G4: How hard is it to design an ending for a game?
EW: Extremely hard, and something that we game after game strive to do better. Particularly the boss fights. In our game, actually, we're trying to move out of the concept of the traditional video game boss fight. Again, we try not to follow all the conventions and all the things we were just talking about with the "uncanny valley" nature of that, so we have these heightened experiences, these peak excitement moments where you fight a tank or a helicopter -- you can consider those the boss fights of Uncharted. But in the end, you really want to pay off with a face-to-face shootout with your antagonist, and those are the hardest encounters for us to design, because it's hard not to fall into the trap of just creating a bullet sponge and again breaking that sense of believability. So that is tricky, and we use the supernatural element of the storyline to explain why Lazarevic was taking so many bullets, but it's definitely something we have to be careful of. And the other side, not only trying to conquer the believability aspect of it, the other side of it we struggle with, it's something we design late in the game. It's one of the last things we put into the game and we're usually really crunched for time. Certainly I think it was noticeable in the first Uncharted that the final boss was a little bit lackluster, and I think we did a lot better with the sequel, and we'll definitely try to raise the bar for ourselves.