karasu said:You're the worst kind of gamer.
The absolute worst. The kind that buys 50 Cent: Bulletproof. Perhaps even worse than that.
karasu said:You're the worst kind of gamer.
Decado said:May eventually play it, but can't get excited. The obvious aim at getting a "T" rating automatically makes it bargain bin at best for me, and the lack of environmental damage makes all the technical polish pretty unimpressive.
One of those peoples that likes to sniff dirty diapers and lick old bananas.chubigans said:The absolute worst. The kind that buys 50 Cent: Bulletproof. Perhaps even worse than that.
Next one on the line......fresh from the presses.......Drakes underwears don't show the signs of pee when he is being scared by badies.Dante said:LOL now that the "questionable gunplay" has been squashed we're getting some real gems.
Decado said:May eventually play it, but can't get excited. The obvious aim at getting a "T" rating automatically makes it bargain bin at best for me, and the lack of environmental damage makes all the technical polish pretty unimpressive.
LiquidMetal14 said:Here's the translation - Credit goes to VG Aficionado of E-mpire
- They're still optimizing the frame rate, will end up running at constant 30 fps. Sometimes it goes up to 45 fps with all effects on, but they aim at constant 30 fps as already mentioned. Less than 30 fps is considered a bug.
- All textures have been drawn, there are no scanned textures. That's why it looks somewhat cartoony.
- Jetski level has 6 million polygons + water reflection + refraction + bump mapping + jitter + shadows + a good number of characters + physics + AI + volumetric explosions + etc
- It should take 12 hours to complete.
- The AI will learn your behavior and react accordingly. Experienced gamers will have a hard time. They're proud of the AI.
- There are no scripted events when you fight with the AI. You'll never see the same situation twice (to some extent, of course).
- No auto-aim.
- The effects still aren't final. They'll improve close to the very end of the project for optimization's sake.
- There's a lot of stuff we haven't seen yet. It's like a movie where a lot of things happen, and it will have lots of varied action: shooting, fighting, platforming, puzzles, enigmas, races, treasure hunting ("you'll be finding things"), etc.
- Real time HDR lighting: if there's a sunset, everything on screen will have a reddish tone. Everything will be real time.
- 720p allows better geometry. We might not see anything better than Uncharted geometry-wise at 1080p.
- PS3 devkits let them know all the game stats when they're developing it (duh): GPU load, texture memory, level memory, shadow memory, buffers, how is streaming affected, frame rate, etc.
- "I love the AI. The fact that it learns from the player's actions and that it adjusts the difficulty itself is awesomenage. We haven't even exploited half of what the Cell can do. Besides the CPU power, we've got the GPUs (sic) inside the PS3, where you can send some tasks to spare Cell from "digesting" them, so that you get more free CPU time. PS3 still has a lot of untapped power."
- They didn't have the time to include a co-op mode and getting the game finished in November. Tons of ideas left out of it, might make it to Uncharted 2. (This is usual in game development)
- Nathan Drake has 3000 animations.
- Real time cutscenes, no prerendered stuff. It's all real time, in-engine.
Cool thanks a lot. There's some interesting things in there.LiquidMetal14 said:Here's the translation - Credit goes to VG Aficionado of E-mpire
- They're still optimizing the frame rate, will end up running at constant 30 fps. Sometimes it goes up to 45 fps with all effects on, but they aim at constant 30 fps as already mentioned. Less than 30 fps is considered a bug.
- All textures have been drawn, there are no scanned textures. That's why it looks somewhat cartoony.
- Jetski level has 6 million polygons + water reflection + refraction + bump mapping + jitter + shadows + a good number of characters + physics + AI + volumetric explosions + etc
- It should take 12 hours to complete.
- The AI will learn your behavior and react accordingly. Experienced gamers will have a hard time. They're proud of the AI.
- There are no scripted events when you fight with the AI. You'll never see the same situation twice (to some extent, of course).
- No auto-aim.
- The effects still aren't final. They'll improve close to the very end of the project for optimization's sake.
- There's a lot of stuff we haven't seen yet. It's like a movie where a lot of things happen, and it will have lots of varied action: shooting, fighting, platforming, puzzles, enigmas, races, treasure hunting ("you'll be finding things"), etc.
- Real time HDR lighting: if there's a sunset, everything on screen will have a reddish tone. Everything will be real time.
- 720p allows better geometry. We might not see anything better than Uncharted geometry-wise at 1080p.
- PS3 devkits let them know all the game stats when they're developing it (duh): GPU load, texture memory, level memory, shadow memory, buffers, how is streaming affected, frame rate, etc.
- "I love the AI. The fact that it learns from the player's actions and that it adjusts the difficulty itself is awesomenage. We haven't even exploited half of what the Cell can do. Besides the CPU power, we've got the GPUs (sic) inside the PS3, where you can send some tasks to spare Cell from "digesting" them, so that you get more free CPU time. PS3 still has a lot of untapped power."
- They didn't have the time to include a co-op mode and getting the game finished in November. Tons of ideas left out of it, might make it to Uncharted 2. (This is usual in game development)
- Nathan Drake has 3000 animations.
- Real time cutscenes, no prerendered stuff. It's all real time, in-engine.
LiquidMetal14 said:Here's the translation - Credit goes to VG Aficionado of E-mpire
- They're still optimizing the frame rate, will end up running at constant 30 fps. Sometimes it goes up to 45 fps with all effects on, but they aim at constant 30 fps as already mentioned. Less than 30 fps is considered a bug.
- All textures have been drawn, there are no scanned textures. That's why it looks somewhat cartoony.
- Jetski level has 6 million polygons + water reflection + refraction + bump mapping + jitter + shadows + a good number of characters + physics + AI + volumetric explosions + etc
- It should take 12 hours to complete.
- The AI will learn your behavior and react accordingly. Experienced gamers will have a hard time. They're proud of the AI.
- There are no scripted events when you fight with the AI. You'll never see the same situation twice (to some extent, of course).
- No auto-aim.
- The effects still aren't final. They'll improve close to the very end of the project for optimization's sake.
- There's a lot of stuff we haven't seen yet. It's like a movie where a lot of things happen, and it will have lots of varied action: shooting, fighting, platforming, puzzles, enigmas, races, treasure hunting ("you'll be finding things"), etc.
- Real time HDR lighting: if there's a sunset, everything on screen will have a reddish tone. Everything will be real time.
- 720p allows better geometry. We might not see anything better than Uncharted geometry-wise at 1080p.
- PS3 devkits let them know all the game stats when they're developing it (duh): GPU load, texture memory, level memory, shadow memory, buffers, how is streaming affected, frame rate, etc.
- "I love the AI. The fact that it learns from the player's actions and that it adjusts the difficulty itself is awesomenage. We haven't even exploited half of what the Cell can do. Besides the CPU power, we've got the GPUs (sic) inside the PS3, where you can send some tasks to spare Cell from "digesting" them, so that you get more free CPU time. PS3 still has a lot of untapped power."
- They didn't have the time to include a co-op mode and getting the game finished in November. Tons of ideas left out of it, might make it to Uncharted 2. (This is usual in game development)
- Nathan Drake has 3000 animations.
- Real time cutscenes, no prerendered stuff. It's all real time, in-engine.
Note - I was beaten to this. Credit goes to the OP of this news.
Yes, it's confirmed even more somewhere else. Same place the dev. said Resistance for example and bunch of other popular games also had dynamic difficulty, with players not necessarily even knowing about it.Wario64 said:"- The AI will learn your behavior and react accordingly. Experienced gamers will have a hard time. They're proud of the AI."
So...dynamic difficulty confirmed.
Jetski level has 6 million polygons + water reflection + refraction + bump mapping + jitter + shadows + a good number of characters + physics + AI + volumetric explosions + etc
Kinda different games with different themes/tones. Don't expect something that was in Jak. This is its own game, not a Jak-like game.AAK said:I'm really scared this game will be lacking boss fights. Though sparse, all the crash and jak games had spectacular boss encounters. I'd hate to see such amazing potential in this game go to waste.
LiquidMetal14 said:Kinda different games with different themes/tones. Don't expect something that was in Jak. This is its own game, not a Jak-like game.
AAK said:A theme shouldn't limit gameplay potential.
SolidSnakex said:It seems like they're replacing boss battles with huge gameplay events like the jetski level, or the truck level ect.
No doubt. All I mean is that you can't expect this to be Jak. Uncharted will leave its own stamp on gamers.AAK said:A theme shouldn't limit gameplay potential.
AAK said:I'm just saying is that while I was watching the thug bashing video from Gametrailers... I just kept telling myself that a fight with MGS's Vulcan Raven in that same environment would be phenomenal.
And with all the Bioshocklevel water effects, a seamonster type enemy while Drake is standing above on a narrow platform that was being destroy and forcing him to do some platforming simultaneously to survive also popped through my head. Very few games can match the transition from gunplay to platforming as seamless as Uncharted and I believe there are plenty of extraordinary boss experiences compatible with it.
- Real time cutscenes, no prerendered stuff. It's all real time, in-engine.
Decado said:May eventually play it, but can't get excited. The obvious aim at getting a "T" rating automatically makes it bargain bin at best for me, and the lack of environmental damage makes all the technical polish pretty unimpressive.
This better be a joke, otherwhise :lol :lol :lolDecado said:May eventually play it, but can't get excited. The obvious aim at getting a "T" rating automatically makes it bargain bin at best for me, and the lack of environmental damage makes all the technical polish pretty unimpressive.
jett said:Ninja Theory am cry
jett said:Ninja Theory am cry
KTallguy said:To be fair, I liked that the pre-rendered cutscenes hid the loading time. I also liked some of the crazy effects, especially in the first scene, which would be kind of dumb to implement in real time for only that scene.
KTallguy said:Yes, when I said pre-rendered, I specifically meant the first one, I know the other ones are in-engine.
Zefah said:Am I the only one underwhelmed here? The game doesn't look all that good to me. The Jungles look a lot like Farcry and the character models don't look that great in my opinion. There are some really pretty parts too, but the quality seems very inconsistent.
deepbrown said:The first one isn't either - except going into her eye. That's what Deano said anyway.
KTallguy said:The one where all those crazy lines are coming all over her in the beginning is.
lowrider007 said:no your not mate, I really fail to see what is so graphically amazing here, the textures are really not that brilliant, look at the jeep for example, the bonnet in-particular.
jett said:Ninja Theory am cry
~Devil Trigger~ said:you mean Insomniac Am Cry
...or are you affraid of jsteve.....:lol
teiresias said:So you refuse to play anything not rated M or higher? :lol
You are either baiting him with a repeated joke, or really don't realize that what you think are the bad textures on the bonnet, are in fact realtime dynamic shadows cast from the tree above?lowrider007 said:no your not mate, I really fail to see what is so graphically amazing here, the textures are really not that brilliant, look at the jeep for example, the bonnet in-particular.
Quite a few cutscenes in HS weren't recorded into a video file though, and they all looked identical in objects/textures/shader use. Maybe performance would suffer with some of the most complex scenes if they weren't recorded, who knows, but there's no denying characters in HS look even better than here (or well, anywhere else), better skin shader and all.jett said:Ninja Theory am cry
lowrider007 said:no your not mate, I really fail to see what is so graphically amazing here, the textures are really not that brilliant, look at the jeep for example, the bonnet in-particular.
Marconelly said:Part 2 of "Making of" series available in HD now at Gamespot:
http://www.gamespot.com/video/932984/6180259/uncharted-drakes-fortune-official-movie-1
Marconelly said:Part 2 of "Making of" series available in HD now at Gamespot:
http://www.gamespot.com/video/932984/6180259/uncharted-drakes-fortune-official-movie-1
Gamespot has both part 1 and the new part 2 in even better MP4 quality (700+ MB files).Chris_C said:There was a really nicely compressed MP4 (250MB) of part one of the making of, any chance we'll see another one of those?
Marconelly said:Gamespot has both part 1 and the new part 2 in even better MP4 quality (700+ MB files).
Schrade said:That actress that is playing Elena (Emily Rose) is pretty cute!
Oh, and for people wanting the 720p Inside The Game (AKA Behind the Scenes Part 1) you can get it from my post here:
http://www.neogaf.com/forum/showpost.php?p=8038654&postcount=1371
Sony hasn't released Behind the Scenes Part 2 yet in MP4 format but I'll try to put it up as soon as I see it.