Uncharted 4 looks good, and its the little details that count. Characters sweat, animation now includes underlaying muscles, eyes have subtle realistic twitching, the game can occasionally look photorealistic
, better yet a lot of this happens during interactive sections.
Luckily the game has 80s hollywood action. Enemies soar through the air, overreact when hit with bullets, and every punch lands in literal cinematic fashion.
The point is, Naughty Dog clearly made a conscious effort to ensure the violence in Uncharted did not match realism of the cutscenes, and with such a realistic graphics/animation looking to PG-13 Hollywood for violence direction seemed like the right way to go. Keep the realism in the character interactions and animations, keep the violence fantastical.
The thing is, Uncharted is T rated series and there are plenty of series old and new that are not. There were scenes in Uncharted and Hitman recently that made me pause because it just felt like it was crossing some sort of line I didnt know I had when it came to realistic violence.
I think it was easier during previous generations to laugh off video game violence because hell, its just 1s and 0s and the games still looked like 1s and 0s, but now they don't. This was more apparent last gen but clearly we've passed some sort of threshold and with the dawn of VR in the near future interactive violence is more realistic than it has ever been before.
No idea how I feel about this yet, but I feel like with each previous gen we were getting closer an closer to a line of realism and we finally crossed it.
So do the traditional arguments about the physiological effects of videogame violence still work when kids are no longer playing PS2 games? Does another jump in realism with the continued factor of interaction blur the lines of separating fantasy from reality even further? Does the fact that VR literally tricking the brain to believe it exists somewhere else mean that violent acts in VR can have a similar enhanced reaction?
Just kind of wanted to get a discussion going to see if people think this gen has changed peoples thoughts in regards to violence in games.
please dont get hung up on this assertion
Luckily the game has 80s hollywood action. Enemies soar through the air, overreact when hit with bullets, and every punch lands in literal cinematic fashion.
The point is, Naughty Dog clearly made a conscious effort to ensure the violence in Uncharted did not match realism of the cutscenes, and with such a realistic graphics/animation looking to PG-13 Hollywood for violence direction seemed like the right way to go. Keep the realism in the character interactions and animations, keep the violence fantastical.
The thing is, Uncharted is T rated series and there are plenty of series old and new that are not. There were scenes in Uncharted and Hitman recently that made me pause because it just felt like it was crossing some sort of line I didnt know I had when it came to realistic violence.
I think it was easier during previous generations to laugh off video game violence because hell, its just 1s and 0s and the games still looked like 1s and 0s, but now they don't. This was more apparent last gen but clearly we've passed some sort of threshold and with the dawn of VR in the near future interactive violence is more realistic than it has ever been before.
No idea how I feel about this yet, but I feel like with each previous gen we were getting closer an closer to a line of realism and we finally crossed it.
So do the traditional arguments about the physiological effects of videogame violence still work when kids are no longer playing PS2 games? Does another jump in realism with the continued factor of interaction blur the lines of separating fantasy from reality even further? Does the fact that VR literally tricking the brain to believe it exists somewhere else mean that violent acts in VR can have a similar enhanced reaction?
Just kind of wanted to get a discussion going to see if people think this gen has changed peoples thoughts in regards to violence in games.