• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Uncharted 4: A Thief's End Gameplay (E3 2015)

How is it even possible? How can they render so much details just for one chase sequence? Why is this game not taking 5 years to make? How?

Well, this has probably been in planning/pre-production since late 2011, so by the time it releases it won't be far off five years.

Did you saw guy's reaction when he saw Sully is coming? :D

GIF3ef15.gif

That's amazing. The attention to detail is just staggering. I love the physics when Nate punches the dude through the fence.

I don't think we've seen a single game with more impressive physics system in place than Uncharted 4. So many moving things and all have physics....this is the one thing I expected from this generation.

It does look incredible, and that's what I was expecting from this gen too. As we seem to be hitting diminishing returns when it comes to visuals, it seems like the natural aspects to build on are physics, interactive environments and destructible environments, and I hope more and more devs focus on these things this gen.

3 years from now on CD reveals their new TR which will copy this. Man they really should have kept TR to its roots.

Ha ha yeah, except Lara will be riding a motorcycle through a shanty town avoiding a tank while trying to get to a harbour in the distance.
 
I have no idea how that chase sequence is even possible. Like, are you playing? How do they funnel you back into the right place?
 
I have no idea how that chase sequence is even possible. Like, are you playing? How do they funnel you back into the right place?
My guess is you're constantly moving, you don't get to control gas, break and reverse like normal. I guess like a runner game. I guess all paths lead down.

I'm wondering if you actually can turn around and go back up, or what if you didn't jump the stairs and instead stayed going to the right of the monument?
 
I have no idea how that chase sequence is even possible. Like, are you playing? How do they funnel you back into the right place?

They give you a lot of hints. Certain points throughout the chase, you'll see the smoking tower in the distance. Sully also pretty much tells you go down hill. I do wonder about the last bit though, what if you decided to follow the convey on the other side of the bridge?
 
You know what really caught me off guard? After all the unexciting "cinematic gameplay" trailers we have seen up to this point (Halo 5, Gears, Tomb Raider...) I'm really surprised that it is still possible to make this very formula feel engaging again.
I guess the secret lies in the execution.

It is, and ND understands this better than any dev. They basically popularised the dynamic set piece action segment, and it's no surprise they're at the forefront of refining it too. Seems to me they're expanding on TLoU's "open linear" design ethos, which follows a similarly linear, often scripted path, but offers plenty of player interaction, freedom, and diversity of approach in between. In this demo it was mass manoeuvrability in combat, with lots of destructible cover and environmental assets, and in the driving, a constant multitude of alternative routes and paths.
 
And they (me as well) said something about "diminishing returns" before this gen started...

I am completely blown away by almost everything I have seen on the Sony conference.
 
My guess is you're constantly moving, you don't get to control gas, break and reverse like normal. I guess like a runner game. I guess all paths lead down.

I'm wondering if you actually can turn around and go back up, or what if you didn't jump the stairs and instead stayed going to the right of the monument?

Ah! This would make sense. I look forward to seeing more.
 
I'm over here thinking about the collectibles. Examining every nook of this gorgeous game for treasure.

I wonder if there will be any to collect while driving.
 
He's not glitching. Rewatch the video.

In fact, that guy was never shot with a gun. Nate beat him down with three or four well-placed thwacks with the butt of his rifle. So that dude is just semi-concious/in a great deal of pain.
Nice little detail, how he is moving. Well done.
 
Hi tech diagram incoming... For the first road section, where the armoured vehicle is going down the main road, and Sully is ducking down side streets, it could be something like this


Imagine the black line is the main road that the truck drives down, and the red and blue lines are side roads cross crossing the main road. They'll almost certainly be controlled to give the impression of freedom while still moving you towards the goal. And when you're going at speed being chased, you don't have time to stop and have a drive around to look for dead ends.


Yeah, that much has been obvious watching the demo and it's exactly what Druckmann and Straley described in the interview with Geoff Keighley, which is perfectly fine to me, as you need to keep the momentum going in a scene like that. All the better if it's done in an organic way like in this case.
 
The bug that occurred in last year's demo and the one that happened this time happened in the best ways possible too. They didn't kill the momentum and mostly served to prove that it was being played live

Yeah, to hide the perfect crime that everything we saw was CGI, right? I mean, the crash and the clipping errror of the first demo could just have been scripted to fool everybody, making dem think that what they see is actually live.

As my avatur should already have told ya I'm kidding. Uncharted 4 looks just amazing.
 
There are differences between the playthrough and the released demo footage. At the construction site on the conference playthrough, the two contractors ran out the way when drake approached in the jeep but the released demo footage, they already where up the hill
 
I am genuinely shocked at the positive reception here.The graphics look nice but the gameplay was incredibly conservative and unremarkable.

The driving sequence...Not even sure what's the point ?

Keep moving forward through a hyper linear section where you can't even shoot.

People keep shitting on COD/Creed for being tired but this is exactly the case with UC4.

I suppose as a whole package its fun ,but this was standard western AAA gameplay right here.

Probably good its the last one.
 
There are differences between the playthrough and the released demo footage. At the construction site on the conference playthrough, the two contractors ran out the way when drake approached in the jeep but the released demo footage, they already where up the hill

Of course, one was live the other is pre-recorded.
 
Due to a combination of tiredness and the scope of the gameplay this was the most surreal gameplay demo I have ever seen. It made me feel inadequate as a person.
 
Looking forward to it, but I think they have kind of gone the Halo way for the graphics, not as much fidelity on small things but good physics and larger set pieces, I hope that hill driving section is natural for example and not an essentially on rails driving section.
 
OMG how is this scale possible with such fidelity!

technical hiccup twice now, hope its nothing to worry about. looks excellent as always though

The PSX hiccup wasn't a technical issue. The level geometry just wasn't finished at that point, but we wouldn't have known had Bruce Straley not accidently jumped off the cliff.
 
I am genuinely shocked at the positive reception here.The graphics look nice but the gameplay was incredibly conservative and unremarkable.

The driving sequence...Not even sure what's the point ?

Keep moving forward through a hyper linear section where you can't even shoot.

People keep shitting on COD/Creed for being tired but this is exactly the case with UC4.

I suppose as a whole package its fun ,but this was standard western AAA gameplay right here.

Probably good its the last one.

Have you compared gunfights and chase scenes in other franchises to this one? In COD, Killzone etc, these segments really are linear and often far more constricted. Here it's a little more dynamic and exciting.

Regarding gunplay, things are frenetic and there's lots of player maneuverability permitted, there's also a tonne of destructability in cover and environmental objects, a range of different types of cover, and overall very satisfying and well blended animations, be they melee combat, or the way Drake interacts with the environment, cover or weapons. Then there's the hit detection, controls and weapon feedback itself.

Moving on to the chase scene, the multiple paths and route diversions, the visuals, the amount of destructability, the satisfying physics of the vehicle and it's exaggerated handling, the constant changes in elevation, surfaces, scenery, the tension introduced with the ever present threat from the armored vehicle, the pacing, the overall scale, the way it seamlessly integrates in to the next gameplay segment (him grappling on to the moving crane, from his already moving jeep) etc, it all just feels that little bit more nuanced, polished and well executed than typical of such segments in other games, and this was a shortened version of the chase sequence. The full thing is longer and even more dynamic.
 
I am genuinely shocked at the positive reception here.The graphics look nice but the gameplay was incredibly conservative and unremarkable.

The driving sequence...Not even sure what's the point ?

Keep moving forward through a hyper linear section where you can't even shoot.

People keep shitting on COD/Creed for being tired but this is exactly the case with UC4.

I suppose as a whole package its fun ,but this was standard western AAA gameplay right here.

Probably good its the last one.

Its Uncharted , I've waited 4 years for this game and still have to wait another Year.

Did you not see the grappling hook at the end of the driving sequence that the player controls.

-_-
 
My god; the lighting there is astounding.



No; they're so good at tight pacing and amazing set-pieces, that I want them to keep focusing on their strengths. We have more than enough open world games, and I'm happy for ND to continue making linear levels.
Open world games can have good set pieces. For example, GTA V is also an open world game and it has a lot of cool and action-packed set pieces. If ND is already good at making set pieces, I guess it won't matter them that much when they develop an open world game. Not that I hate ND's linear games, I just want to see them do something new. In other words, I want to see them expanding XD
 
Looked great. Maybe not as mindblowing as UC2 was back then, but great nonetheless. ND doing what they do best, amazing setpieces without wrestling the control away from the player with cutscenes and QTEs.
 
Top Bottom