Uncharted 4 preview thread. New footage/info

Is it me or many of the videos have a very "washed out" kind of look?

I thought it's gonna look more vibrant, don't know if it's the video/ my screen settings or ND's art direction.
 
I don't know if it's my imagination but if you look closely at the close up of Nate turning the ignition key in the jeep it appears his knuckles leave heat marks for a second.

edit: I think it does you know! Wow. Can someone gif that please? 00:33

https://www.youtube.com/watch?v=icOGQ3Wp77o

You're not imagining it. Crazy detail. :)

l4hLx5RSVXcBuyuk0.gif
 
I don't know if it's been answered but can you remove all those ugly icons? the awarness stuff etc?

It's hideous!

And even if I want to use them, why not something more subtle, like a little yellow dot on his head, why paint the entire enemy's body+ put a big ass white triangle above him? yuck.
 
I don't know if it's been answered but can you remove all those ugly icons? the awarness stuff etc?

It's hideous!

And even if I want to use them, why not something more subtle, like a little yellow dot on his head, why paint the entire enemy's body+ put a big ass white triangle above him? yuck.

Apparently yes, they're also disabled on the higher difficulties.
 
I don't know if it's been answered but can you remove all those ugly icons? the awarness stuff etc?

It's hideous!

And even if I want to use them, why not something more subtle, like a little yellow dot on his head, why paint the entire enemy's body+ put a big ass white triangle above him? yuck.

Yeah they look pretty bad. IIRC, the original gameplay reveal had a soft white glow around an enemy. No idea why they'd change that to a bright yellow outline.
 
As someone who easily gets overwhelmed by open world games – I'm looking at you, Ubisoft Game – this feels like a perfect compromise between a linear story and a bit of exploring.
 
Watched the preview quite a few times now, from a few different sites and it just looks awesome, how ND got the PS4 to pump out those stunning graphics is beyond me, must be some voodoo or some shit.

All that great looking mud makes me want a next gen Motorstorm even more now. :(

This open / linear design, as ND call it, might be a simple idea, but it's a pretty clever trick and makes the environments feel more real / natural, more "next gen" and not just like another corridor shooter with better graphics, it certainly adds to the games atmosphere.
 
Remember how during the PSX demo Nate stealth choked a guy and people were "Good, the neck snapping was much too dark for the series."

Looks like they've changed it back to neck snaps.
 
I think people should play these games like this and TLoU on hard modes with less hand holding settings to truly understand how good the games play. If the listening mode thing was forced on me the entire game, I definitely wouldn't have enjoyed it as much. I hope that crushing mode means less ammo so you're forced to be more strategic with your silent takedowns and melee combat.

I'm more excited to have the cat and mouse scenarios in smaller environements shit will probably get intense, especially all the extra dialogue from the enemies.

Isn't the problem with Uncharted in that Hard mode really just makes enemies even MORE bullet spongey than they already are... which to me isn't extra difficulty, but just an extra annoyance and actually makes the game less believable since people seems strangely resilient to bullets in the face! :p

Agree with TLOU, the listening mode helped to take away some of the tension (of an already tense as fuck game though)... I don't really see what this brings to Uncharted and I think I'll switch it off, more just because I hate how so many 3rd person action games constantly silhouette every enemy or interact-able NPC etc. REALLY takes me out of the experience to see lines around everyone and everything.
 
Yeah they look pretty bad. IIRC, the original gameplay reveal had a soft white glow around an enemy. No idea why they'd change that to a bright yellow outline.

Yea you are right, there was a white glow around them indicating danger, and I think that's more than enough, don't get why we need all this noise, please ND give me a more subtle option like in the PSX demo.
I might wanna use it, but not in the way it's implemented now, I rather just remove it completely in such case.

BTW it's amazing how much better the game looks in todays demo compared to the PSX demo (which I now checked so I can see what you are talking about), the PSX demo looks great but this Africa (and the city) looks like the best visuals ever imo, at least on consoles (didn't see QB on PC yet), I'm just amazed at what they've been able to pull off, it's crazy how far ND are from the rest.
 
Watched the preview quite a few times now, from a few different sites and it just looks awesome, how ND got the PS4 to pump out those stunning graphics is beyond me, must be some voodoo or some shit.

All that great looking mud makes me want a next gen Motorstorm even more now. :(

This open / linear design, as ND call it, might be a simple idea, but it's a pretty clever trick and makes the environments feel more real / natural, more "next gen" and not just like another corridor shooter with better graphics, it certainly adds to the games atmosphere.

I seriously got Halo CE vibes from that jeep gameplay. It feels so much like the Silent Cartographer level. Open yet ultimately leads you down a linear path. Can approach the same objective via different routes etc. Loved the use of the rope and problem solving aspect of choosing the route with better grip potential etc. Just feels so right.

I'm the sort of person who takes my time navigating through games like this. They need to have stuff worth doing and enough space to explore. I loved the look and feel of The Order but it was just SO linear it was hard not to advance through the story quickly. But THIS.... I spent 22 hours or so on my first play through of TLOU when others said the game was too short and did it in 10 or 11 or something crazy like that. I will spend HOURS in this are alone just appreciating it all. I'm going to be very poor next month (this and buying Dirt Rally too).
 
Remember how during the PSX demo Nate stealth choked a guy and people were "Good, the neck snapping was much too dark for the series."

Looks like they've changed it back to neck snaps.

I noticed this too. It's pretty brutal, but it makes sense with the context and the stakes, which is important to these characters - little wonder ND changed it back.
 
Looks really good - but did he stealth through earlier and place the explosives? Surely the guards wouldn't just leave explosives and detonator sitting right next their gate...

I assume they're looking for the tower too and they're using explosives to "excavate".

It's still really dumb.
 
Meleeeaa41.gif


Neat. Looks like the foliage physics related to a grenade explosion made its way to the final game. I haven't found a better example to illustration how it reacts when the detonation happens within the grass.

Notice how, when the goon is KO'd, he drunkely falls backwards? Then notice how his right foot systemically steps onto the metal container behind him and his falling weight takes that into consideration?

Oh, baby... Only 5 weeks guys... only 5 weeks...

That is fucking awesome in that link. It's a bit uncanny that it all blows so 'efficiently' - but I guess if you dropped a grenade in the middle of some long grass it would all blow different ways.
 
Isn't the problem with Uncharted in that Hard mode really just makes enemies even MORE bullet spongey than they already are... which to me isn't extra difficulty, but just an extra annoyance and actually makes the game less believable since people seems strangely resilient to bullets in the face! :p

One: Uncharted enemies aren't bullet sponges in the default difficulty. Stop.
Two: In TLoU higher difficulties improve AI reaction times and decrease player health. Grounded actually made enemies have HP very close to the player's, since you can one-shot an unarmored hunter with the revolver and both Joel and lightly armored hunters die with two revolver shots (IIRC). We have no reason to believe Uncharted 4 will significantly increase enemy health with higher difficulties.
Three: No standard enemies in any Uncharted game are "strangely resilient to bullets in the face". One headshot from the shittiest 9mm in any game is a OHK. Unless the enemy is wearing a helmet, in which case that goes up to unbelievable, unacceptable two shots with the same shitty gun. Gasp!
 
I seriously got Halo CE vibes from that jeep gameplay. It feels so much like the Silent Cartographer level. Open yet ultimately leads you down a linear path. Can approach the same objective via different routes etc. Loved the use of the rope and problem solving aspect of choosing the route with better grip potential etc. Just feels so right.

That is an excellent parallel. It will only really come to fruition, imo, if there are actual sandbox gunfights with enemies in vehicles, too, but from what we saw in the E3 2015 demo... That will probably fucking happen

What a time to be alive


Isn't the problem with Uncharted in that Hard mode really just makes enemies even MORE bullet spongey than they already are... which to me isn't extra difficulty, but just an extra annoyance and actually makes the game less believable since people seems strangely resilient to bullets in the face! :p

What luke said above.

In all three Uncharted games, 9/10 enemies can be killed with one bullet.
Headshot.

Uncharted does not have "bullet sponge" enemies. You could only think that if all you ever landed body shots. (E.g. you were playing badly.)
 
Isn't the problem with Uncharted in that Hard mode really just makes enemies even MORE bullet spongey than they already are... which to me isn't extra difficulty, but just an extra annoyance and actually makes the game less believable since people seems strangely resilient to bullets in the face! :p

Nope, harder difficulties in Uncharted only give you less health, they don't give enemies more. Still only takes one bullet to the face to kill em.
 
I assume they're looking for the tower too and they're using explosives to "excavate".

It's still really dumb.

I guess that could make sense - i was thinking of the base more as a permanent outpost.

But as you note, the bad guys need to have a team meeting about explosives best practices
 
In all three Uncharted games, 9/10 enemies can be killed with one bullet.
Headshot.

Uncharted does not have "bullet sponge" enemies. You could only think that if all you ever landed body shots. (E.g. you were playing badly.)

Yeah ok I suck. I still found myself unloading several bullets into people's chests who definitely weren't wearing serious armour and they stayed alive far longer than is reasonable. I think it's the fact they don't really get injured, they just pause for a moment then resume their normal animations, which is a bit jarring. Even if wearing bullet proof vests it would take the wind out of them and I'd like to see that reflected.

EDIT: TLOU felt much better in this respect, and yeah usually two bullets and people were downed, Uncharted never felt like that to me. They felt bullet spongey, whether they actually were or not that's how my playthroughs always felt.
 
The wait for this is getting very difficult for me now. Ugh

Yeah I mean that's what made me ask the above

When they released that short demo for TLOU it made it more bearable because at least I could familiarize myself with the systems, and I got to try that last room with the infected a number of different ways

Wish they would do the same for this little area :o
 
Don't change, Arty

That's not how it works

Unless you're joking

In which case well played
=]

na I'm not joking. I thought it was stated by ND that this game runs on the same engine as the original trilogy. Now of course the're able to make more and possibly the most out of the engine on the Ps4 hardware,
but Nathan's animation of running down the steps is something that always stuck to me for some reason. Hell, sometimes I even do that in real life.
 
I seriously got Halo CE vibes from that jeep gameplay. It feels so much like the Silent Cartographer level. Open yet ultimately leads you down a linear path. Can approach the same objective via different routes etc. Loved the use of the rope and problem solving aspect of choosing the route with better grip potential etc. Just feels so right.

I'm the sort of person who takes my time navigating through games like this. They need to have stuff worth doing and enough space to explore. I loved the look and feel of The Order but it was just SO linear it was hard not to advance through the story quickly. But THIS.... I spent 22 hours or so on my first play through of TLOU when others said the game was too short and did it in 10 or 11 or something crazy like that. I will spend HOURS in this are alone just appreciating it all. I'm going to be very poor next month (this and buying Dirt Rally too).

Good example, I guess Halo was ahead of it's time in some ways. I still think Halo CE is the best Halo game, for this very reason. It's a shame this kind of open space isn't used much in linear games, as it can really add to the experience.

It certainly adds to Uncharted 4, giving it extra depth that wasn't in the previous games, despite it not being a totally new thing, but it probably feels fresh as it's something not used much in linear games. Whatever the case, I think ND made a good choice doing this.

I'm glad they are taking things they learned from TLOU too, like the optional dialogue with characters at certain parts of a level (Not been shown yet but Greg Miller from Kinda Funny says that's the case) and also adding different conversation options too, seems like they have really grown as a developer and are putting everything into making this game their best yet.

ND are already one of the best developers (if not the best) in the business but it's good to see they haven't stopped trying and keep pushing themselves each time.
 
One thing that hasn't been pointed out yet is how awesome the friendly ai look. Watched a bunch of videos and not once did I see any blatant Ellie type situations, where she would run in circles around enemies.They also seem to be pretty useful in combat.
 
One thing that hasn't been pointed out yet is how awesome the friendly ai look. Watched a bunch of videos and not once did I see any blatant Ellie type situations, where she would run in circles around enemies.They also seem to be pretty useful in combat.

I read in a preview that the friendly AI can (and will) get spotted by the ennemy, and they can (and will deal) with it on their own.
Pretty amazing.
 
This is the best post I've ever read
lol...thanks? I don't get what is supposed to be nonsensical, I thought it was stated by them that this is the same engine as the Ps3 games, just used up to the max

http://www.digitalspy.com/gaming/ps...ting-uncharted-the-last-of-us-engine-for-ps4/
If Artisan is not careful, it could be the new 1%.
racer, there is nothing I want more than to put the one percenter behind me. although, I don't know how a running joke can be made out of the last thing I said.
 
You can also see the effect of the realtime cutscenes.

COmpared to the other times we saw this cutscene after they see the explosion, Drake and crew are still wet


really nice

Realtime cutscenes ftw! Just like MGS :)

Really like how they incorporated this into U4.... gonna be great. And no or few cuts between cutscene --> gameplay is gonna look finnneeeee!
 
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