upnorthsox
Veteran
I was thinking the same thing.
Almost all lighting in shots is from ambient light as characters are completely within shadow.One critique which is likely just due to the early nature of the screens is the lack of shadows. I hope that's not something the team had to sacrifice for the rest of the presentation because the rest is simply top notch and the shadow situation is sticking out to me like a sore thumb. But like I said, likely just a early work in progress issue.
This is where the gameplay begins – a very tense, deliberate overview of the unique AI for The Last of Us, how the balance of power between weapons creates an atmosphere of extreme tension in combat, exploring the environment and scavenging, and the relationship between Joel and Ellie – both in-combat and out of combat.
...
But this was only the first wave of this group of survivors after Joel and Ellie. A new pack arrive in the convenience store, carrying a variety of weapons and Joel and Ellie duck out a broken window to reassess the situation and figure out how they can get out of here alive.
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New trailer:
Mmm... more in engine 'prerecord' than prerendered... it's a bit different.Looks good, but then again it's prerendered...
Not really. Even if it's in-engine, it's not realtime.Mmm... more in engine 'prerecord' than prerendered... it's a bit different.