This is how you do motion blur. Looks amazing.
Super-slow-mo showing ear SSS from muzzle flash.
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Nah.
3rd Person vs 1st Person.
And i wonder is there anything exciting besides the graphics in this? Its the only thing i see people hyping up. Not the gameplay, Story etc.
We probably won't get anything nearly as in-depth as the Naughty Dog Gnomon videos in part 2, so watch these if you haven't already!
Headspace: Naughty Dog Pt. 1 Game Character Creation
https://youtu.be/R6uAOmH0QsE
Headspace: Naughty Dog Pt. 2 Video Game Environments
https://youtu.be/GPB-xVtaOpk
Headspace: Naughty Dog Pt. 3 Technical Art
https://youtu.be/VYueRQea74c
There's a mixture of The Last of Us, Uncharted 4 and personal portfolio stuff.
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Super-slow-mo showing ear SSS from muzzle flash.
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What am I looking at? Some really subtle gun animation?
Very, very impressive stuff on display here. Naughty Dog look like they're doing an incredible job with this one, but what else is new?
A new head on melee system that Naughty Dog teased last year at the VGA.
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The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't.
It's just a cheap over-action game with very linear designed "levels" complete with invisible walls and pathways designed to lead you to specific points.
They even mention in this video, "point a to point b, but with some different paths along the way."
This is what has always been the main area the series has sucked at imo.
IT's a game about an EXPLORER and yet they put you about 85% of the time in an over-the-top actiong ame instead of actually EXPLORING and solving puzzles, etc.
The original Tomb Raider games were great at striking a balance of this, where exploration/puzzle solving made up the "meat" of the game and the action elements (even over the top) were done in a very precise and more believable route. It was much more like an Indiana Jones movie. It was about the adventure, it never put action as it's main focus or at the forefront.
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.
Nah. It isn't hiding about what it is.The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't.
It's just a cheap over-action game with very linear designed "levels" complete with invisible walls and pathways designed to lead you to specific points.
They even mention in this video, "point a to point b, but with some different paths along the way."
This is what has always been the main area the series has sucked at imo.
IT's a game about an EXPLORER and yet they put you about 85% of the time in an over-the-top actiong ame instead of actually EXPLORING and solving puzzles, etc.
The original Tomb Raider games were great at striking a balance of this, where exploration/puzzle solving made up the "meat" of the game and the action elements (even over the top) were done in a very precise and more believable route. It was much more like an Indiana Jones movie. It was about the adventure, it never put action as it's main focus or at the forefront.
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.
The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't...
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.
This camera system might be helping frame the second enemy here.A new head on melee system that Naughty Dog teased last year at the VGA.
These actions are viewed intimately through a new procedural camera system that Naughty Dog implemented just for combat. In previous games, Naughty Dog built cameras into the moves themselves. When the move was used, the game would do a quick check for the best camera position and activate that viewpoint. The new procedural system in Uncharted 4 finds the best angle to frame Drake and the enemy, along with anyone else who may be a threat. These dynamic cameras are not locked – players can interact with them in the same way they use the game's standard camera controls.
If this is an example of that camera system, I foresee a lot of incredible gifs in the future.This camera system might be helping frame the second enemy here.
From the PSX demo in 2014This camera system might be helping frame the second enemy here.
Despite seeing that 1000 times since then, I was just struck with chills thinking about how the camera is working there.From the PSX demo in 2014
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Nah.
3rd Person vs 1st Person.
And i wonder is there anything exciting besides the graphics in this? Its the only thing i see people hyping up. Not the gameplay, Story etc.
The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't.
It's just a cheap over-action game with very linear designed "levels" complete with invisible walls and pathways designed to lead you to specific points.
They even mention in this video, "point a to point b, but with some different paths along the way."
This is what has always been the main area the series has sucked at imo.
IT's a game about an EXPLORER and yet they put you about 85% of the time in an over-the-top actiong ame instead of actually EXPLORING and solving puzzles, etc.
The original Tomb Raider games were great at striking a balance of this, where exploration/puzzle solving made up the "meat" of the game and the action elements (even over the top) were done in a very precise and more believable route. It was much more like an Indiana Jones movie. It was about the adventure, it never put action as it's main focus or at the forefront.
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.
Revisiting the original games in their recent remastered form, it's striking to chart how the emphasis shifted from scripted dialogue to scripted action. The third instalment is practically a string of increasingly explosive set-pieces connected by cut-scenes. "The first three had this trajectory of going bigger and more badass," Druckmann agrees. "We didn't want to continue that trajectory. We didn't want to become a caricature of ourselves. So we said, okay set pieces are important, but how do you better tie set pieces with story so they come in at the right time to mirror some kind of personal conflict in the story?
"But also something we learned from The Last of Us is not all set pieces have to be big and explosive. Some of them can be small and intimate. And that lets us get much more interesting and introduce different pacing than in the previous Uncharted games. So that's the thing we're experimenting with, trying to find a different way to switch up that formula.
"Yeah, it's like, maybe we should have fewer set pieces, but those set pieces should mean more. Those quiet moments are almost like a set piece. It's all unique animation, there's a lot of iteration that goes into that.
"In Left Behind, there's the photo booth that Ellie and Riley use. That took as much effort and work as the collapsing building in Uncharted 2. And Uncharted 4 felt like it needed some of those moments that require that much effort to build the relationships when we're not under duress and under gunfire."
"And then there is stuff like, with the Last of Us - and even more so with [2014's DLC add-on] Left Behind - the really quiet moments. We were making an action game, but it was okay not to have the action wall-to-wall. It was okay to have two girls in a Halloween store putting masks on and joking around with each other.
"And getting the confidence to do that and bring that to Uncharted became really interesting because it helps show more the human side of Nathan Drake. What is Nathan Drake doing when he's not on the adventure? And how do you put that on the thumbstick. How do you not just show that in a cut-scene - how do you play that? That's something we brought straight over from the Last of Us.
"It's not a specific example, but with the Last of Us we introduced the concept of optional conversations where I could turn around to my ally and dig in a little bit deeper. And it's a choice for the player, you can do it, or you don't do it.
"Players who engage with it can slow the characters down a little bit and have them engage in conversation, and you can find out a little bit more about their relationship, and a little bit more about their personalities. We've sprinkled those throughout the game."
'Naughty Dog is focusing on navigational freedom for this entry. We witness multiiple paths for reaching that final destination in our demo. While the game is still more linear than open world, you encounter different obstacles based on the path you choose. Sometimes this means a new treasure or extra cave; other times it will mean bypassing a group of enemies.'
'Plenty of side stories and optional paths are around if you are willing to look for them'
'In addition to the primary treasure, Uncharted games have always had little collectibles along the way. Uncharted 4 continues that, but when you stumble on any of these items they might contain clues that will lead you to even more treasures and locales. "within artifacts, there are notes that you can find and flip over and examine" explains Bruce Straley. " You might find clues that lead you somewhere else in the environment to find more treasures or artifacts in our treasure system." The journal is also receiving an upgrade to dynamically fill in with clues you find in the world, so your journal could look different to another players depending on how much you explore every nook and cranny.'
Super-slow-mo showing ear SSS from muzzle flash.
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The animations in U4 are just top notch. I know this is from the stress test, but it looks so good.
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It's basically push x to awesome.From the PSX demo in 2014
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Little detail only visible with zoom in that last only 2 frames, people at ND have OCD confirm.
Animation transition super smooth too.
It's basically push x to awesome.
It's basically push x to awesome.
No because you have to push L1 to grapple, left analogue and right analogue to steer and Square to punch, then push L2 aim and R2 to shoot the enemy.It's basically push x to awesome.
It's basically push x to awesome.
It's basically push x to awesome.
By what?Crysis was dethroned a long time ago.
The inputs in this gif are actually :
Left analog stick to run to the edge
L1 to grapplin hook the thing
Left analog stick to influence the swing
Square timed right to knock out the guy
L2 to ADS
Right analog stick to aim
Left analog stick to strafe while aiming
R2 to shoot
The Order, Assassins syndicate and Unity? Crysis is old now, it has been dethroned by most games tbh.By what?
The inputs in this gif are actually :
Left analog stick to run to the edge
L1 to grapplin hook the thing
Left analog stick to influence the swing
Square timed right to knock out the guy
L2 to ADS
Right analog stick to aim
Left analog stick to strafe while aiming
R2 to shoot
I was referring to moments when you "snap" to your enemies and my comment wasn't in anyway negative. You're not 100% creating that scene without assist, and that's fine.The inputs in this gif are actually :
Left analog stick to run to the edge
L1 to grapplin hook the thing
Left analog stick to influence the swing
Square timed right to knock out the guy
L2 to ADS
Right analog stick to aim
Left analog stick to strafe while aiming
R2 to shoot
I'm in the room, you can talk straight to me. If you weren't in so defensive state you might understand I wasn't bashing this game. It looks awesome and let's you do awesome stuff, where's the problem? His agenda,pffht!Shhhh, you're debunking his agenda that Uncharted has minimal gameplay with little interaction. Your posts makes too much sense.
I'm just wondering if this guy will bail out and contribute nothing like the other poster yesterday who drive by shit posted and left.
Exactly!And awesome it is.
I'm in the room, you can talk straight to me. If you weren't in so defensive state you might understand I wasn't bashing this game. It looks awesome and let's you do awesome stuff, where's the problem? His agenda,pffht!
Uncharted is proud to be a linear game. Linear games are great. My biggest fear with Uncharted 4 is this talk about bigger environments - I don't want the game to lose its focus.The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't.
It's just a cheap over-action game with very linear designed "levels" complete with invisible walls and pathways designed to lead you to specific points.
They even mention in this video, "point a to point b, but with some different paths along the way."
This is what has always been the main area the series has sucked at imo.
IT's a game about an EXPLORER and yet they put you about 85% of the time in an over-the-top actiong ame instead of actually EXPLORING and solving puzzles, etc.
The original Tomb Raider games were great at striking a balance of this, where exploration/puzzle solving made up the "meat" of the game and the action elements (even over the top) were done in a very precise and more believable route. It was much more like an Indiana Jones movie. It was about the adventure, it never put action as it's main focus or at the forefront.
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.
Exactly, I hate when people mourn that Alan Wake turned out to be linear, rather than open like it was planned in one point. Linear games are great and as you said, never lose their focus, especially in story.Uncharted is proud to be a linear game. Linear games are great. My biggest fear with Uncharted 4 is this talk about bigger environments - I don't want the game to lose its focus.
Open world games are fucking awful and I'm glad Uncharted hasn't succumbed to that trend.
The Uncharted series has always looked good and had great humor/characters.
I just wish I could say the gameplay was up to those standards, because it isn't.
It's just a cheap over-action game with very linear designed "levels" complete with invisible walls and pathways designed to lead you to specific points.
They even mention in this video, "point a to point b, but with some different paths along the way."
This is what has always been the main area the series has sucked at imo.
IT's a game about an EXPLORER and yet they put you about 85% of the time in an over-the-top actiong ame instead of actually EXPLORING and solving puzzles, etc.
The original Tomb Raider games were great at striking a balance of this, where exploration/puzzle solving made up the "meat" of the game and the action elements (even over the top) were done in a very precise and more believable route. It was much more like an Indiana Jones movie. It was about the adventure, it never put action as it's main focus or at the forefront.
Uncharted will always be an action game that looks great but tries so hard to masquerade itself as some "adventure" game when it really isn't.