Uncharted 3

Long enough.

However they should have started with a brief description of what Uncharted is. Keywords like "Indiana Jones" (Let Fallon say it) would be helpful. People would then expect treasure hunting, enemies, supernatural phenomena in the game.

Otherwise, the audience and viewers have no context to understand what they are seeing.


Fire looks amazing though.
 
Looks like you can fight multiple enemies together this time (hand to hand) fighting system seems to be getting a major overhaul. they will have to test it out well, as it means another enemy can attack while we are duel-ling out with one. Also, AC style assasination from above !

Nice to know they are adding new things, its needed when you have 3 games of a series so soon.
 
Like Scott, I'll be a media blackout until this game comes out. Automatic buy. Can't wait to see what ND comes up with next!
 
Animation transitions are always a compromise between fast responses and nice looks...
 
Looks like you can fight multiple enemies together this time (hand to hand) fighting system seems to be getting a major overhaul. they will have to test it out well, as it means another enemy can attack while we are duel-ling out with one.

It'd be an improvement over their dynamic blended animation system in U1.


Animation transitions are always a compromise between fast responses and nice looks...

Oh so true ! (See Killzone 2)
 
Natural Motion is still limited to the football game, right? No-one's tried it yet in an adventure game like this? I'd like to see how it fairs.
 
Animation transitions are always a compromise between fast responses and nice looks...

It's a tradeoff between responsiveness and smooth animation, but Batman:AA for example achieves "nice looks" without smooth animation, by basically anime like "teleporting" in melee.
 
Those fires. How do they make so many ? I saw the ceiling was on fire too, like BackDraft the movie.


It's a tradeoff between responsiveness and smooth animation, but Batman:AA for example achieves "nice looks" without smooth animation, by basically anime like "teleporting" in melee.

You mean chereographed move ?
 
Natural Motion is still limited to the football game, right? No-one's tried it yet in an adventure game like this? I'd like to see how it fairs.

The Euphoria physics engine from Natural Motion is used in GTA4 and RDR to some extent. Use dead eye to shoot someone's horse out from under them and watch the magic happen. Still, it isn't quite as crazy as the mass collisions in Backbreaker, which are absolutely amazing.
 
You mean chereographed move ?
No, I mean you don't see the animation between one stance and a punch. The fist (and sometimes all of the body) just transports instantly. Everything goes back to normal speed after that (or sometimes even to a slowmo speed ala GoW).
 
The Euphoria physics engine from Natural Motion is used in GTA4 and RDR to some extent. Use dead eye to shoot someone's horse out from under them and watch the magic happen. Still, it isn't quite as crazy as the mass collisions in Backbreaker, which are absolutely amazing.

RDR has horribly unresponsive and unpredictable controls because of it. Like Uncharted is the way to go IMO, for the players character at least. Realistic as far as possible without ever sacrificing responsiveness.
 
RDR has horribly unresponsive and unpredictable controls because of it. Like Uncharted is the way to go IMO, for the players character at least. Realistic as far as possible without ever sacrificing responsiveness.

I don't think the responsiveness of the controls have anything to do with the physics engine. It's a design choice. Pretty much all of the player movement animations in RDR are canned. It's only the ragdoll effects that are dynamic, such as when you fall down a hill, fall off your horse or are sent flying by an explosion. That's why RDR shows the same type of sometimes jarring animation transitions that other games like Uncharted show. I can't think of a single game that doesn't have some abrupt transitions, because they have to retain responsiveness.

Backbreaker football is another story. Try it out. It's very responsive, and you get a mix of canned animation blending with dynamic movement, such as when you're running and roll off of a tackle without falling down, but stumble and continue on.
 
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