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Thread: Uncharted: Drake's Fortune

  1. #161
    Αssistant Member Forum GOD NonBorn's Avatar
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    Quote Originally Posted by obione View Post
    ena akoma video tou ekplhktikou pragmatika paixnidiou aytou!!!!!nomizw oti oloi tha prepei na to exoun sth syllogei tous..
    http://www.n4g.com/ps3/News-76503.aspx
    Είναι το ίδιο με αυτό που έχω ποστάρει πιο πάνω
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  2. #162
    PS4forums Fanatic SQP_GR's Avatar
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    Uncharted: Jeep Chase gameplay video


    [gv]15689[/gv]



    The jungle environments look amazing in this game. Just a new video, much like the Seadoo/Jetski video...... but prettier!

    Edit: I REALLY like how you can shoot down the trees in some parts and the way the plants move if you watch closely.. the enemies ATVs move the bigger plants around, the animations are very cool.
    Last edited by NonBorn; 28-10-2007 at 12:34.

  3. #163
    PS4forums Fanatic tasioskis's Avatar
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    απο οτι βλεπω θα χρειαστω δανειο για να παρω τοσα καλα παιχνιδια πουυ βγαινουν ολα μαζι,θελει κανεις να μπει εγγυητης?lease2:

    Άλλος μασάει, κι άλλος σωπαίνει
    Κι ο σκυφτός λαός να περιμένει
    Για τα δεσμά μας, δεν φταίει πάντα η σκλαβιά
    Μα η υποταγμένη μας καρδιά
    Μ’ ένα φανάρι ξαναγυρνάς τις νυχτιές
    Ψάχνεις γι’ ανυπόταχτες ματιές.

  4. #164
    Αssistant Member Forum GOD NonBorn's Avatar
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    Uncharted: Drake’s Fortune Update - AI & Animation


    As one of the programmers on Uncharted: Drake’s Fortune I’d like to give you some insight into the development process in creating the game’s characters.

    We are a very small team creating the enemies here at Naughty Dog. Therefore we needed to be smart about how we approach creating the characters and deciding where to spend our time. We have some very talented animators here and that was something we wanted to leverage when trying to make the characters come to life.

    The final AI in Uncharted is simple, yet also very powerful. We are heavily utilizing the Cell architecture to allow the enemies to be more aware of their surroundings. On top of this, the AI is highly configurable to allow the designers to create custom behaviors. Examples of this are combat distance used for close-combat/ranged enemies, likelihood of moving and reaction times, grenade throwing and shooting styles. The goal was to make the AI ’seem’ smart. If we could do so without making the code complex, that would be great. The approach we took to this was to use animations to add variations to our characters instead of trying to programmatically add complex behaviors.

    Halfway through development of Uncharted I sat down with the animator for the enemies (yes, only one animator) and played the game. We wanted to see what the player sees the enemies do the most because those would be the areas in which we wanted to focus our energy. We found that enemies getting hit and dying made up a large portion, and a fun one. Other areas were enemies entering combat, attacking from cover positions and, what we call, open combat - enemies standing in the open shooting at you.

    Knowing this, we went to work. We wanted to give the player a rich experience by being selective in which areas to add variety. I’m pleased to say that the main enemies, pirates and mercenaries, have hundreds of animation variations in these areas. All of this makes the game experience richer and avoids repetition.

    This, together with endless hours of fine tuning, resulted in the smooth and believable characters in Uncharted.

    Right now we are in the process of making the final disc. Pretty much everyone is playing the game - not because we have to, but because we want to. People are trying to find all the treasures in the game or beat it on every difficulty level, which is not an easy task. I find it amazing that after working on the game for this long we all still really enjoy getting immersed in the story of Uncharted.

    I hope you all will enjoy Uncharted: Drake’s Fortune as much as we do.


    Πηγή: http://blog.us.playstation.com/2007/...-ai-animation/
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  5. #165
    PS4forums Fanatic TopGunZ's Avatar
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    Και μερικοί πολλά βαρείς και όχι δεν μπορούν να προγραμματίσουν τον Cell... σα δε ντρεπόμαστε λέω γω...

  6. #166
    Αssistant Member Forum GOD NonBorn's Avatar
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    Άλλο ένα video.... Το παιχνίδι είναι φοβερό!! Πω πω τι δώρο γενεθλίων θα μου πάρω!
    http://www.jeuxvideo.fr/uncharted-dr...ctu-83606.html
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  7. #167
    PS4forums Fanatic tasioskis's Avatar
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    Quote Originally Posted by NonBorn View Post
    Άλλο ένα video.... Το παιχνίδι είναι φοβερό!! Πω πω τι δώρο γενεθλίων θα μου πάρω!
    http://www.jeuxvideo.fr/uncharted-dr...ctu-83606.html

    παρτο και σε μενα ,δεν θυμαμαι να μου πηρες τιποτα στα γεννεθλια μου:rofl:

    Άλλος μασάει, κι άλλος σωπαίνει
    Κι ο σκυφτός λαός να περιμένει
    Για τα δεσμά μας, δεν φταίει πάντα η σκλαβιά
    Μα η υποταγμένη μας καρδιά
    Μ’ ένα φανάρι ξαναγυρνάς τις νυχτιές
    Ψάχνεις γι’ ανυπόταχτες ματιές.

  8. #168
    PS3forums Fanatic desperate_gamer's Avatar
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    Ένα πολύ καλό Q&A από το "αγαπητό" Gamespot (ποιός ξέρει τι 7άρια έχουν να πέσουν στο review).

    http://www.gamespot.com/news/6181783...wstop;title;10

    Οι ερωτήσεις σαν να προσπαθούν να βγάλουν με το τσιγκέλι κακία για το Ps3 (τουλάχιστον έτσι το βλέπω εγώ), αλλά οι απαντήσεις πολύ καλές.
    Enjoy!

    Uncharted: Drake's Fortune is undoubtedly one of the key games for Sony's PlayStation 3 this holiday season. GameSpot AU caught up with Naughty Dog copresident Evan Wells on a recent trip down to Australia and quizzed him on what the experience was like working on a next-generation console, how much of the Cell's processing power is being used, and whether the team is happy with the game being compared to the Tomb Raider series.


    GameSpot AU: Uncharted: Drake's Fortune is now complete, right? How long was the development process overall?
    Evan Wells: Yes, we just went gold last week. We were in full production for two years, and we had a small staff of five or six engineers working for about a year before that.


    GS AU: What was the dev process like for the PlayStation 3?
    EW: It was really exciting. We were thrilled at the opportunity to work on what I feel is the most powerful hardware out there right now and to do something that was brand-new and different. We could have certainly taken the easy route and made another Jak and Daxter game, but we didn't feel that would really push us to achieve something that was fresh and interesting.


    GS AU: So why did you decide to introduce a brand-new IP now instead of creating another Jak and Daxter or Crash Bandicoot?
    EW: It really is the motivational factor partly, and also because we develop a franchise to really take advantage of the hardware we're making it for. And we felt that with Jak and Daxter--the way we were doing it on a PlayStation 2--was engineered to take advantage of the PS2. We were stylised with our characters because of the limitations of the hardware. We felt on the PS3 it was time to go fully armed and on to human characters set in the modern day.


    GS AU: How much more work is required for a PS3 game as opposed to a PS2 game?
    EW: The first game out of the box here was a tough one. I think it was hard for everybody to make the transition from last-gen to this generation. The leap was much larger I think than from PS1 to PS2 in terms of technology, and to wrap your head around multiple processors and pixel shaders--it really was just a whole new way of developing games. But now that we've got our IP established and we have our game engine completed, we're moving pretty rapidly now. We can create, I would say, nearly as fast as we could on the PS2 with maybe 30 to 40 percent increase in staff.


    GS AU: How much of the PS3's processing power is being used in Uncharted then?
    EW: We were just profiling it not too long ago as we were wrapping up production. As far as the Cell processor is concerned, we're actually using about a third to half of that right now, so there's still a bit of untapped potential there.


    GS AU: You mentioned more realism in graphics. How important is that to an overall game experience?
    EW: Details are what makes the game. They aren't just details--they're what creates the experience, even if they're just subconscious. Those things, even if they aren't hitting you over the head, you're still feeling them. That's what we were trying to do with Uncharted--to immerse you in this experience and make you feel like you're starring in a big-budget summer blockbuster. Now the quality of the graphics has risen to the level that you can feel like you're blurring that line and feel like you're in a movie.


    GS AU: Do you think gamers notice these little graphical touches?
    EW: As I was saying, maybe they're not consciously noticing them, but maybe subconsciously noticing them--not only the graphical details, but the way the character controls and feels. Even if they're not overt, they're subtly making a strong impression on the overall experience.


    GS AU: Apart from better graphics, what has the PS3 allowed you to do that you haven't been able to before?
    EW: I would say [the] number one thing is animation, and the fact that the Cell processor has so much raw horsepower that you could just throw more and more at it and it doesn't break a sweat. Our animation system is very complex, and we layer on dozens of frames of animation so you have that fluidity of movement where Nathan Drake can be running across a courtyard, stumbling over a rock as he's ducking under a hail of gunfire, reloading his weapon and rolling into cover, and all of these animations can happen simultaneously.


    GS AU: Uncharted has so far drawn a lot of comparisons with the Tomb Raider series. Are you happy with those?
    EW: I completely understand them, just because this is a genre which is not that widely used in video games for whatever reason--people tend to focus more on science fiction. This more-realistic, treasure-hunting, pulp action adventure genre really hasn't been tried by that many. So I think just by the very fact that both Nathan Drake and Lara Croft are treasure hunters, there will be comparisons. But beyond that, they diverge pretty rapidly. From a character standpoint, Nathan Drake is an everyman who struggles to get by, who you can see on his face that he's stressed out as he's flinching from bullets ricocheting off the cover he's hiding behind, while Lara is the more stone-faced acrobat, perfect landing every time. And then the gameplay, obviously we were very focused on third-person cover-based play, while theirs is more auto-aiming and a little more heavy on the puzzle-solving.


    GS AU: We understand the team actually surfed forums a bit and implemented some gamer feedback into the final game. Is that right?
    EW: That is correct. One of the most noticeable ones was just a few weeks ago, I had put a blog entry up on the US PlayStation blog, and I got a bunch of responses asking me about the resolutions we support. Up until that day, we were only supporting 720p and it never really crossed our minds to support anything else. In the US, we have this issue where a lot of early adopters with HDTVs have TVs that only support 1080i. So if you have a TV that supports 1080i and the game only supports 720p, the PS3 will default to 480p, which isn't even high-def and is not the way Uncharted should be experienced. So they brought that to my attention--I mean, it was kind of embarrassing that we didn't know that before--and literally within the hour we had 1080i support up to take care of all those people.


    GS AU: What are your expectations for Uncharted? Do you think it will make as much as an impact as your previous games?
    EW: I really don't have a good idea of what to expect. I'm really proud of what we've accomplished, and I think the team has done an amazing job. Two years in development may not seem like a short amount of time, but we really did pull it off in a short amount of time. So far, all the previews and the anticipation on the forums have been there, so I'm cautiously optimistic.


    GS AU: So can we expect to see more of Nathan Drake?
    EW: I hope so. We really developed the game to be a franchise. We've picked the pulp action adventure genre partly because it lends itself to serialisation and episodic content. Part of the storyline involves searching out some of the lost treasures of Sir Francis Drake, and there's a lot more treasure out there to be found.


    GS AU: So can you tell us what's next on Naughty Dog's agenda?
    EW: I wish I could. But we're still focused on finishing this game up, so we don't have that much in place to roll on to the next one. The next order of business is to get back home and knuckle down and figure out what we're going to do.


    GS AU: Evan Wells, thanks for your time.

  9. #169
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    Ολα τα λεφτα :bgrin2:
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  10. #170
    PS4forums Fanatic SQP_GR's Avatar
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    trexune ta salia su e

  11. #171
    PS3forums Addict vasses's Avatar
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    Quote Originally Posted by WolfRathmA View Post










    Ολα τα λεφτα :bgrin2:
    Epexergasmenes fainontai oi photo photoshop pou tha exei pesei , makari na itane etsi fainontai kalitera kai apo grafika sto pc

  12. #172
    Αssistant Member Forum GOD NonBorn's Avatar
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    Quote Originally Posted by vasses View Post
    Epexergasmenes fainontai oi photo photoshop pou tha exei pesei , makari na itane etsi fainontai kalitera kai apo grafika sto pc
    Δες το video λοιπόν από το gameplay και θα καταλάβεις ότι δεν έχει πέσει photoshop...
    http://www.jeuxvideo.fr/uncharted-dr...ctu-83606.html

    Και τα γραφικά ναι είναι ότι καλύτερο έχουμε δει σε κονσόλα... Και συγκρίνονται άνετα με τα τελευταία DX10 που λέγανε μερικοί (Λίγο υπερβολικός αλλά το παιχνίδι αυτό δείχνει φοβερό!!)

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  13. #173
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    Δε το εποιασα; Που φενεται το photoshop;
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  14. #174
    PS3forums Addict vasses's Avatar
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    Quote Originally Posted by NonBorn View Post
    Δες το video λοιπόν από το gameplay και θα καταλάβεις ότι δεν έχει πέσει photoshop...
    http://www.jeuxvideo.fr/uncharted-dr...ctu-83606.html

    Και τα γραφικά ναι είναι ότι καλύτερο έχουμε δει σε κονσόλα... Και συγκρίνονται άνετα με τα τελευταία DX10 που λέγανε μερικοί (Λίγο υπερβολικός αλλά το παιχνίδι αυτό δείχνει φοβερό!!)
    To direcx10 den einai mixani grafikon alla anavathisnenes skies kai fotismoi ( shaders 4)
    Vre makari na exeis dikio , an einai etsi pou ta les oi pc fans tha skasoune apo tin zilia tous.
    Proteino osi exete kali tv toulaxiston sta kala game anti na postarete eikones na travate videakia kai na ta anevazete

  15. #175

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    Οι PC users δεν εχουν να ζηλεψουν κατι....βλεπε Crysis...μην ξεκιναμε παλι φλεγον θεματα ...ας χαρουμε ειρηνηκα ο καθενασ μα σ την κονσολα μας και το pc μας

  16. #176
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    Quote Originally Posted by Narmo View Post
    Οι PC users δεν εχουν να ζηλεψουν κατι....βλεπε Crysis...μην ξεκιναμε παλι φλεγον θεματα ...ας χαρουμε ειρηνηκα ο καθενασ μα σ την κονσολα μας και το pc μας
    Ναι...συμφωνω

    Αλλα οχι να δωσω και 1500 ευρω για να παιξω crysis...
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  17. #177
    PS3forums Addict vasses's Avatar
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    Quote Originally Posted by WolfRathmA View Post
    Ναι...συμφωνω

    Αλλα οχι να δωσω και 1500 ευρω για να παιξω crysis...

    1500 eyro pou se ligo kairo tha xanadoseis to 1/3 ton lefton ayton gia na paixeis tin sinexeia toy to crysis 2 :fryingpan:

  18. #178
    Αssistant Member Forum GOD NonBorn's Avatar
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    Συνέντευξη του Evan Wells στο palgn.com.au για το Uncharted

    PALGN recently had a chance to meet with Evan Wells, the co-president for Naughty Dog. Evan was in Australia promoting Naughty Dog's latest title and their PlayStation 3 debut Uncharted: Drake's Fortune. Below is the first part of the interview with Evan where PALGN talks to him about Uncharted: Drake's Fortune. We also ask Evan how far Naughty Dog pushed the PlayStation 3 and find out why it is his wife is holding her bladder. Check back tomorrow for the second part of the interview and stay tuned for our updated preview impressions on Thursday.
    Μέσα στην συνέντευξη αναφέρεται...

    PALGN: Can you tell us why Uncharted is only possible on the PlayStation 3?

    EW: There are a few things. Primarily the whole experience is enabled by the use of the hard drive. If we did not have the hard drive then we could not present the game in the seamless load free way that we are. After you start until you turn the console off and go eat your lunch and come back there is not going to be another load time and you can play the game from start to finish. That was really key to us something that we established with Jak and Daxter and it keeps you immersed in the experience. As soon as you hit those load screens, as soon as you have to take that break, you may put the controller down, you may do something else we really just want to engross you in this experience. So, the hard drive really helped with that. The other thing that we've got going for us is the Blu Ray. We filled that thing up to 24 plus gigs, it was right at the end where we were literally running out of place where we were having to start pulling some stuff out, we ended up fortunately finding this unused cache of audio lines we were able to pull out to save some space so we could get everything in that we wanted to get in. I'm not going to stand here and say it would have been impossible to do on DVD but it would have been a different game, it really would have. It could have looked worse, we would have had to make concessions in terms of our compression. We would have had to spend a lot more developer resources focusing on how to get it on the disk when we could have been creating the game, making it more fun, making it more beautiful. So I'm really happy just to have that. We're still on single layer and this is our first game out of the gates. So I highly suspect that on our future games we'll even go to a double layer and we're going to even start putting more than 24-25 gigs into a single game.

    The other important thing for us was the use of the Cell processor and how it enabled our animation system to work. Everybody who is working on the PlayStation 3 or the Xbox 360 gets this increase in the number of polygons they can use, they get an increase in the fact that now we've got these really cool pixel shaders and we can do these really cool materials like water and leather and put bark on trees. So you're going to get an immediate upgrade for free and you just get it with the hardware. But, what's not going to come for free is your animation and you're animation if you've got these really detailed environments it's not going to mesh. We wanted to put a lot of our engineering effort into making sure that we had an animation system that would allow, what I think are some of the most talented animators in the industry to really create and have their vision come through and be supported by the technology.

    Basically, in Jak I we had somewhere in the vicinity of 300-350 animations for Jak and everyone was really happy with the fluidity of his movement and the response. In Uncharted, Drake has got more than 3500 animations and the difference is we're now taking the cell processor and we're taking say two dozen of those animations, like we've got his running animations, flinching animations, reloading animations, rolling animations, just dozens of animations all at once being layered on top of each other and then the cell processor recreates on the fly the single frame of animation that you need to be able to play the game at that moment and the fact we can just dump more and more work on that processor and its SPUs just means we can free up our CPU to do more general purpose tasks.
    PALGN: So if you had to make an estimation how much % of the power of the PlayStation 3 do you think you used?

    EW: Okay well it's not going to be an exact science but it's interesting that you bring the question up because we just recently before I came here as we were wrapping up production, we did do some profiling of the performance of the PlayStation 3. As far as the Cell processor and the SPU's are concerned we were only using about 1/3 to 1/2 of the SPU's at one time and so there is still quite a bit more we can do, I was also comparing where we're at at the end of development for Uncharted compared to where we were at the end of development for Jak and Daxter and we've been able to do so much more with the PlayStation 3 and there's still so much more on top potential. I really am excited about what we'll be able to do 2-3 games down the road, I mean just looking back on the difference between Jak I and Jak III is amazing.
    Πηγή: http://palgn.com.au/article.php?id=9...rview+Part+One


    Μαζί με τη συνέντευξη και τα πρώτα 10 λεπτά από το παιχνίδι!!
    http://www.game1.nl/gamevideos/video...n-Minuten.html
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  19. #179
    Moderator PDS's Avatar
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    [gt]27290[/gt]
    .

  20. #180
    PS3forums Fanatic desperate_gamer's Avatar
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    φανταστικό τρέιλερ!!!

    απλά χειροκροτώ!

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