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Uncharted 4 lead animator on making Drake more responsive

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As someone who never played the Jak games, how did they control in terms of just moving around the world?
Jak felt really good to control (outside of vehicles), among the best in any platforming game ever imo. I remember a reviewer for Jak 3 (at IGN I think) saying that playing other games was a pain after Jak 3 with how smooth it animated.
 
I wish they'd show us what sort of things they're doing with sound cause everything I've heard from the game so far is underwhelming.
 
Snake's running animation in particular is probably the smoothest i've seen in any game

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And then there are small details like this

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His actual climbing animation is also just like actual rock climbers instead of the more game-like animation we see in a lot of games where characters jut jump up rock faces.

Wow. So smooth. And the show of fatigue while climbing. Fingers in natural looking handholds too.
 
Snake's running animation in particular is probably the smoothest i've seen in any game

MhFnGhM.gif


And then there are small details like this

LRJGNiK.gif


His actual climbing animation is also just like actual rock climbers instead of the more game-like animation we see in a lot of games where characters jut jump up rock faces.
Let's not forget the camera work. Even though you can turn it yourself there's a lot that goes into making it feel right. That has a HUGE impact on how what is on screen translates to what is in your hands. That can easily make or break how a game feels and looks.
 
That's user error. Tapping vs Holding triangle button.
Nope, after 150+ hours you know how to Fulton shit out but do it standing in the wrong spot and you'll still sometimes get in an AA gun, start aiming a mortar or whatever despite holding triangle.

Venom Snake's running animation is beautiful and tight feeling but also robotic, very little if any variation in his stride. His slow climbing would quickly get you killed in single player vertical combat, multiplayer no chance.
 
Oh cool, talking about actual control responsiveness. I was like "don't tell me he's going to be touching even more things with his hands as he passes by them." It was kind of cool at first but became overdone in Uncharted 3.
 
Definitely agree with those bringing up MGSV, it feels so, so good, weighty yet perfectly responsive with some incredible animations, it's possibly the best feeling action game I've ever played. Now, do I think Uncharted 4 could/should go as far as MGSV? Probably not - I think the super impressive animation in the Uncharted series is a lot of the context specific stuff (which MGSV isn't anywhere near as good at) and getting that sort of stuff right I imagine is a huge challenge on its own, let alone in combination with a weighty yet responsive set of movement mechanics.

I'm interested to see what improvements they've made with Uncharted 4, I'm glad it's something they're thinking about, either way.
 
Good to hear. When I saw the thread title I assumed it would be about Drake reacting to things happening.

This responsiveness thing is a problem of a lot of realistic games since the HD era. Feels like the characters are on puppet strings, surrounded by invisible walls and not mobile enough.
 
Snake's running animation in particular is probably the smoothest i've seen in any game

MhFnGhM.gif


And then there are small details like this

LRJGNiK.gif


His actual climbing animation is also just like actual rock climbers instead of the more game-like animation we see in a lot of games where characters jut jump up rock faces.
Using Kotaku's rock climbing post I see :)

Edit: I'm joking btw.
 
MGSV is the new gold standard in terms of traversal and shooting mechanics to beat.

Would love UC4 to do it. I'm playing the uncharted collection and UC1 - 3 Drake feels too floaty and cartoony.
 
Animation in MGS V is far from perfect. It just doesn't look good as a whole. It's very nice to control, but transitions are really bad, some animations are just plain awful, and you can't judge animation of a character in a game just by looking it running.

You have to look at how all that blends when you move the character in different situations.

Individual animations are not bad, but as a whole it still looks very "Japanese" in terms of style, speed and "robotism". It's not realistic.

Speed is just wrong in many situations (like in most Japanese games), etc.

There's no weight and inertia at all.

Everything still looks robotic, even if it's much better then in earlier games.

MGS is nowehere near perfection animation wise.


Even old Uncharted games look better as a whole, but they feel much worse.





You should look at David Rosen's approach here in a game called Overgrowth. It's very interesting.

How to keep responsiveness and rich animations (procedural in this case) at the same time.

http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach

Imagine something like this on a higher level. Some big team with lots of funds and knowledge.

That U4 stuff they showed reminded me of this for some reason, I hope I'm not wrong...
 
You should look at David Rosen's approach here in a game called Overgrowth. It's very interesting.

How to keep responsiveness and rich animations (procedural in this case) at the same time.

http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach

Imagine something like this on a higher level. Some big team with lots of funds and knowledge.

That U4 stuff they showed reminded me of this for some reason, I hope I'm not wrong...

Thanks for the link.I know that Uncharted 4 utilizes inverse kinematics and Drake has physics on all of his secondary motions. Funny how Jeremy's quote of Drake now feeling like a ball is exactly how David Rosen started in Overgrowth.
 
MGSV is the new gold standard in terms of traversal and shooting mechanics to beat.

Would love UC4 to do it. I'm playing the uncharted collection and UC1 - 3 Drake feels too floaty and cartoony.

Ah yes, the wonderful traversal of not being able to climb up waist high rocks.

MGSV does control really, really well though. I also went back to Uncharted 2 after playing a lot of Bloodborne and I did not remember Nate being so sluggish to control at all.
 
I think the animation improvements coupled with the tech they implemented in the order 1886 to reduce input latency will be a big boon to 30fps games. 30fps games may actually feel as responsive as 60fps games in such situations.
 
I think the animation improvements coupled with the tech they implemented in the order 1886 to reduce input latency will be a big boon to 30fps games. 30fps games may actually feel as responsive as 60fps games in such situations.

Not as responsive, but more responsive than traditional 30fps. The Order felt noticeably better, but it didn't feel like 60fps.
 
Jak controlled better than 3D mario. This sounds excellent

Here's the irony of your post. Jak controls were directionally oriented, hence there was no resistance between the player stick and the character movement. The problem with this is that your character is nothing more than a weightless texture and is the animations feels independent in the surroundings. 3D Mario on the other hand moved like a ball, it has weight, inertia and resistance which casts a better illusion of the character operating within that world which is exactly what this animator is trying to accomplish with Uncharted 4.

So when you're saying this direction is "excellent". You are essentially advocating moving away from the Jak controls.
 
Just copy MGSV. Big Boss moves with weight but can turn on a dime, etc. You never feel like you're fighting the controls. It's perfect.
Absolutely true. Controlling Big Boss actually does feel like controlling an older, 50 year old man but who's at the pinnacle of military trained-responsiveness. Like the way he sprints for example.
 
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