Uncharted 4 preview thread. New footage/info

GAF I love you, but please stop saying this like this.

Also, forshame that comparison stuff had to enter the thread. Wait for release media and proper comparisons of things. Bad people, bad.

Yeah. The constant need of some to try to put down QB in this thread just comes off as insecurity to me. Enjoy the games for what they are individually.

As for UC4... Naughty Dog has always done a superb job at subtle animations. IMO it's always been the most impressive thing about UC2 and UC3. The game was a definite buy for me before any footage came out, strictly off it's liniage, this just solidifies it.
 
I have no issue with MGS and Far Cry, I don't hate "options", I don't hate "approaches", I don't hate "playstyles", quite the contrary actually, there are very few linear games I truly enjoy. But Uncharted is one of the series that makes the best out of linear encounters and sequences, so why do they have to have that, it's beyond me.
Everything else you say contradicts this. You still have the option to shoot your way through, just like previous Uncharted's had encouraged stealth sections that'd go full-shootout if you failed.
 
I'm just wondering why the hell.

To give players options. There were already stealth mechanics in 2 and 3, and entire encounters you could avoid entering combat if you were sneaky. But if one guy caught you that was it, no more stealth. Then they made Last of Us and learned a lot more about stealth, and are now bringing some of that to Uncharted. Each game they make informs the next.
 
I'm sure the game will be awesome (and it's a treat visually), but why the goddamn assassin's creed grass and far cry marks and ugly highlight stealth-UI.

Pushing towards "me-too" stealth implementations adds nothing at best, and makes things bad at worst.

I have no issue with MGS and Far Cry, I don't hate "options", I don't hate "approaches", I don't hate "playstyles", quite the contrary actually, there are very few linear games I truly enjoy. But Uncharted is one of the series that makes the best out of linear encounters and sequences, so why do they have to have that, it's beyond me.

I know they can be pressure to adopt common trends in the AAA business (no doubt why the last Tomb Raider sacrificed half of its predecessor's taste for tightly crafted scripted combat encounters, in favor of "zomg do it all in stealth" sequences that turn out to be crap when played as straight up shooting).

But here it's fucking Naughty Dog, they're one of the few devs that can do whatever the hell they want, so why did they chose to do this ? why add bits of "the same things every other game does" ?

Uncharted 2 and 3 had way enough stealth imo, but let's say you'd want more : The Last Of Us did have "different approaches", but was its own brand, I enjoyed that.
Here the mix and match from other games is just baffling.

Again, I know, I don't have to engage in that, etc etc. And before I've tried it, I can't acertain that the firefights will be less good in those "open" environments + I know linear stuff and set pieces are in there and this is probably just a small portion of the experience.

So most likely I'll just shoot my way through those few sequences without marking a single dude and be fine with this. This very likely won't hamper my enjoyment of the game. I'm just wondering why the hell.
The levels are way more open
Previous Uncharted games have always been about ‘in front’. That’s the direction you’re heading and where the enemies are coming from. The series has been a resolutely forward-facing action corridor until now, but number four is more of a bowl. A bowl full of angry men.

It’s not completely open world, more a hub, and while things have definitely expanded, the action’s still very familiar - cover-based shooting, grenade dodging and running punches to the face. However, being able to take your time to scope an area out, locate enemies, and maybe snap a few necks before opening fire, creates a lot of replayability.

I played through one fight a number of times and there seemed to be a range of angles to attack it from. Like ramming though the guards with the jeep and mopping up the remains, or sniping from a guard tower, and of course the traditional ‘shoot all the things from behind walls’. As a test I even managed a full stealth run through the whole thing, taking out every guard without raising a single alarm. A lot of necks were broken that day.
http://www.gamesradar.com/five-ways-uncharted-4-totally-different-time/
 
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Seeing what you can do in Madagascar makes me dream about exploring the island, doing some underwater diving, or navigating through archipelagos or ruins with the boat. (?)
 
Those markers are fucking atrocious, particularly the yellow outline and the diamond symbol makes it look like a Sims game. Better be able to turn that filth off when playing on medium difficulty, want to be able to breeze through the game but not deal with the marker stuff.

Don't mark enemies, simple.

That yellow outline shit did not come through marking, look at the video again when Drake throws the dude off, the diamond symbol in yellow comes up as does the outline. Not elegant at all, looks awful.

Edit - Maybe it did come through marking, just that little bit before. I watched the video some hours ago now but don't recall how the marking was done, was it a button prompt or does it happen simply by aiming at the enemy? If it's the latter, it would become annoying pretty quickly. TLOU had listen mode but I never used that, if there is a specific button for marking then it will be easy to ignore for UC4, but it looked more like the marking happening so long as the enemy is in sight so automatic. Those little diamond markings were okay, the huge sims like one for the enemy Drake throws off the building ain't so good though.

Either way so long as the option is there to get rid of it I'm happy. Not so happy about the gameplay revolving around the rope gimmick, that is going to get boring very quickly. So long as Elena dies and Drake kills his brother so leaves just him and Sully, I'll support ND and buy this game otherwise it's a rental and nothing more.
 
Those markers are fucking atrocious, particularly the yellow outline and the diamond symbol makes it look like a Sims game. Better be able to turn that filth off when playing on medium difficulty, want to be able to breeze through the game but not deal with the marker stuff.

Don't mark enemies, simple.
 
Those markers are fucking atrocious, particularly the yellow outline and the diamond symbol makes it look like a Sims game. Better be able to turn that filth off when playing on medium difficulty, want to be able to breeze through the game but not deal with the marker stuff.
Don't mark and it can be cut off.. Alright 13 pages in somebody add it to the op lol
 
Those markers are fucking atrocious, particularly the yellow outline and the diamond symbol makes it look like a Sims game. Better be able to turn that filth off when playing on medium difficulty, want to be able to breeze through the game but not deal with the marker stuff.
Uncharted 4 also offers some new tools to help you sneak past Nate's foes. You can mark targets as in a Battlefield game by holding L2 and pressing the left stick. And when you're hidden, each enemy has a stealth indicator above their head à la Assassin's Creed. The sand-colored icon slowly fills up as they train their eyes on you; it turns yellow if they think they've seen something, at which point they'll head over to investigate; and it turns orange once they've definitively spotted you. (You're free to turn off these features if you want, and they're disabled by default on the hardest difficulty, Crushing.)

http://www.polygon.com/2016/4/4/113...t=chorus&utm_medium=social&utm_source=twitter

Edit - And yeah, don't mark people lol.
 
It's useless, The Last of Us released and people were still complaining about it.

Yeah, i mean, TLoU was designed to be played without using listen mode, so using it was just a crutch that you can deactivate and not miss nothing, here it seems to be the same, just a crutch for people who don't have an easy time at stealth.
 
That yellow outline shit did not come through marking, look at the video again when Drake throws the dude off, the diamond symbol in yellow comes up as does the outline. Not elegant at all, looks awful.

Well I am sure you will be able to turn it off. I mean look at TLoU and Listen Mode.

edit: Never mind, already been handled.
 
I have been looking on YouTube for making of videos that the Playstation channel uploaded but there doesn't seem to be an order to them from the first to most recent video, it's frustrating! I don't want to sift through every video uploaded from the channel because they never bothered uploading them as a 'making of Uncharted 4' playlist.

Can anyone link me to where I can watch these in order?

Edit: Nvm I found the order:

The Making of Uncharted 4: A Thief’s End: The Evolution of a Franchise
The Making of Uncharted 4: A Thief’s End: Growing up with Drake
The Making of Uncharted 4: A Thief’s End: Pushing Technical Boundaries Part 1
The Making of Uncharted 4: A Thief’s End: Pushing Technical Boundaries Part 2
The Making of Uncharted 4: A Thief’s End: In the End
 
Love the explosion and guy going flying by the door on the left...
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The smoke/dirt cloud casts a matching huge shadow. Nice little gap in cover between the low and high walls on the left, hopefully bullets go right through.

Placing shorter grass stems (with the wider leafy part low) at the outer perimeter of tall grass to hide the ground intersection's clever.
 
Calling it now. Drake ends up killing Sam (because he either threatened or actually killed Elena or Sully) and the game ends on a semi-sad to an outright sad note depending on which of these scenarios happened.

This, i agree with. Seems extremely likely.

Majority of the time, when someone comes in from the past (usually family/close friends) they're in it for themselves (Money/Treasure/Power/etc) and end result is always questioned from the main actor to choose or watch someone else close to them die by the returning character.

My Opinion.
Sam returns.
Trying to get the biggest score and needs their help.
Drake finally gets what Sam wants but won't give it to him (reasons unknown).
Sam kills Sully, and threatens to kill Elena.
Drake kills Sam.
Drake and Elena kiss.
Drake finishes up on his Adventures.
The End.
 
Honestly the combat in this game seems a lot like Rise of the Tomb Raider with larger play spaces.

Like a considerably refined version with a lot more options, better aiming, gunplay and better traversal options. I thought Rise of the Tomb Raider was actually a major step backwards compared to Tomb Raider, especially in the aiming. Also dislike the overall cover implementation in the game.
 
I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?
 
Not sure how I feel about that tagging system. Hope you can turn it off.

Tagging dudes in action sandbox games and then planning your attack has been done very effectively in a lot of games. That's not your thing? I trust ND wouldn't have included it if it didn't give you a tactical advantage.

I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?

Your question may be technical, but I think the answer is more about game design than "can they make it run on PS4" or "how much will that cost". The MO of the Uncharted series has always been about a tight, somewhat controlled narrative experience. You give up a lot of that control when you go open world. It opens up a ton of gameplay avenues with player agency, but you give up story pacing and narrative control. I think ND is trying to find a middle ground by creating smaller sandboxes that are a good compromise.
 
Sam - "Hey Victor, what were you arguing with the rental guy for?"
Sully - "Your brother insisted on getting a 4x4 with a winch"
Sam to Drake - "So you sprung for the winch but you couldn't spring for the suspension? I got it."
Drake to Sam - "Hey it's important, going off road it might rain like muddy."
Sully - "I bet we go through this whole goddamn thing and never use that winch."
Drake finds something useful for the winch while being sarcastic and says - "Hey did you know our car came with a winch?"
Sully being sarcastic that he was wrong - "No, really? I didn't know"
 
I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?



Not a budget thing.



It's just not the game they want to make.
 
I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?

They probably didn't want to make it an open world game.
 
GAF I love you, but please stop saying this like this.

Also, forshame that comparison stuff had to enter the thread. Wait for release media and proper comparisons of things. Bad people, bad.

Well, it's true if you compare it to the XB1's version, PC version will prbably look incredible but XB1's has too many flaws.

Still most impressive XB1 game imo.

Not a budget thing.



It's just not the game they want to make.

They probably didn't want to make it an open world game.


I know they didn't, I wouldn't want them to either, it's just in theory, can an open world game look like this on PS4? it's like half a gen above the PS4's version of TW3...
 
I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?

Probably pacing.
 
I have a technical question: what prevents from ND to create an open world game with these visuals?

I mean the environment is really vast, they have an amazing streaming technology with minimal pop ins, is it a budget thing only basically?

I mean it will probably be very expensive to design such amazing vistas in a much bigger environment and scale, but in theory they can, right?

They ( Neil and Bruce ) have openly stated that they do not like open world games all that much because it hurts pacing.

As long as they are leading an ND project there will not be an open world ND game.
 
Naughty dog are a focused bunch, they don't make decisions on what they think people want, they do what they feel is best for the game they want to make
 
Naughty dog are a focused bunch, they don't make decisions on what they think people want, they do what they feel is best for the game they want to make

^ He's right. They've said this over and over again. Luckily Bruce knows what's fun so I trust him, lol.
 
Until Dawn ran in the low 20s for a considerable portion of the game, and it was almost always under 30, so those visuals came at a price. I'd rather have what we have with UC4 at a stable frame rate.
It’s not like it was a twitch action game lol...The game is a button prompt horror romp, it’s all about the story, I’d say the end more than justifies the means.
 
Probably pacing.

They ( Neil and Bruce ) have openly stated that they do not like open world games all that much because it hurts pacing.

As long as they are leading an ND project there will not be an open world ND game.

Like I said, I get it that ND are not gonna do it, it's just a theoretical question, if it's possible for an open world game to look like this on PS4 since this is looking like half a gen at least above any open world game we've seen yet on current gen consoles.
 
Like I said, I get it that ND are not gonna do it, it's just a theoretical question, if it's possible for an open world game to look like this on PS4 since this is looking like half a gen at least above any open world game we've seen yet on current gen consoles.
I'm not really a technical guy, but I assume one reason why ND streaming tech can do the huge scale shown in Uncharted 4 look so seamless is partly because ND know that you're always moving forward. Maybe in true open world ala GTA, that's not the case because player can go wherever they want
 
Quality, contextual chat at all times. Amazing...that is the type of thing that keeps people engaged subconsciously... 3-way at that. Some games struggle with just one character...

So many mentions of the car winch within the chatter that players already know what to do when the winch is needed.....easy puzzle solving all thanks to chatter.
 
I watched a bit of gameplay and man, this area is massive. I hope they can find ways to reward players for exploring and venturing off of the beaten path besides pieces of treasure.
 
Quantum Break looks good, but Uncharted is in a different league. The animation and physics looks so cool. While it is not perfect, I don't think any game comes close to the polish of everything.

Definitely not in a different league. Both games are stunning games in their own right.

Quantum Break, no matter your taste, is a technical masterpiece based on what's already been shown. it does some of the craziest things I've ever seen in a game. This is a really, really beautiful game, though. I'm not a fan so far of how easy it appears to abuse that rope, but it does still offer some interesting gameplay possibilities, and I guess that's all that really matters. This is a game first and foremost.
 
I watched a bit of gameplay and man, this area is massive. I hope they can find ways to reward players for exploring and venturing off of the beaten path besides pieces of treasure.

Same.

I think hearing all the extra dialogue is kind of a reward in of itself, plus you have the side stories in the notes which could lead to some Ish esque storylines.

But I do hope that there will be a bit more to it.
 
The Quantum Break v Uncharted 4 dick measuring is going to result in a few bans in the near future, I fear.
 
Same.

I think hearing all the extra dialogue is kind of a reward in of itself, plus you have the side stories in the notes which could lead to some Ish esque storylines.

But I do hope that there will be a bit more to it.
"If you blast through, you're going to miss out on some of these sometimes humorous, sometimes insightful directions that when you do get to a pinch point of a narrative beat that everybody experiences, you could have a deeper appreciation if you did experience those other things," Druckmann said, noting A Thief's End has more in-game dialogue than any other Naughty Dog title.
http://www.ign.com/articles/2016/04...be-the-payoff-for-nathan-drakes-journey?watch
 
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