[PS3] Uncharted 2

Rage? Surely this is sarcasm.

There are things you can do in-engine in a controlled manner and record the footage that you simply cannot do on the fly. Like dramatic camera angle changes, texture swaps, additional AA (even though the difference between the two is minimal) and improved lighting, etc.

The disconnect between the two is next to nothing, and that's almost entirely because the engine is simply that good. I don't understand why anyone would "rage out" over something so trivial.

For me it isn't so trivial. Simply I found stupid to use prerender for the cutscenes made with the same engine. So, at this point why not use cg how FFXIII? :???: I don't think there would be a terrible difference.
 
Last edited by a moderator:
Is it more convenient/manageable for ND to use pre-rendered cutscenes ? That way once the scenes are done, ND can work on other parts of the game without worrying about breaking them.
 
Is it more convenient/manageable for ND to use pre-rendered cutscenes ? That way once the scenes are done, ND can work on other parts of the game without worrying about breaking them.

It's surely more convenient/manageable and this is the only reason, but I more appreciate everything in real time how killzone 2 do, because I prefer the best tecnologies used than more convenient/manageable way. Obviously imho.
 
So, at this point why not use cg how FFXIII? :???:
Because that costs lots of money! Plus it clashes with the visual style of the game. If ND want to preserve visual continuity, they'll want to use the same assets and engine.

But having said all that, it sounds as if the cut-scenes are realtime in-engine anyway, so you have your cake and can munch away!
 
It's very subtle and I could be wrong here. I saw enemies coming out more than 2 times from the same location with similar/same animation. One of them was the level where
Elena and Drake escaped and fought in some town area.
.

I was told if you play it stealth, you have fewer enemies to fight.

There are finite number of enemies in every scenario I've encountered, but there are so many of them that they spawn repeatedly out of the same points, and follow the same scripted paths and animations before they are ready for combat.
 
Almost completed it I think, at chapter 25. This picture I took would probably qualify for a PS4 game. Big spoiler
http://i38.tinypic.com/dqrbs8.jpg
For a moment there I thought my PS3 ripped a hole in the space and time continuum.

But then you realised that it was just window dressing as you were forced back onto the standard pathway ;)
 
I saw that too. I assumed it's a reward for stealth play :)

Could be ... I thought it was simply to indicate that using a grenade would alert all enemies and you would no longer be able to use stealth.
 
For me it isn't so trivial. Simply I found stupid to use prerender for the cutscenes made with the same engine. So, at this point why not use cg how FFXIII? :???: I don't think there would be a terrible difference.

Like I said, there are things you can do prerendered that you can't do in engine, like dramatic camera sweeps that would otherwise strain the engine in real time.

If the assets are all the same, I fail to see the issue. The only reason it bothers you is because you know they aren't real time. It does nothing to reduce the quality of the game, in fact, it increases it. How on earth can that bother you?
 
Like I said, there are things you can do prerendered that you can't do in engine, like dramatic camera sweeps that would otherwise strain the engine in real time.

If the assets are all the same, I fail to see the issue. The only reason it bothers you is because you know they aren't real time. It does nothing to reduce the quality of the game, in fact, it increases it. How on earth can that bother you?

Honestly, I found the camera sweeps less 'dramatic' than to prerender the real time: the definition isn't properly the same, even with the bluray disc, the light & colors change, the dip is more evident between the two picture. I'm not so sure about the assets ... I have great doubts about skins texture, clothes, shadows rendering & some transparancies. The real time cutscenes is useful to analize more those aspects & it is a major 'achievement'. But it is only my complain, & a little disappoint.
 
Last edited by a moderator:
Are we sure the cutscenes aren't realtime? They look indistinguishable from gameplay to me.

It seems odd that they would prerender the cutscenes and not add more AA and AF, shadowmap res etc. As long as they use the same assets it shouldn't disrupt the "visual continuity" or whatever..

I beat the game on hard today. Tried crushing. Cried uncle on the 4th chapter :oops:
 
Finally finished the game and I'm feeling kinda depressed to see it end, never felt it for any other games before. It's just such an amazing experience that's all I have to say. One minor gripe is that I wish there was more exploration, they have these incredible looking vistas but for story purple the cutscene just takes it all away in the next sequence. Even if just let us fly a jet over the locales for some different angles and intimate views would be more appreciative.
I'll be replaying it at least 5times though :).
 
Finally finished the game and I'm feeling kinda depressed to see it end, never felt it for any other games before.

I felt that way when I finished Fallout3, so I know what you mean.

It's just such an amazing experience that's all I have to say. One minor gripe is that I wish there was more exploration, they have these incredible looking vistas but for story purple the cutscene just takes it all away in the next sequence. Even if just let us fly a jet over the locales for some different angles and intimate views would be more appreciative.
I'll be replaying it at least 5times though :).

I find the balance between shooting and exploring better this time (compared to U1). And the scenes with the
helicopter
are awesome. But I agree with you that a bit more exploring would make the game a 10 instead of 9.7 ;)

I'm in chapter 12 but will replay it again for sure.

Easily the best game I've played in a very very long time. Awesome job, Naughty Dog.
 
Platinum? Platinum what? Trophy? Budget game selection? Sales? Did you mean to type that into Google but accidentally posted it here? Can you pelase edit your post to actually add some meaning!

Reading the above posts, I suddenly remembered the gas cans in U1 had that awesome smoke cloud. Explosions in the beta just had a bang, not smoke. Is this change apparent in the campaign game?
 
Yeah, it's just a big explosion but the fire effect, the shadowing, and the way Drake shields himself from the heat more than make up for it!

I've just got to the bit where you get chased by hordes of nasties. I have to say it easily the best game I've played this generation. The graphics, music, and narrative merge together to make a truly impressive experience.

It still has a few niggles that carry over from UC1, like it's not always clear where to go and you can spend quite a lot of time searching for things that turn out to be obvious when you know where they are.

Having said that, the graphics are so pretty it's not actually much of a chore. I've been quite the tourist this time! It's a petty they didn't include a camera so that you can taken photos for your friends!
 
Honestly, I found the camera sweeps less 'dramatic' than to prerender the real time: the definition isn't properly the same, even with the bluray disc, the light & colors change, the dip is more evident between the two picture. I'm not so sure about the assets ... I have great doubts about skins texture, clothes, shadows rendering & some transparancies. The real time cutscenes is useful to analize more those aspects & it is a major 'achievement'. But it is only my complain, & a little disappoint.

It's the same..rendered in-engine. So really, don't bother questioning it.

Are we sure the cutscenes aren't realtime? They look indistinguishable from gameplay to me.

It seems odd that they would prerender the cutscenes and not add more AA and AF, shadowmap res etc. As long as they use the same assets it shouldn't disrupt the "visual continuity" or whatever..

I beat the game on hard today. Tried crushing. Cried uncle on the 4th chapter :oops:
They are real-time in the sense that they are rendered in engine (with improved lighting like the first game - still in-engine) but recorded as FMVs
 
Perhaps, whenever there was an opportunity to go stealth I usually took it.

What is that little ninja mask that appears some times when you pick up a weapon off of a corpse?

It means you haven't been spotted and can carry on in stealth. If it doesn't appear it means you've been spotted and you can't continue your stealth streak (you'll notice Drake's animation state will change)
 
It's the same..rendered in-engine. So really, don't bother questioning it.


They are real-time in the sense that they are rendered in engine (with improved lighting like the first game - still in-engine) but recorded as FMVs

My question is, if they're FMVs, why not increase the IQ for them. I don't see the downside; maybe for some odd reason the engine is only capable of 720p 2xMSAA and what appears to be 4xAF. No need for shadow aliasing in a prerendered cutscene either. :???:

It means you haven't been spotted and can carry on in stealth. If it doesn't appear it means you've been spotted and you can't continue your stealth streak (you'll notice Drake's animation state will change)

Okay, thanks.

BoardBonobo brings up a good point, that it isn't always clear where you're supposed to go or what you're supposed to do in some parts. The hints should pop up a bit earlier IMO if the player is wandering around aimlessly.

Crushing is seriously, ridiculously hard. Don't think I'm gonna make it :cry:
 
Back
Top