[PS3] Uncharted 2

Something's off about all the Uncharted 2 screens I've seen. Saturation is too high, shadows are off... I don't know exactly, but something seems "wrong." *

*This could also simply be what happens after I go from playing Crysis at very high to looking at console games again.
 
Something's off about all the Uncharted 2 screens I've seen. Saturation is too high, shadows are off... I don't know exactly, but something seems "wrong." *

*This could also simply be what happens after I go from playing Crysis at very high to looking at console games again.

*sigh* Not this stuff again.

I'd gladly question this post, but it's not necessary. Uncharted is a colorful franchise, you said a lot of the same stuff about the first title on GAF, etc etc. Oddly enough, you have no problem with the ridiculous colors in say...(you know what game I'm going to bring up, why bother?).
 
Something's off about all the Uncharted 2 screens I've seen. Saturation is too high, shadows are off... I don't know exactly, but something seems "wrong." *

*This could also simply be what happens after I go from playing Crysis at very high to looking at console games again.

The saturation is really high on things. Making it look rather cartoony but I think that's the look they're going for. I really don't think they're going for a realistic look (hope not). The game should be fun though. The first one was. Hopefully this one is longer if it's just a SP.
 
The saturation is really high on things. Making it look rather cartoony. The game should be fun though. The first one was. Hopefully this one is longer if it's just a SP.

I actually didn't mind the length of the first one. I feel that, were it any longer, it would have felt really awkward and drawn out. It seemed "just right".

The problem was, there was little incentive to come back and revisit the title. I would love to say that Co-op would be welcome, but after having played RE5, I damn near want to shun co-op as a whole for this title. That is, of course, unless my AI partner has unlimited ammo, and I don't have to constantly heal them and revive them...
 
The saturation is really high on things. Making it look rather cartoony but I think that's the look they're going for. I really don't think they're going for a realistic look (hope not).

Exactly. They hand painted the textures to achieve the look.

Something's off about all the Uncharted 2 screens I've seen. Saturation is too high, shadows are off... I don't know exactly, but something seems "wrong." *

*This could also simply be what happens after I go from playing Crysis at very high to looking at console games again.

It's just different artstyle and a work-in-progress project ^_^

The game should be fun though. The first one was. Hopefully this one is longer if it's just a SP.

The friendly AI is still one of the most helpful, and the enemy AI is essentially the father of KZ2's. :)
 
Something's off about all the Uncharted 2 screens I've seen. Saturation is too high, shadows are off... I don't know exactly, but something seems "wrong." *

*This could also simply be what happens after I go from playing Crysis at very high to looking at console games again.
This could simply be from going from 'photo realistic' to 'graphic novel' art style games and not expecting it, regardless of what games and platforms you are playing on. There's nothing in these screenshots that points to 'consoles' being the platform on which the game is running, save perhaps the occasional jaggy shadow where a high-end PC could have huge shadow buffers.
 
When is this coming out? It's looking pretty damn fine. I loved the first instalment, it had just the right mix of adventure, fun, and game play to make it the console equivalent of a Spielberg film!
 
Exactly. They hand painted the textures to achieve the look.



It's just different artstyle and a work-in-progress project ^_^



The friendly AI is still one of the most helpful, and the enemy AI is essentially the father of KZ2's. :)
Wait, what?
Uncharted's AI is good, but I've never seen the pirates do anything truly advanced like the Helghast in KZ2.
In my multiple playthroughs on Crushing, I can hardly remember them doing anything other than a well executed flank. They dont interact with the environments the way the Higs often do. They take cover, throw grenades, flank intelligently, but I never encountered any pirates that took advantage of the environment in a unique and cool manner.
 
Wait, what?
Uncharted's AI is good, but I've never seen the pirates do anything truly advanced like the Helghast in KZ2.
In my multiple playthroughs on Crushing, I can hardly remember them doing anything other than a well executed flank. They dont interact with the environments the way the Higs often do. They take cover, throw grenades, flank intelligently, but I never encountered any pirates that took advantage of the environment in a unique and cool manner.

That may also have a lot to do with the different types of environments between the two games.

I'm fairly certain that in some shape or form, the AI from Uncharted influenced what has been seen in KZ2. From what I understand, all of the 1st party devs shared quite a bit of information among each other.
 
That may also have a lot to do with the different types of environments between the two games.

I'm fairly certain that in some shape or form, the AI from Uncharted influenced what has been seen in KZ2. From what I understand, all of the 1st party devs shared quite a bit of information among each other.

I'm fairly certain the AI in KZ1 and KZ: Lib influenced what was seen in KZ2.
The AI guys at GG were planning on doing advanced stuff with the Helghast AI before Uncharted was even an idea.
http://www.cp.eng.chula.ac.th/~vishnu/gameResearch/AI/KillzoneAI_Worapoj.pdf
 
I'm fairly certain the AI in KZ1 and KZ: Lib influenced what was seen in KZ2.
The AI guys at GG were planning on doing advanced stuff with the Helghast AI before Uncharted was even an idea.
http://www.cp.eng.chula.ac.th/~vishnu/gameResearch/AI/KillzoneAI_Worapoj.pdf

I understand that, I'm just saying it's extremely likely that GG and Naughty Dog shared information and technology with regards to the AI. I'm sure GG had their plans for what they wanted to achieve with AI, but that doesn't mean that Naughty Dogs already created code couldn't be used by GG to learn and create / adapt their own AI technology.
 
Very nice use of color, the vibrant saturation gives the world a very organic feel. Man, everything in this game are so refined, it's really taking everything to the next level.
 
I understand that, I'm just saying it's extremely likely that GG and Naughty Dog shared information and technology with regards to the AI. I'm sure GG had their plans for what they wanted to achieve with AI, but that doesn't mean that Naughty Dogs already created code couldn't be used by GG to learn and create / adapt their own AI technology.
Or they could simply build and expand on the AI development from Killzone Lib. I dont have conclusive proof, but I'm fairly certain AI development was done entirely in-house, with some assistance from an outside contractor. (Alex Champandard)
 
If you look at some of the other screens, it does look a bit too saturated (for my liking at least).

Even moreso than the first game.
 
If they are going for that look, naturally the screenshots have to be consistent. I have seen films that use even more saturated and stark colors than the above pictures. NG may tweak the look further too. Look at MadWorld. It's completely black, white and blood red. :)
 
Those images look quite a bit different from the first trailer released on PSN. Maybe we shouldn´t overanalyze the images. Naughty Dog has probably not yet completely settled for the art style and level of realism they are going for. Maybe they are just trying to stay clear from the uncanny valley?

The lighting and filters will probably be fine tuned during the months before the release just like UDF was.
 
Wait, what?
Uncharted's AI is good, but I've never seen the pirates do anything truly advanced like the Helghast in KZ2.

I was refering to the path finding. All the pirates path find to Nathan independently and very quickly. Essentially, they dodged, moved and flanked constantly. They also gang up on Nathan. The Helghasts are less nimble, but the animation is clearly more elaborate and varied. In general, they also handle multi-storey levels better (Some Uncharted pirates were scripted to jump to ground level, but the Helghasts could path find up/down the levels). The path finding subsystem was highlighted in a recent Sony tech presentation.

In my multiple playthroughs on Crushing, I can hardly remember them doing anything other than a well executed flank. They dont interact with the environments the way the Higs often do. They take cover, throw grenades, flank intelligently, but I never encountered any pirates that took advantage of the environment in a unique and cool manner.

The pirates were very good grenade throwers too. Probably not as calculative as the Helghast but they do lobe nades often to flush Nathan out of his hiding. The Mercs and Helghast snipers used similar laser sight gameplay. The only interaction the pirates had were to enter and exit covers differently, and to react to hits differently. The KZ2 soldiers could handle distructible covers, and are more convincing in hit and death animation.
 
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