[PS3] Uncharted 2

There are a lot of things to like in Uncharted, but the art style is certainly not one of them. What's the point in intentionally being pedestrian, in mimicking the bad cover art of pulp novels? It's novel once, but I'd like to see the Uncharted engine render art that is either photo-realistic or fantastical.
 
The friendly AI is still one of the most helpful, and the enemy AI is essentially the father of KZ2's. :)

Im not so sure about this, imo there was little if anything special about the AI in uncharted. They know how to flank - so did the enemy spec ops soldiers in Half Life 1.

Alot of the enemies are scripted to take cover at some spots. They rarely do anything clever, there are allways a couple enemies that stay at their prescripted cover spot and fire at you, and then you have all the enemies that just come charging towards you.

They are not particularly smart, blindly rushing towards you in a game where you can take cover with third person view (meaning that you see stuff without being at risk) is not particularly challenging. Aspecially not when blind firing is exceptionally accurate. Tbh, enemy AI needs to be able to do more than try to flank\rush you, as i have played shooters that do this for 10 years.

There is nothing essentially bad about the AI in Uncharted compared to whats out there, but i would not say its one of the strenghts of Uncharted 1.

KZ2 AI seems much more capable of adjusting to what you do, wheras Uncharted enemy AI just tries rushing you at all times.
 
That's true. The KZ2 AI is more sophisticated. Besides being more calculative, the system is also integrated with KZ2's elaborate animations.

I am more thinking about the underlying path finding subsystem. The way the path finding is parallelized and load distributed. Essentially, the one mentioned here: http://forum.beyond3d.com/showthread.php?t=52511

I remember ND is one of the devs who pioneered the SPUR culling subsystem that is later shared. I suspect the path finding is another area identified earlier on for sharing. I could certainly be wrong here though.
 
Personally, I wouldn't be surprised if Naughty Dog was more influenced by Guerrillas work on AI than the other way around. Although I never really played KillZone1, I remember watching quite a few 'technical presentations and demos' on already very impressive results they were achieving. Seeing KZ2, all that just seems a step up and a natural progression of their [impressive] work.

In regards to Uncharted though, both are impressive achievements and suit the gameplay in both games (which is different) very well. I don't doubt that Naughty Dog pulled it off without much influence as well.
 
Uncharted AI is smarter than simple flanking though. They are aware when you are reloading or suppressing, and peak accordingly. It's also hard to blame them for advancing because you can see them behind the cover. :)

While it's not doing more interesting stuff of KZ2 (especially retreating and repositioning), neither it does simulate more stupid behavior of KZ2's or any other AI. The nodes used for pathfinding seems very dense too, making it immediately well above all other corridor shooter AIs.

The thing I don't like about Uncharted AI is that they are too aware of your position even if, for example, you shoot only once from a well hidden place while they are not looking. They even always know your exact position when you are behind a largish cover (admittedly it's only fair since you can see them behind your cover as well) :)

Indeed without the cover system to hide behind, that behavior would truly suck. Hopefully stealth gameplay in the sequel implies more realistic awareness.
 
Personally, I wouldn't be surprised if Naughty Dog was more influenced by Guerrillas work on AI than the other way around. Although I never really played KillZone1, I remember watching quite a few 'technical presentations and demos' on already very impressive results they were achieving. Seeing KZ2, all that just seems a step up and a natural progression of their [impressive] work.

In regards to Uncharted though, both are impressive achievements and suit the gameplay in both games (which is different) very well. I don't doubt that Naughty Dog pulled it off without much influence as well.

I wonder if more advanced AI would help Uncharted if they didn't change how the encounters work. Because, as is, cover is safer than KZ2 cover... except Uncharted enemies are generally tougher than Helghans, bulletsponge-wise, and the game likes to have enemies spawn from several different directions. Including, very often, from behind you. That, plus the fact that while ammo isn't scarce, your personal stores are small, forces you to move around the map and expose yourself to your enemies more than you do in KZ2. (Imagine if every level were the initial part of Visari's palace, with enemies rushing you from all directions.)
 
Ah yes, I don't mean to say the KZ2 AI comes from Uncharted strictly. The AI system is most certainly a culmination of the AI developers' collective experiences so far. They come from several high profile games after all. Their work results in the robust AI system we see in KZ2.

I am more referring to the underlying shared AI technology (if any). I can't wait to see how U2 enemies will behave now that they can move more freely.
 
What is the presentation for ? Is it a technical session ? The video doesn't do much for me (except giving me a warm fuzzy feeling when I saw Nathan). :devilish:
 
I attended the session this morning, and the gameplay footage was without a doubt, phenomenal. There were a few things here and there with the camera, and A.I. that need polish, but most companies would ship it at the current state and still have a hit on their hands. I can't wait to see the final product in November(?).
 
Only saw the youtube version so far and it's looking mighty fine already! Eyes were instantly dazzled by the sheer amount of nextgenness on screen.
 
I wanted ND to do another J&D, but this looks flippin' amazing - I didn't think they could top Drake's Fortune but it looks like they have!
 
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