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The Making Of Uncharted 4 - Pushing Technical Boundaries Part 2 (gameplay)

zsynqx

Member
The thing you dont understand is I think QB looks great to play. I admit it looks blurry etc I think uncharted looks good technically but I can see shimmering and other artifacts that when I read the absolute incredible level of praise I load the videos and think yeh it looks good. THe gifs I see look incredible I just think that from the praise there is a bar you expect to see and then when you notice issues it causes a little bit of a disconnect. I would love to see Nuaghty dog games on PC. I have that chance with QB in a couple of weeks.

I also was not massively impressed by a video called gameplay and it spent the first 2 minutes talking about how amazing the ps4 is, and then I didn't really feel like I learnt much about the gameplay.

Atleast form these marketing videos they are making out that the rope is not a gimic and will be used a lot, climbing will not be linear. Levels will be huge and open and have multiple pathes in all areas to get to the end of the level. This is what I am excited about and I want them to elaborate on, but they don't really talk about it that much.

The video is called pushing technical boundaries. I added the gameplay part.
 

Javin98

Banned
Big melee finishers

U4meleefinish.gif
Love the orange hue from the light bounce on Nate and the poor guy getting kicked.
 

jett

D-Member
Melee animations look really meaty, but seems it's the same ol' mashy mashy despite what they have been saying. I really wish they would show us another extended look at gameplay from a particular location, like they did all they way back in 2014.
 
The video is called pushing technical boundaries. I added the gameplay part.

oh apologies then. I watched the video and it riled me up thinking it was going to elaborate on the gameplay of the game and i saw the same footage for the last few years :(

I just want the game now...the wait is annoying me

Its like im starving and sat here watching video's of prime cooked steak (medium rare)
 

zsynqx

Member
Melee animations look really meaty, but seems it's the same ol' mashy mashy despite what they have been saying. I really wish they would show us another extended look at gameplay from a particular location, like they did all they way back in 2014.

Press will probably be previewing the game next month, so hopefully some longer gameplay footage then.
 

SaganIsGOAT

Junior Member
So is there a crouching ability on a dedicated button for stealth, or is it just

>drake enters 3-4ft tall grass > drake auto enters stealth crouch
 
Melee animations look really meaty, but seems it's the same ol' mashy mashy despite what they have been saying. I really wish they would show us another extended look at gameplay from a particular location, like they did all they way back in 2014.

I mean, what else can/should they do for melee? It needs to be simple and fast and look good and that's about all you need for it to function well besides some refinements to it. I thought it was perfect in TLOU and this seems to be building on that.
 

Ricky_R

Member
More focused on the gameplay this time. Lots of new footage

Key points (probably missed some stuff)

- Vehicles react differently depending on terrain.

- Rope can be utilised in most gameplay encounters. Has multiple uses.

- From the beginning Bruce wanted to get back to figuring out the core gameplay.

- Combat designed with Nate's traversal moveset in mind.

- Climbing system in UC4 has been completely overhauled. System gives unprecedented level of fine control with full analogue control over both of his hands

- Characters traversing with you were scripted in the past games. Now it is very systemic.

- Bunch of stuff on AI being smarter with new flanking behaviours and better awareness etc. They have the same traversal abilities as Drake

- They really wanted to avoid stop and pop gameplay with the player sticking behind one piece of cover.

- A lot of the stealth elements from the Last of Us brought over so the player has more choices in combat. You can break line of sight and sneak past them

- Used to be you were in stealth or combat. Now you can be in stealth, they go into investigate when they think they've seen you, then it can go into combat and once they lose you they will go into search.

- Melee is far deeper.

- Lots of new tools added but in a way that is elegant enough to not explode the game with HUD.

1435296071761.gif


This looks decent while you think QB looks great. Yeah, okay.

Haha, thought the same.
 
uc3.gif


I'd be more then content with just the environmental variety seen in the trailers and footage so far, it's quite a lot. But I'm sure ND has a couple of surprises still in store. And that only makes me more excited.
 

Revven

Member
Melee animations look really meaty, but seems it's the same ol' mashy mashy despite what they have been saying.

I mean, I dunno what you expect from the melee? The series has always been really simplified melee combat. It's never been complex and they have been always talking about wanting the melee to feel satisfying and simple. I feel like whenever they are talking about how much better it is they're really just referring to the animations and impact, less so that it's actually deep. I didn't get the impression that melee was any deeper than it has been from what that guy was saying.
 
This game is absolutely incredible looking. My big fake away from this is that the vistas will be so much larger than we're used to seeing from Uncharted. I feel like this will be a leap similar to Uncharted->Uncharted 2.
 

Ricky_R

Member
uc3.gif


I'd be more then content with just the environmental variety seen in the trailers and footage so far, it's quite a lot. But I'm sure ND has a couple of surprises still in store. And that only makes me more excited.

Man, the lighting looks great. So natural.

Seems like Drake loves the smell of blood in the morning.
 
I mean ... they already took the time out to pull out new gameplay tidbits so ...

Nah, I think you're right. From the way both PSX2014 and E32015's demo videos were released (bad contrast), it became clear that whoever's in charge of doing them isn't doing his or her best.
 

jett

D-Member
I mean, what else can/should they do for melee? It needs to be simple and fast and look good and that's about all you need for it to function well besides some refinements to it. I thought it was perfect in TLOU and this seems to be building on that.

I dunno, maybe timing your hits correctly should do something, or maybe you whiff your attacks or they get blocked/countered if you don't do that. Just something a bit more involving than mashing on the square button, or pressing square triangle square (I think they got rid of that, right?) All I know is the melee in UC3 felt awful. It was much better in TLOU yea, but it was still pretty simpleminded, however you had the benefit of multiple melee weapons with different properties along with being able to craft them and upgrade them yourself.
 

Shin-Ra

Junior Member
There's something flying in the background of the leg-grab and kick scene.

Sounds like it takes time.
It's just guiding Photoshop how to pick its 256 colours and dither the frames most effectively to fill in the missing gradients and not look too noisy in motion. Once you've got a comfortable setup, you can save it as a preset.

Different setups can optimise quality or file size slightly better but it's not usually worth the effort.
 

Ricky_R

Member
Will be able to get out and explore the vast land in this gif or is it crappy on rails? That gorgeous landscape is ripe for exploring

Not sure if you'll be able to get out the Jeep whenever you like and explore on foot, but I think it's evident that you can drive wherever.
 
I dunno, maybe timing your hits correctly should do something, or maybe you whiff your attacks or they get blocked/countered if you don't do that. Just something a bit more involving than mashing on the square button, or pressing square triangle square (I think they got rid of that, right?) All I know is the melee in UC3 felt awful. It was much better in TLOU yea, but it was still pretty simpleminded, however you had the benefit of multiple melee weapons with different properties along with being able to craft them and upgrade them yourself.

That could be interesting, but I think that being mechanically simple is more beneficial to the game system because of how hectic the combat is, so it's more about thinking about [/I]when you have to melee than worrying about how to melee. Like RE4's melee is as simple as can be, and is more about considering the risk/reward of getting up close to do so. If you add in other factors like finicky timing, and combos then it might just not even be worth it ever to do melee in the heat of a firefight. Although in LoU they struck a good balance of having enemies able to get the upper hand in melee if your timing was off, and they did it by being even more mechanically simple than Uncharted (no throw or counter button).

On harder difficulties I think they should make the counter window smaller/faster though.
 

Carn82

Member
"Look at what we can do."

Naughty Dog ethos in a nutshell. They act because they have the power and talent too.

Well, thats pretty much why 1st party studios exist. They pretty much need to deliver 'prestige projects' because their exclusivity is a big part of a brands identity.

But yeah, ND is still top-tier!

I wonder how much direct support they get from ICE (since they share the same building); and if we might see some tech trickle-down (or forward) to other Sony studios.
 
What a waste if you can only jump in and out a bit...why create such a pretty landscape with all those assets that you drive by in 2 seconds so I bet we'll be able to.
 
I think people are reaching for conclusions on melee too quickly here. Melee being deeper implies there's more stuff that Nate and mooks can do that counters each other, and showing that implies showing Nate struggling. Of course they're going to just show Nate kicking ass on these videos, so of course it's going to look like you're just mashing square.
 

zsynqx

Member
What a waste if you can only jump in and out a bit...why create such a pretty landscape with all those assets that you drive by in 2 seconds so I bet we'll be able to.

I imagine these sections will be similar to riding the horse around the University in The Last of Us (but more open)
 

Ricky_R

Member
What a waste if you can only jump in and out a bit...why create such a pretty landscape with all those assets that you drive by in 2 seconds so I bet we'll be able to.

It just means that we'll be able to get out only when the narrative allows us to. Whenever you're in a set-piece or action scene you're not going to able to, and for good reason.

Let's just hope there are enough areas like that jungle, where we can get out the jeep and explore.
 
I dunno, maybe timing your hits correctly should do something, or maybe you whiff your attacks or they get blocked/countered if you don't do that. Just something a bit more involving than mashing on the square button, or pressing square triangle square (I think they got rid of that, right?) All I know is the melee in UC3 felt awful. It was much better in TLOU yea, but it was still pretty simpleminded, however you had the benefit of multiple melee weapons with different properties along with being able to craft them and upgrade them yourself.

Timing based would be a good start. They really should just do Batman lite version of the controls
 

zsynqx

Member
Timing based would be a good start. They really should just do Batman lite version of the controls

No way.

They did that in UC3 and it was a mess. For the game they are making which quickly transitions between stealth, melee and gunplay they should stick to how TLOU did it.
 
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