Better have online modes.
One person as Drake, the other as Elena. That'd make it automatically into a great date game.
I'm curious about how they improved the animation system. In the first Uncharted they looked a bit floaty sometimes.
^Yeah, real-time on ten super fast GFX cards
Oh Naughty Dog, not again. This is all begining to sound like the crap with "supported resolution vs native resolution" (you guys should know this better than i do considering that you were the ones that started the native res hunt in the first place. Respect!).
ND said the same about the cutscenes in the first one - they are realtime, only to correct themselfes later, saying, yes well, they were in-engine but prerendered (lol).
All things considered, i don't expect the cutscenes in Uncharted 2 to run realtime neither (unless they are downgraded visually compared to 1), because frankly the quality of the textures and lighting displayed in the first one's cutscenes is not quite possible on current consoles, not without loading times & [major] framerate and pop ups issues.
Which brings me to the logical question: Why would they even bother making this teaser running realtime on PS3? Answer: They wouldn't. If thi particular scene will indeed be in the final game, it will be just as "realtime" as the cutscenes in Uncharted.
So, regardless of what ND says at this point, my educated opinion on the matter is that this teaser is indeed realtime a.k.a in-engine but prerendered ^_^
Uh. They never corrected themselves. They said they were recorded to hide loading. They also said that only the lighting and shadowing were slightly improved, but that the textures and models were exactly the same. So don't get ape shit about nothing. Cutscenes and ingame graphics are just about indistinguishable in Uncharted, so no difference this time either - whether they have to improve the shadows for upclose shots of the characters or not.
[UPDATE] - I'm noticing a lot of people saying, "So what if it's real-time? It's a cutscene not gameplay." If we refer back to a Richard Diamant interview I gave in 2007, the differences between cutscenes and gameplay were few and far between in the original game;
"Patrick: The characters in Uncharted are some of the most impressive video game models to date. They look even more impressive up close in the cutscenes. Are the in-game models any different from the cutscene models?
Richard: Thanks! Nope, the in game models are the exact same models that are used in the cutscenes. They also use the exact same textures. There really is no difference between them at all.
The only difference between the cutscenes and in game is a little higher quality lighting and shadowing. Hopefully not too noticeably different. We really wanted to keep the players immersed as much as possible. This meant using the same assets across the board."
Uh. They said they were recorded to hide loading.
I know they kept saying that, but the strange thing is that the game doesn't load even if i skip cutscenes.
Again, if you believe that the cutscenes in Uncharted would have run just as good in realtime, then you might as well believe that COD4 is 1080p native.
Did I say that? I'm sure there would be framerate problems - due to improved shadowing and lighting. But the point is, the cutscenes are representative of the gameplay, showing that what you're seeing in the teaser is representative of the gameplay..
Depending on which part you would choose, In Gears of war they did some of them in realtime but some other bits were obviously touched up drastically in terms of lighting, shadows and physics. Both uncharted and gears have superior cutscene quality ove rthe gameplay counter part but Uncharted is just closer to its cutscene to me. Even MGS4 has slightly superior cutscene than its gameplay. Also like to add that Killzone 2 has maintained its gameplay-cutscene transition SEAMLESSLY as I simply cant tell any slight difference at all, anyone agree?Nobody is trying to convince people that gears of war looks as good the cutscenes in gameplay (Even thought, they are actually rendered in realtime).