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New Uncharted screens and movies

Looks to me like this game is going to get nailed for uncanny valley and "cartoonish graphics."
 
Y2Kev said:
Looks to me like this game is going to get nailed for uncanny valley and "cartoonish graphics."


ughhh... game is absolutely beautiful, and if it plays great and has replay value it shouldn't get nailed for much at all.
 
I think the game is the best looking game I've ever seen, but I am just making a prediction.
 
Y2Kev said:
Looks to me like this game is going to get nailed for uncanny valley and "cartoonish graphics."
Don't the two contradict themselves? I thought ND said the cartoon look was intentional.
 
Y2Kev isn't insulting uncharted. it'd be more accurate to say he's insulting the reviewers that will predictably nit pick this game to hell.
 
Greg said:
Don't the two contradict themselves? I thought ND said the cartoon look was intentional.

I don't see any problems with uncanny valley either. If anything they're closer to being cartoonish like you've mentioned. I don't know exactly how to describe this but the models in Uncharted are a bit "PC-ish". PC games have the best graphics overall but character models have always been a weak point for most PC games.

Console developers, especially Japanese ones, have always been better at doing more with less. For example, DMC and MGS characters look more natural than characters from more technically advanced PC games of that era. People have mentioned to me that the Uncharted characters are more impressive technically than MGS4's. While that might be true, the characters in MGS4 still look more attractive, IMO because of how they are artistically designed.
 
Parl said:
I meant stuff like...
1065_0016.jpg


I don't like it. I meant shoddy as in I look at it and I find it shoddy. I understand that many love the graphics (the rest don't post in here).

But the screen-shots in this thread are amazing though...
You do comprehend that they aren't aiming for realism, right? :) Because the clay comment seems rather ignorant/uninformed/weird.

P.s. the pics you linked to got the exact same "clay" look
 
PapiShasho said:
Looks nice, but I have a feeling this game is gonna disappoint in the gameplay department...
You're forgetting it's Naughty Dog

If it was just some 3rd party POS game that was being hyped i would maybe agree. But ND aren't amateurs at making fun gameplay.
 
PapiShasho said:
Looks nice, but I have a feeling this game is gonna disappoint in the gameplay department...
Did you just click on the last page in this thread and post? Or you missed the whole IGN play review?
 
RavenFox said:
Did you just click on the last page in this thread and post? Or you missed the whole IGN play review?

Well when you want to troll you don't need to be informed.
 
Z3F said:
She looks plain in most of the pics but the one below shows her in a pretty good light.

Personally the new pics make her look a little bit more like Jennifer Aniston so she is cool with me.
 
From Evan Wells co president of ND

Hello again! The countdown is on and we are only two weeks away from a Gold Master. We’re down to the point where every minute matters. The QA departments are working around the clock (and around the globe … in Europe and Japan) looking for any last bugs that we need to get cleaned up before we can ship.
Things are hectic around our studio as we’re trying to juggle several tasks at once. Not only are we trying to wrap up production on the game, but we’re also working frantically on helping with the package design and the strategy guide as well. We’ve also scheduled one last impromptu focus test this weekend in our office so that we can check to make sure that any of the last minute tweaks we’ve made to certain aspects of the game haven’t thrown off any of the previous game balance tuning that we’ve done.
Richard Lemarchand was up North in the Bay Area doing a whirlwind media tour on Thursday and Friday of last week. He stopped by the offices of many magazines and websites to show off the latest build of the game and to give some last minute updates before we send off the final disc for review. Be sure to keep an eye out for coverage and gameplay footage online. This preview from IGN is one of the first I’ve spotted.
We’re also preparing to create another trailer to be released in the coming weeks. Taylor Kurosaki, our video editor, is working on selecting the music to use in the next one and planning out the flow and the structure to tease the story just enough without giving too much away.
The final mixes of sound, music and dialog are all being added to our cinematics and it’s really coming together nicely. We’re also getting back all of our localized assets so that we can ship Uncharted simultaneously around the world in 13 languages!
 
tribal24 said:
zomg is that elena pic ingame?

Well according do Diamant (lead character artist, so he should know) they use the same character model of Nathan both for game-play and cut-scenes, perhaps the same goes for Elena.

Anyway, you can see it's in engine do to small imperfections like jaggies on the self shadowing. :D
 
tribal24 said:
zomg is that elena pic ingame?

It's "ingame" at least. They don't use CG. (last line in my quote down below)

A translated recent interview with someone from ND:

Quote:
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.
 
Some of the answers in that interview seemed a little bs. Did they come from a PR guy or programmer? Benchmarks have always shown that geometry has little to do with resolutions. Polys/s for most GPUS are pretty much the same at every resolution.
 
The final mixes of sound, music and dialog are all being added to our cinematics and it’s really coming together nicely. We’re also getting back all of our localized assets so that we can ship Uncharted simultaneously around the world in 13 languages!

What ? I thought it was supposed to be released on november 20th in the US, and "december" in europe


please please please be true D:
 
Z3F said:
Some of the answers in that interview seemed a little bs. Did they come from a PR guy or programmer? Benchmarks have always shown that geometry has little to do with resolutions. Polys/s for most GPUS are pretty much the same at every resolution.

Dunno, I could imagine that the polygons also need to be shaded and then there's all the shadows cast by the geometry not forgetting the lighting.
 
Another post from Evan Wells re: game length --

Hey guys,

So I see a lot of questions about the length of the game. It’s always a tricky question to answer since people’s skill levels vary so much. But I think it’s safe to say that it would be hard to finish it the first time in less than 10 hours. And I think a much more average play time is probably closer to 12. We have 3 selectable difficulty levels from the start of the game (Easy, Normal, and Hard) and one that is unlockable (Crushing!), so you can decide how much of a challenge you want. We’ve also made it possible to change your difficulty setting mid-game, so if you feel you made a mistake a couple of hours in, you can switch without having to start over.

And as for replayablity, we have a bunch of hidden treasure to search for throughout the environments and Medal Points you can earn by showing off your skills as you play the game. These can all be used to unlock some pretty cool secrets (concept art, behind the scenes movies, skins, cheats, etc.)

Hope that answers you questions!
 
VonGak! said:
Dunno, I could imagine that the polygons also need to be shaded and then there's all the shadows cast by the geometry not forgetting the lighting.

On 3dmark, and other benchmarks that measured polys/sec, that measurement always stays the same at every resolution. But I guess those tests could be obsolete.
 
We’ve also made it possible to change your difficulty setting mid-game, so if you feel you made a mistake a couple of hours in, you can switch without having to start over.


That's a neat option. I wish more games allowed this.
 
But I think it’s safe to say that it would be hard to finish it the first time in less than 10 hours. And I think a much more average play time is probably closer to 12

oic.
 
Z3F said:
On 3dmark, and other benchmarks that measured polys/sec, that measurement always stays the same at every resolution. But I guess those tests could be obsolete.
There's a good chance they are.

Some time ago there was an interview with a PS3 devs which I made a note of because he said that it was easier in the PS2 days because there they could just give the level designers a polygon budget but with the many new pixel shader types it's no longer the case.
(I believe it was from Resistance but not entirely sure)

Perhaps we're in luck an a lurking dev will drop by. ^.^
 
I would estimate that if they are at 2 weeks now from being gold, probably we would have the demo by the 25th of this month or the 1st of november on PSN. That would give us an almost complete month to play around with the demo. Since they already said that the GDC demo would not fit onto a DVD9 and that PSN demos are around 1Gig of capacity, does it mean that the Uncharted demo will be very short ?
 
The tradeshow demo they had at Gamers Day was pretty long I believe, 20-30min.
So I guess the PSN demo will be probably 10-15min and probably around a Gig or so.
 
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