Last of Us [PS4]

Anything interesting or spoilerific in that video ?

Nothing much at all. They are just talking about how if u decide to skip a fight by going the other , you will also miss on all the itmes u might have gotten. So, u have to decide.

Also, they have a lot of downtime in the game , some fights are avoidable, some just happen without ur knowledge and u feel caught. Since crafting is all realtime(no game pause) it adds to the tension and ur survival can depend on what u quickly decide to do.

On crafting, same materials can be used to craft offensive, defensive or explaotation related items. So, its ur choice what u do with the stuff u find. Each decision will obviously have pros and cons.

Standard stuff there, nothing abt the story or characters.
 
There's a very nice HQ montage of various gameplay clips floating around out there (3.6 GB) apparently for the e3 Judges Day (as the video is labeled, tlou_e3_judgesday_prores.mov). Gives a very good indication of what appears to be unaltered footage (no apparent enhancements, tricky camera angles or cut scenes). It's all gamegplay footage. Gives a pretty good idea as to the final IQ and IQ issues. I noticed some camera independent crawling on close horizontal lines, some camera dependent shimmering on distant horizontal and vertical lines. Overall, looks good and well balanced. No very low res textures pop out at me (at least not in the chosen footage). Character models and animation generally look quite good (with one notable exception). Although I would like to see a lot more articulation in the fingers during normal actions and live conversations. Overall look of the environment appears to be very solid as well (geometry and textures). Not sure about transparencies or particle effects.

Now, my question to anyone out there who may know. What does it take to get proper, accurate, animations for picking up objects? Beyond the generic reach out or reach down animation that seems to be quite common. The character models tend not to actually reach for and target the object you're picking up. They just swipe their arm and hand in the direction the character is facing when you hit the grab button and the object disappears from wherever it was. I don't know why that grates me so much, but it does. Is it an issue of memory? What data is stored in memory for character animation, and what is needed for the additional blends between animations (like smoothly transitioning between 2 different states)? I'm more curious than anything.
 
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ransparencies or particle effects are probably the weak part of most Sony 1st party games. Most are 1/2 or 1/4 res. ND games are no different I think, but they made they hide with with good art direction.
 
ransparencies or particle effects are probably the weak part of most Sony 1st party games. Most are 1/2 or 1/4 res. ND games are no different I think, but they made they hide with with good art direction.

Re-watched the video and particle effects (blood, fire, water splatter) are definitely the weakest link. They don't look bad but it does stand out.

Standing water, however, looks great from a purely aesthetic level. Interaction and physics looked poor but there was only a very brief glimpse of it.

Shadows look clean, though. They don't look like the common super low res, heavily aliased, mess we see on the PS3 so often.

Flashlight does not cast any shadows in the clip,however. Not sure how close to the final build that's from.

Oh, and I wanted to give a little nod to Joel's hair. It's definitely currently gen, but its not some single flat, matte texture that's way too common in a lot of games. It actually has a little bit of sheen to it and a small amount of geometry and animation to give it a little bounce. Nothing new or earth shattering, but a nice touch.
 
I thought blood in the game is some of the best yet, maybe I am just impressed by the level of details like how it flows down Joel's nose after being hit. Same of the GOW games, blood is very well done, much better than any game I can remember.
 
I thought blood in the game is some of the best yet, maybe I am just impressed by the level of details like how it flows down Joel's nose after being hit. Same of the GOW games, blood is very well done, much better than any game I can remember.

Interesting. I was specifically referring to the blood particles that are generated (and disappear) when someone is shot. The effect you're referring to sounds quite a bit different. I'll have to look out for that.
 
Nothing much at all. They are just talking about how if u decide to skip a fight by going the other , you will also miss on all the itmes u might have gotten. So, u have to decide.

Also, they have a lot of downtime in the game , some fights are avoidable, some just happen without ur knowledge and u feel caught. Since crafting is all realtime(no game pause) it adds to the tension and ur survival can depend on what u quickly decide to do.

On crafting, same materials can be used to craft offensive, defensive or explaotation related items. So, its ur choice what u do with the stuff u find. Each decision will obviously have pros and cons.

Standard stuff there, nothing abt the story or characters.

Okay. Still won't watch it !

I thought the game is launching in mid May ?
 
Re-watched the video and particle effects (blood, fire, water splatter) are definitely the weakest link. They don't look bad but it does stand out.

Standing water, however, looks great from a purely aesthetic level. Interaction and physics looked poor but there was only a very brief glimpse of it.

Shadows look clean, though. They don't look like the common super low res, heavily aliased, mess we see on the PS3 so often.

Flashlight does not cast any shadows in the clip,however. Not sure how close to the final build that's from.

Oh, and I wanted to give a little nod to Joel's hair. It's definitely currently gen, but its not some single flat, matte texture that's way too common in a lot of games. It actually has a little bit of sheen to it and a small amount of geometry and animation to give it a little bounce. Nothing new or earth shattering, but a nice touch.
The hair has been there and been steadily improving since Uncharted 1. :)
 
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