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Thread: Uncharted 4: A Thief's End

  1. #661
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    The inside track on that stunning E3 Uncharted 4: A Thief’s End demo



    Bruce Straley and Neil Druckmann give us the lowdown on Nathan Drake’s new skills
    Before Drake and Sully stepped into the bustling market square, the demo opened with a shot of an inscription above a door: “I am a man of fortune, I must seek my fortune”. Is that a motto that Nate lives by?
    Neil: That’s a quote from Henry Avery, the King of Pirates. He was one of the most popular and successful pirates, who was never caught, and there’s something in there that’s thematically appropriate to Nate too; here’s a guy who’s always trying to prove something to himself, always trying to seek his fortune – and maybe to compensate for something. In this story, we’re exploring who he really is, what that hole he’s trying to fill.
    The first really striking thing in the demo was just how alive the market felt. Has the move to PS4 given to the freedom to create a bigger world for Drake?
    Neil: We’ve been able to able to pack a lot more into each level, have more happening on-screen at once, and make the whole environment more dynamic. We’re at a point where technology isn’t driving our decisions, it’s our creativity and what we can come up with for what Nate has to go through.
    Bruce: We made great games with what we had, but you can’t have everything so you pick your mechanics to fit the pacing. With each game we’re evolving with what the technology can afford us, and right now we’re able to make the world seem a lot more real.
    Like in the car chase, you’re ploughing through fences, smashing other cars, pineapples are flying everywhere, and every time the jeep slams into a building and it reacts, the more invested in the moment the player feels and believes the building is there.
    Will Nate be doing a lot of driving in Uncharted 4?
    Bruce: Vehicles were something we wanted in previous games, and while they were there, this is the first time they’ve been drivable. There a lot of new mechanics in this game and we want to give you lots of opportunities to use them; we’ll ease you into it, give you opportunities to learn the new features, then you can go crazy with them.
    Neil: In the demo, essentially Nate’s moving at 60 mph, he’s under stress, as usual there’s people trying to kill him, so as a player your foot is always going to be on the gas. But we use the jeep in other ways, you can jump in and out and go exploring, and we’ve been able to open up the levels and let players drive great distances.
    Bruce: At the same time, we’ve got a lot of story to tell, so we’re not creating an open world where you can take the jeep anywhere – we want to make sure we’re setting up and paying off everything that we’ve put into the game in the right way. So at times, the jeep can move through vast areas, but at times like the level you’ve just seen, you’ve got to hit the gas because Sam’s in trouble.”
    We’ve seen Drake showing off an array of new ways to fight, move, new kit for him to use and how he interacts with the environment around him. The on-stage demo ends with Nate swinging from his grappling hook and rope into the side of a bridge, but behind closed doors, an extended play-through didn’t end there. We won’t spoil what comes next, but Drake doesn’t let go of the rope, and that drags him – quite literally – into one of the most exciting set-pieces the Uncharted series has seen so far. He might be a little older and perhaps a little wiser, but is seems that Nate has found new ways of getting in and out of trouble…
    Neil: We’ve evolved Nate’s repertoire of what he can do, but it’s also about how those moves flow from one to another. So when he’s hiding behind sandbags for example, we have a new cover mechanic so he’s even lower than before, then crawling on all fours, blind firing to hit a guy and stagger him, the smash him against a wall, climb up onto a shack, then the hook and rope might become available and you can choose whether to use that or carry on along the ground. There’s all these mechanics that interact with one another, so we’re trying to give the player a choice of strategy of how they approach each set-up.
    All of the action we saw on stage was to save big brother Sam – is he as good at getting into trouble as Nathan?
    Bruce: All the characters we create are kind of mirrors of different facets of Nate’s personality. Sam is part of Nate’s past that re-ignites that fire in Nate’s belly and gets him back into the adventure.
    Neil: As a new character, Sam he has a little mystery around him – who he really is, what does he want from Nate? But they’ll get each other in trouble… as brothers usually do.”


    http://blog.eu.playstation.com/2015/...iefs-end-demo/

  2. #662
    PS4forums Addict teras1's Avatar
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    Δηλαδή το παιχνίδι θα είναι semi-open world;
    Θα υπάρχουν λέει μεγάλες αποστάσεις όπου θα μπορείς να ταξιδέψεις με το jeep και να μπαινοβγαίνεις σε αυτό κατά βούληση. Μάλιστα!
    Τι έχει σειρά; Να μας φτιάχνει και καφέ;
    Είναι Θεοί!

  3. #663
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    New Uncharted 4 Screenshots Show Fantastic Environment; Artists Give More Details

    During an event hosted by the Gnomon School of Visual Effects in Hollywood, Uncharted 4: A Thief’s End Texture Artists Ana Cho and Alice Gionchetta, Concept Artist Aaron Limonick and Environment Modeler Adam Littledale gave more information on their work at Naughty Dog.

    Cho made a few interesting points about texturing:

    • What she really likes about working at Naughty Dog is that she can take even two days on a texture that’s going to be a small part of a scene, taking her time to get the best result.
    • Compared to The Last of Us, with PS4 there can be more texture layers and “a lot of fancy stuff.” Those layers include different parts like dirt, grass and so forth, and then they can be blended for a realistic effect.
    • Until the PS3 era, textures were done mostly with Photoshop. Now Naughty Dog uses Substance Designer a lot.
    • With the PS3, textures included a lot of lighting information, like baked shadows. Now most of that is done by the actual lighting, and textures are kept as neutral as possible.












    Uncharted 4: A Thief’s End Models Showcased: Jeep, Bike, AK-47 and More from the E3 Demo


    If you loved the Uncharted 4: A Thief’s End demo showcased at E3, here’s your chance to see some of the assets used to create it. Technical Artist Christophe Desse showcased some of them during a livestreamed event hosted by the Gnomon School of Visual Effects in Hollywood.

    You can check out the AK-47, the jeep, a bike and more in the gallery at the bottom of the post.
    Desse also mentioned a few more details about how they were made:

    • Normally you wouldn’t be able to do changes at the very last moment, but at Naughty Dog you can go to the game director and plead your case, taking it upon yourself to the the last minute job and get a better result. The AK-47 displayed below was one of those cases.
    • Texturing the AK would have taken a day before, with the new tools it takes much less, but this doesn’t mean that they work less. They have time to do more iterations and get a better result.
    • At Naughty Dog artists often aren’t told what tools to use. The important thing is the results.
    • Desse used Havok for the physics of the Jeep. he also rigged the antenna so that it sways with the wind.





    http://www.dualshockers.com/2015/06/...-more-details/

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    Uncharted 4 Videos Show Awesome Foliage and Water Puddles Technology and More





    • The team was initially tempted to rig the foliage in the whole game (basically setting up the foliage with actual animations), but that would have been too expensive performance-wise. That’s why Maximov created a “shader foliage animation” (which you can see in the first video below) that is much more affordable and still very interactive.
    • Leaves have particle emitters on them, so if there’s a gust of wind, they actually drip droplets of water.
    • At Naughty Dog developers are very happy to share their knowledge and share ownership of a project. Desse, Maximov and Naicker do it all the time.
    • The fly on Drake’s forehead in the first cinematic trailer was made in the span of a day at the very last moment.
    • The grain sacks used as cover in the E3 demo are physics-based as they react to bullets, but also simulation-based as they deflate when they get hit. Those are two different animation layers on top of each other.
    • They didn’t really need to have the clothesline that gets ran over with the jeep in the E3 demo, but they still wanted to put it in. It was initially started by Desse, and then Naicker completed it.

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    Έρχεται καινούργιο Gameplay!!!! 1 Ιουλίου.


    Get ready - Uncharted 4: A Thief's End E3 2015 Extended Gameplay will be shown on our twitch Channel July 1, 2015 Tune in: http://www.twitch.tv/naughtydog



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    A bit over a week ago, Nolan North did a series of Q&A panels at MetroCon and one guy finally had the balls to ask him about Amy Hennig's departure and the changes made to the game thereafter. It's probably the first time we've had someone gone somewhat in depth as to how the departure and change of teams affected the project.

    Q: With Amy Hennig leaving, did they change the script at all to Uncharted 4?

    NN: Yeah. I can't really say too much about that...but I will. We had shot 8 months of her story and it was all thrown away. The Last of Us guys came in, and you have to understand, new producers, new people, they want to do it. I don't know what happened exactly. Amy is still a very dear friend of mine and she's brilliant but the Last of Us guys were the next team there so they took over and they just wanted their own flavour. They got rid of some of the other people that were involved and just redid their thing. Great move they made with Troy Baker [who] played my brother and they knew that was going to work because Troy and I are friends and he had done Joel and they knew he and I had good rapport. So it'll be fun, the tone I think is gonna be slightly different. It has to be, you know, you can't have a Robert Ludlum novel that's going to be the same as Steven King. It's just that they're different styles. But it's true to the story.


    Q: So it really hasn't affected it at all?


    NN: No, it's going to be along the same lines with the story but I think there'll be...I don't know. I don't know how it'll affect the how thing and to be honest I am just as curious as everyone to see what the final product will look like. I do know there's trust with the Naughty Dog designers and programmers, that place is still top notch and from the things I've seen and sound and all the stuff they've done, it's amazing.


    [...]


    It's gonna be phenomenal. I mean the story, visuals, the same wacky crew.

    Nolan then goes on to talk about Hennig's project at Visceral but some weird wording. It's also not 1313 -


    If you're a big fan of Amy Hennig with her styles of stories, the big thing bout her is that she's gone to EA and is going to reboot a brand new Star Wars franchise in the style of Uncharted and I happen to know a lot about it and it's gonna be awesome

    I can't tell if she came in and rebooted what they had been working on or they're actually rebooting an old Star Wars game franchise.


    _________________________________________


    Other interesting tidbits about other games he's worked on -


    As a joke, Naughty Dog replaced Chloe with Lazaravic in the hotel bedroom scene with Drake in Uncharted 2, including voice acting from McTavish. It was going to be included as a bonus on disc but Sony said no.


    Assassin's Creed's original concept was Desmond to become the "ultimate assassin" by learning all the skills from his ancestors over a series of ~6 games. Nolan added he hated what Desmond had become by the end of ACIII.


    Activision prematurely cut funding to the Deadpool game. Apparently the final product was only 60% of what High Moon Studios wanted to achieve.
    - - - Updated - - -

    Spoiler (παιχνιδια/ταινιες/βιβλια) -δεν πα να χει βγει 100 χρονια η ταινια- = -rep

  10. #667
    Senior Member kostas1234's Avatar
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    καλησπερα παιδια τι ωρα θα το δειξει το νεο gameplay

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    Member Sparrow71993's Avatar
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    Quote Originally Posted by Lnds500 View Post




    - - - Updated - - -

    Στο 1:06:25 του ξεφεύγει και για TLoU 2

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    Moderator PDS's Avatar
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    Quote Originally Posted by kostas1234 View Post
    καλησπερα παιδια τι ωρα θα το δειξει το νεο gameplay
    Σημερα 21.00 νομιζω.
    .

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    .

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    Advanced Member memix's Avatar
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    Μόλις ξεκίνησε πάμε

  15. #672
    AriStos13's Avatar
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    Quote Originally Posted by memix View Post
    Μόλις ξεκίνησε πάμε
    link?

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    Quote Originally Posted by AriStos13 View Post
    link?

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    Moderator PDS's Avatar
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    Εσπειρε, μιλαμε απιστευτη δραση!
    .

  19. #675
    Moderator BillyFlo81's Avatar
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    Καποιος χρηστης στο youtube ανεβασε το extended demo, αλλα συντομα θα βγει σε καλυτερη ποιοτητα απο την Naughty Dog οπως ειπωθηκε στο twich.


  20. #676
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    Δυστυχώς ο χρήστης δεν το ανέβασε σε χαμηλή ποιότητα, κάπως έτσι ήταν live και στο twitch στην επιλογή 'Source'. Περιμένουμε λοιπόν επίσημο βίντεο στο κανάλι του Playstation στο Youtube.
    Welcome back, Zeichef, there have been 90,595 posts and 2,345 threads since your last visit at 16:40, 06-10-2010

    Spoiler!

  21. #677
    Advanced Member memix's Avatar
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    1080 30 frames locked single 60 frames multi

  22. #678
    Homo Ludens Leon_DiZ's Avatar
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    Παιδιά να το δούμε οι υπόλοιποι ή έχει πολλά spoilers?
    Spoiler (παιχνιδια/ταινιες/βιβλια) -δεν πα να χει βγει 100 χρονια η ταινια- = -rep

  23. #679
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    Quote Originally Posted by Lnds500 View Post
    Παιδιά να το δούμε οι υπόλοιποι ή έχει πολλά spoilers?
    Έχει spoilers. Να το δείτε.
    Welcome back, Zeichef, there have been 90,595 posts and 2,345 threads since your last visit at 16:40, 06-10-2010

    Spoiler!

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    Σε δέκα λεπτά θα ανεβάσει η naughty dog στο YouTube καλή έκδοση του video

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