Last of Us [PS4]

PSN version of the Last of Us will...

be playable while downloading.

download faster using ND's servers.

will not take double the space of your HDD like most other PSN titles.

I'm considering to get the PSN version. I have a feeling the size will be huge tho.
 
PSN version of the Last of Us will...

be playable while downloading.

download faster using ND's servers.

will not take double the space of your HDD like most other PSN titles.

I'm considering to get the PSN version. I have a feeling the size will be huge tho.

Playable after 50% has been downloaded. patsu linked to that a few pages back. However, what's your source for the rest of your statements?
 
from the reddit link, regardin the nosebleed:
We did this by simulating/hand painting the elements at different values based on the stages of transformation. Then based on the number of stages of separation we divided 255 by that number and then added the layers together. Then we created a material that would allow us to threshold the single image over a given time so the blood would look like it's separating as its flying through the air. There are a bunch of other crazy things we're doing but that's the basis.

I find it funny how I´ve seen game artists think some rather simple effects are crazy stuff many times. He sure had a way of making it sound much more complex than it actually is, effectively its the same techniche used by all other developers out there trying to achieve something similar, and the concept dates back to NES days with palleted tiles and such.
The impressive part is not on how the effect was done in itself, but on the fact ND took the time to implement it on such case-specifc situations and doing it pretty sublty and elegantly (while many devs would be so proud of it they would over do it and exagerate the effect so much that it would sease to be an "wow, look how detailed this game is" to a "uh, why do these characters bleed so much?"
It is indeed impressive their artists and animators took the time to draw out those blood saint animations, and their programers made it so that their rendering pipeline, animation code and memory alocation could acomodate the multiple kinds of special context specific effects like this into the game, but using a 256 grayscale texture with different thresholds to animate fluid is not the impressive part, and is about what I rightly guessed they were doing when I first saw that happen on the E3 playthrough. By the way, in the video of the preview build of the game that was uploaded to youtube and linked to here, you can see Joel has that same blood stain on his face throughout the level.
 
from the reddit link, regardin the nosebleed:


I find it funny how I´ve seen game artists think some rather simple effects are crazy stuff many times. He sure had a way of making it sound much more complex than it actually is, effectively its the same techniche used by all other developers out there trying to achieve something similar, and the concept dates back to NES days with palleted tiles and such.
The impressive part is not on how the effect was done in itself, but on the fact ND took the time to implement it on such case-specifc situations and doing it pretty sublty and elegantly (while many devs would be so proud of it they would over do it and exagerate the effect so much that it would sease to be an "wow, look how detailed this game is" to a "uh, why do these characters bleed so much?"
It is indeed impressive their artists and animators took the time to draw out those blood saint animations, and their programers made it so that their rendering pipeline, animation code and memory alocation could acomodate the multiple kinds of special context specific effects like this into the game, but using a 256 grayscale texture with different thresholds to animate fluid is not the impressive part, and is about what I rightly guessed they were doing when I first saw that happen on the E3 playthrough. By the way, in the video of the preview build of the game that was uploaded to youtube and linked to here, you can see Joel has that same blood stain on his face throughout the level.

It's how ND put everything together that's impressive. It's not a bullet point laundry list, or a "I can also do this part" argument. Everything fits in only 256MB + 256MB split memory pool; run by a bunch of DSP-like CPU cores and a supposedly weak GPU. And yet they still have space and time to implement special cases, pay attention to the details, and wow people with spectacles.

In 2009, I gave my personal best visual award to KZ2 instead of Uncharted 2. I think KZ2 is more consistent, detailed and imaginative although U2's Chapter 20 beat everything. Based on what I have seen so far, TLoU may impress me more than U2 and KZ2.

Someday, I would love to see their workflow and how ND people work.
 
You are reinterationg my point. I said it was funny how the artist was over-explaining a simple effect, which was not impressive on itself, rather comon-place actually, but that it was impressive that it was being used in such a specific special case. I complimented ND on how they manadge to take the time to do that stuff and alocate resources for it. So aparantly, we agree.
 
You are reinterationg my point. I said it was funny how the artist was over-explaining a simple effect, which was not impressive on itself, rather comon-place actually, but that it was impressive that it was being used in such a specific special case. I complimented ND on how they manadge to take the time to do that stuff and alocate resources for it. So aparantly, we agree.

Not really. He's just explaining the steps he took. I don't see anywhere on that page where he thinks it's impressive or crazy stuff as you alluded to.

I did see him taking feedback from the community to improve his craft though:

Yes. I'm a visual effects artist at Naughty Dog. I worked on both of these sections in the game. We always love to hear that people are into our games and I personally like lurking on reddit. It wasn't until this past E3 that I made this account. I saw a clip of one of our demos in which a molotov was thrown and someone said something to the effect of "I like the molotov effects but fire doesn't give off any light." I went back through my effects and sure enough I had either forgotten to add the light to my other effects or it was way to dim for the dark area so I went back and made sure the light was noticeable. I always meant to let that person know I read that comment and made an adjustment but lost the thread so if you're out there. Boom, feedback noted.
 
Hm, either the joel special edition or digital download.

Unfortunately I have to wait until the crazy Germans decide if the game is uncut or not...otherwise I'll have to buy it in Austria.

I believe there are 2 separate sources stating its uncut for Germany. Sorry, no source, I just remember running across that very thing earlier today and made mental note of it since people seemed to be surprised by this (I'm guessing that's not the norm for that region's releases).
 
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I believe there are 2 separate sources stating its uncut for Germany. Sorry, no source, I just remembering running across that very thing earlier today and made mental note of it since people seemed to be surprised by this (I'm guessing that's not the norm for that region's releases).

Fuck yeah!!! I just googled and you are right, uncut it is...cool!
 
Preordered the Joel edition, as in German PSN Store preorder is not available...someone knows when DD preorder in German PSN is available?
 
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