Last of Us Part II finally released, I decided to make more charts. I did a few within Chasing the Stick: The History of Naughty Dog during the PS4 Era and also did one about the time between announcement and release. Now with the highly anticipated sequel’s reviews published, I thought now would be a great time to look at the studio’s Metacritic* scores since making games for PlayStation.

*Both Crash Bandicoot and Crash Bandicoot 2: Cortex Strikes Back do not have Metacritic pages. Their averages were pulled from Game Rankings via Wikipedia*

*The Last of Us Part II’s score was taken on June 17, 2020. This may change since the game is newly released *

I colored the charted by console generation then placed the pertinent game logo on each bar. The lowest score is 76 with Jak X: Combat Racing, which happens to be the first game at Naughty Dog that current Vice President Neil Druckmann worked on before going onto Uncharted. They have two titles tied for the highest score of 96; both Uncharted 2: Among Thieves and The Last of Us Part II.

Their average score (out of all these averages) is 88.94%. They have not had a game below 80 since 2007, with 6 out of the 9 games released since then being in the 90s.


Now that I’ve actually beaten The Last of Us Part II, if I scored reviews, I’d agree with the 10/10 reviews. I haven’t read or watched any yet: I wanted to keep my head clean and clear so I can come up with my own take as I write my own review.

Part I: Naughty Dog by the Numbers

Welcome to Part I of Chasing the Stick: The History of Naughty Dog during the PS4 Era.

I decided to break-up the six parts of my history into individual episodes as well, for more choice for you, the listener. This episode explores the genesis of this project and the scope of Naughty Dog’s work from 2013-2020. I hope you enjoy.

Continue reading “Part I: Naughty Dog by the Numbers”

How Chasing the Stick was Made

This project expanded so fast that I think it never would have seen the light of day if I had planned out all this scope from the get go. What started out as an idea to just chronicle the history of one game turned into the history of four. I wish I had kept track of the time I spent on Chasing the Stick. I replayed Uncharted 2 through The Lost Legacy. I earned the platinum trophy in both The Lost Legacy and The Last of Us. All of the gameplay alone has to be around 100 hours. If playing games doesn’t really count in your book, then I know I spent months waking up early to work on the story before having to go to work. Researching articles, listening to interviews, watching documentaries, writing, rewriting, reading drafts out loud, editing, creating assets. I have easily spent hundreds of hours making this project come to life. I don’t say all this to brag: I think it is just super rad.

I wanted to share a behind-the-scenes post about the making of Chasing the Stick. I share all the apps I used, the locations I worked in, the tools I used, and creative decisions I made to make it a reality. Hopefully it answers any questions you may have.

Continue reading “How Chasing the Stick was Made”