Uncharted 3

Isn't this an issue with 99.9% of games when this sort of thing happen? When Drake get wet clearly it's there, maybe the processing needed to do on a wider scale is too much?

One can argue that the whole floor was already soaked with water, and hence no more visible difference between dry and wet ground.
 
Several weeks ago I talked about Drake's face and how I find it weird, sometimes.

Just playing with Drake's facial features with this low quality picture:
images


After a few minutes and tweaks, it looks like this:
:LOL:

In my humble opinion, this face is more pleasant to look at. I'm not saying that the most important thing in this game is how Drake's face looks, although truth is that the whole combination of the shape of the eyes and mouth and the thin eyebrows causes me a weird and unnatural effect.

It's just for fun. :p

I dont like "your" face personally :LOL:

he makes a very strange face when he comes out of water for air in the E3 demo too. They seem to be deforming his face too much in UC3 !
yeah I noticed that too. It looked overanimated and "cartoonish" in some cases for such a realistic character and setting. Its the kind of facial expressions we get in Pixar animated movies which are aimed for children. They tend to exaggerate expressions. In Uncharted it simply doesnt fit
 
What (is) Caustic Photon effect ? I did a quick google but I don't see any reference to it in Uncharted. :)

Caustics are usually created by light getting focused when traveling through a different medium or getting reflected from a surface. A glass of water will create a caustic pattern in its shadow, for example, or a pool of water will create strange reflections on the walls around it because of the changing shapes of the waves.

Photon mapping is a possible solution to create such effects.
 
I dont like "your" face personally :LOL:


yeah I noticed that too. It looked overanimated and "cartoonish" in some cases for such a realistic character and setting. Its the kind of facial expressions we get in Pixar animated movies which are aimed for children. They tend to exaggerate expressions. In Uncharted it simply doesnt fit

Imo it actually does fit in, the art style is no where aiming for realism, but rather a mix of hand painted and realistic look.
 
Naughty Dog fixing what were wrong in Uncharted 2 for Uncharted 3. putting natural upgrades in the sequel.

Uncharted 3’s Creators Plan To Fix The Right Things

A couple of years ago, in the summer before the release of the second Assassin's Creed I found myself discussing the many things that were wrong about the flawed first game in the series.

Once in August and then again in September, senior people on Assassin's Creed II walked me through some of the many fixes they had planned for the sequel. Their plans sounded too good to be true, because, well, they all sounded so right. They didn't sound like hype or the marching orders of a focus group. They felt like surgically precise self-critiques. Sure enough, Assassin's Creed II was far superior to its predecessor. The game's creators had learned from their errors and crafted something great.

Last week, I had a flashback to those summer interviews while I was interviewing one of the lead creators of Uncharted 3. These folks also seem to know, better than I would, what needed fixing.
The previous two PlayStation 3 adventures of Nathan Drake, video game's modern Indiana Jones, were not as flawed as that first Assassin's Creed game. There were some problems, though. There were also, I learned, during an E3 chat with Uncharted 3's co-lead designer Jacob Minkoff, some opportunities that the series creators at Naughty Dog were not yet ready to seize.

First, there's Nathan Drake himself. He's been presented to us gamers as an everyman. We will learn much more about him in this new game. We'll find out what drives him, Minkoff told me. We'll learn more about his relationship with Sully and more about his past. We may also get a Nathan Drake who finally feels like a more consistent character. Players of the earlier games noticed that Drake seemed like an approachable, ordinary guy in the games' cinematic scenes but more like an action-hero/mass-murderer in the game's gameplay. Naughty Dog noticed that (even noted that in the finale of the last game).

"As it is, Drake never shoots first," Minkoff told me, conveying the ideal of the character if not the manner in which Naughty Dog has always portrayed him.Drake shouldn't go into a scene ready to shoot before being shot at, Minkoff explained, though the game creator acknowledged that, in the past, Drake sometimes was firing at factions of people (enemies), who hadn't shot at him at all—at least not in a while. That's not Drake and that sounds like we'll be getting more of the "real" Drake in the new game.

A shift in the portrayal of Drake sounds subtle, but more obvious will be a shift in the game's flow. Minkoff said that players of the second game complained that there there was too much combat near the end, especially in the monastery section. Minkoff said the problem was that the developers had created more gameplay than story and ran out of narrative material to intersperse with the interactive parts of their game. He promises a better balance in the new one, which, if it translates to a removal of some of Uncharted 2's late-game lapses into tedium, all the better.

Full size The demo of Uncharted 3 that was shown behind closed doors at E3 was devoid of tedium, of course. There's no way to say if it represents the whole game, but the scene, set near an airfield, smoothly transitioned from Drake and series regular Elena discussing a plan to get on a huge cargo plane, to Drake splitting off to run across some roofs and tackle bad guys as the plane's engines heated up, then to Drake running on the tarmac to catch the plane, Elena driving up and letting Drake jump from the roof of her jeep to the plane's landing gear, some sneaking through the plane, a fistfight in its cargo bay and, at demo's end, our hero dangling from cargo that was falling from the plane.

As the Assassin's Creed developers had done, Minkoff surprised me with the nuance of some of the planned evolutions of the series. He noted that the puzzles of the previous game involved "too much transposition," a critique I initially didn't understand. He reminded me that the player solved many of the puzzles in Uncharted 2 simply by looking in Drake's notebook for a specific arrangement of symbols and then lining up similarly-marked symbols in the temples Drake was exploring. Too easy, Minkoff thought. "We want the player to feel that they have to figure something out," he said. If you're going to play the role of a clever treasure-hunter, he's saying, you might as well have to think like one.

As we've previously reported, some of Uncharted 3's upgrades will be technical.

In this game, Drake will be able to climb on top of objects that are affected by the game's physics. The translation, in the context of a demo involving a large ship that was shown at E3, is that Drake might be left hanging from the side of a lifeboat that is suspended from the side of a ship rocked by a stormy sea. One of the ropes suspending the lifeboat might snap, knocking Drake down, but as the waves buffet the ship's hull—and as the lifeboat sways from its rope— Drake, controlled by the player, can still climb up. (Those waves, Minkoff proudly told me, will be procedurally-generated 90-meter swells that will be subject to the game's physics simulation and will continue to buffet the boat during the consequentially unpredictable gunfights and fistfights that Drake has below decks.)

Minkoff never hit a false note as we chatted about this fall's Uncharted 3 for about 15 minutes. Each correction or upgrade he described for the series sounded like smart progress. Whether it adds up to the series' best game remains to be seen, but I do get the sense it'll add up to at least one thing: a terrific in-game bar brawl. While Minkoff didn't want to confirm if or when a bar brawl will occur in the third game, he said that so many of the physics and animation systems that Naughty Dog has built into the series has led the Uncharted creators into a position where they can render a proper saloon brawl: they've got the ability to get Drake pushed back against the bar, to have him pick a bottle off the bar and smash it on another guy's head, throw someone through a table and so on.

The question for Uncharted 3 may not be whether there will be a bar brawl but rather, when there is one, is Drake the kind of guy who would punch first?

Look for Uncharted 3 on the PS3 on November 1.
 
Naughty Dog fixing what were wrong in Uncharted 2 for Uncharted 3. putting natural upgrades in the sequel.

I didn't think that the final gunfights of U2 were tedious at all. I think criticisms like that come from people who have a very different view of the kind of game Uncharted is from what i see it as.

Of the Uncharted fanbase you have one side who enjoyed the exploration and platforming more than the gunplay and wanted to see more platforming in U2 (basically making it more like Tomb Raider). These are likely the ones that didn't enjoy the final sections of the game. I on the otherhand belong to the other side of the fanbase that, although enjoyed the exploration and platforming of the series as a franchise differentiator and something to break up the action, our meat & potatoes was the most satisfying gunplay of Uncharted games. So for me and my ilk the final parts of U2 weren't tedious at all, i'd personally argue that none of U2 felt tedious to me.

The monestery section in particular where you come into the massive chamber and there are the military baddies fighting you as well as fighting the
blue boyz
, was one of the highlights of the game for me, and my fav encounter.
 
I didn't think that the final gunfights of U2 were tedious at all. I think criticisms like that come from people who have a very different view of the kind of game Uncharted is from what i see it as.

Of the Uncharted fanbase you have one side who enjoyed the exploration and platforming more than the gunplay and wanted to see more platforming in U2 (basically making it more like Tomb Raider). These are likely the ones that didn't enjoy the final sections of the game. I on the otherhand belong to the other side of the fanbase that, although enjoyed the exploration and platforming of the series as a franchise differentiator and something to break up the action, our meat & potatoes was the most satisfying gunplay of Uncharted games. So for me and my ilk the final parts of U2 weren't tedious at all, i'd personally argue that none of U2 felt tedious to me.
It was tedious as the gunplay was totally dumbed down to strict run and gun in the last fight, nothing that made the 3rd person gunplay so enjoyable in the rest of the game was there (not even a choice in weapons AFAIR) and the enemy jut dint do anything interesting but just charged at you straight. It was totally tedious to play through that and I like the gunfights more than anything else in the UC games.

And there were 1-2 encounters before with bullet sponges, espicially the 2nd took me totally out of the game as I began searching around the environment trying to trick the opponent to fall from a cliff and similar things instead of shooting him - since that made no observable impact at all. Just to sum up my nitpicks =)
 
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I didn't think that the final gunfights of U2 were tedious at all. I think criticisms like that come from people who have a very different view of the kind of game Uncharted is from what i see it as.

Of the Uncharted fanbase you have one side who enjoyed the exploration and platforming more than the gunplay and wanted to see more platforming in U2 (basically making it more like Tomb Raider). These are likely the ones that didn't enjoy the final sections of the game. I on the otherhand belong to the other side of the fanbase that, although enjoyed the exploration and platforming of the series as a franchise differentiator and something to break up the action, our meat & potatoes was the most satisfying gunplay of Uncharted games. So for me and my ilk the final parts of U2 weren't tedious at all, i'd personally argue that none of U2 felt tedious to me.

The monestery section in particular where you come into the massive chamber and there are the military baddies fighting you as well as fighting the
blue boyz
, was one of the highlights of the game for me, and my fav encounter.


I am on the same boat. I liked the gunplay sections more than anything ese. Even Uncharted 1 was so enjoyable because of unadulterated Gunfights once inside an "arena" ! The waves formula worked for me and added a LOT of re playability to the game.

I never found the UC2 ending elongated or off in any way. I have never understood the criticisism that the game should have ended at the Monastery ! Why??? I enjoyed the later sections so much,especially because they upped the difficulty once those gaurdians came in ! It was FUN ! I wanted more !
 
It was tedious as the gunplay was totally dumbed down to strict run and gun in the last fight, nothing that made the 3rd person gunplay so enjoyable in the rest of the game was there (not even a choice in weapons AFAIR) and the enemy jut dint do anything interesting but just charged at you straight. It was totally tedious to play through that and I like the gunfights more than anything else in the UC games.

And there were 1-2 encounters before with bullet sponges, espicially the 2nd took me totally out of the game as I began searching around the environment trying to trick the opponent to fall from a cliff and similar things instead of shooting him - since that made no observable impact at all. Just to sum up my nitpicks =)

I think the only run and gun section towards the end of the game was the final boss Lazaravich. And i didn't even mind him that much, as it harkened back to the old days for me, where bosses presented you with a little puzzle of "figure out the pattern to win"... I enjoyed it.

All the enemy encounter sections before then were just as good, if not better for me than the earlier ones. I totally agree with RenegadeRocks that the bullet sponge enemies kept you on your toes. They took a bit more to go down, but that was part of the fun for me.

Bullet sponges in shooters are not an inherently bad thing. There are entire series that thrive off them (see Gears of War). The final sections of U2 you still had the normal guys to fight as well, and i really enjoyed the fact that they also would fight against the bullet sponge enemies so it really gave an impression of the chaos of everyone against everyone else. I thought it was really exciting and i really was hungry for more by the end.

I don't see how you could call the latter parts dumbed down at all. They were faster paced, but it was the end of the game and things needed to build up to a crescendo without ruining the pacing. So you didn't want long drawn out firefights right at the end. Still however there wasn't a time limit so you didn't have to dash through the last few fire-fights at all. You could just take your time and treat them the same as most other encounters in the game, except you'd have to move from cover to cover to kill the blue guys. I certainly did need to run-and-gun till the last boss.
 
I feel U1 has far too many waves of pirates. U2 seems ok until the sponges show up. U2 co-op has the right balance IMHO.
 
I think the main problem is that its impossible to please everybody.

I was bored at the end, not so much by the last boss as I was bored of U2 in general in the end. U1 did not have that feeling for me.

Happy that the puzzles will be harder to solve,but that might put of other people again.
 
Kotaku said:
In this game, Drake will be able to climb on top of objects that are affected by the game's physics. The translation, in the context of a demo involving a large ship that was shown at E3, is that Drake might be left hanging from the side of a lifeboat that is suspended from the side of a ship rocked by a stormy sea. One of the ropes suspending the lifeboat might snap, knocking Drake down, but as the waves buffet the ship's hull—and as the lifeboat sways from its rope— Drake, controlled by the player, can still climb up. (Those waves, Minkoff proudly told me, will be procedurally-generated 90-meter swells that will be subject to the game's physics simulation and will continue to buffet the boat during the consequentially unpredictable gunfights and fistfights that Drake has below decks.)

Nice ! That's what I wanted to see in KZ3. The stormy sea sim looks nice but it didn't affect me in any way. Looks like U3 will finally allow the waves to interact with the environment and player. Must be tough to keep everything in sync as they render and recalculate next round.
 
Bullet sponges are needed. How else will the enemies become tougher by the end , otherwise?

and what are bullet sponges anyways? If enemies started dying in a single bullet, including bosses and tougher guys, would you really enjoy the game? Would it even be playable? Its a game ! it doesn't have to be lifelike at all. It just has to be fun ! Make you win over overwhelming odds and feel victorious.
 
I think the only run and gun section towards the end of the game was the final boss Lazaravich. And i didn't even mind him that much, as it harkened back to the old days for me, where bosses presented you with a little puzzle of "figure out the pattern to win"... I enjoyed it.
And i talked bout nothing else. i couldnt even say the last chapter(s?) are more action oriented, just a tad different.

The couple bosses in the game sucked though (Lazaravich specifically), there was nothing to figure out. And there generally was no notice if shooting rounds of bullets into the head did anything at all, the game laughs at you if you are trying to figure something out like triggering big sharp icicles to fall down. Id hope that for U3 they`d atleast do animations or behaviour (seeking cover after a round of hard hits) so you know you are on the right track. Actually some kind of change to simply kill anything with bullets would be even better (how about having to sneak up in blind spots of heavily amored bosses or getting bosses to leave cover), but I dont expect that anymore.
U2 excelled if you faced a group of varied enemies together with being able to use the Environment, bosses just being a single rather moronic enemy took that from you and often additionally left you with a single weapon. it would be fine if those boss-fights would be different enough to warrant throwing away all other game elements, but well... they are as unimaginative and boring as they can be
 
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Bullet sponges are needed. How else will the enemies become tougher by the end , otherwise?

and what are bullet sponges anyways? If enemies started dying in a single bullet, including bosses and tougher guys, would you really enjoy the game? Would it even be playable? Its a game ! it doesn't have to be lifelike at all. It just has to be fun ! Make you win over overwhelming odds and feel victorious.

Nah... weak enemies can be fun too. Getting chased by a huge swarm of small critters in RFOM Cathedral was interesting. A longer health bar does allow the enemies to introduce more tricks.

Enemies that do cascading damage could be interesting too (e.g., In RFOM, the Menial's energy ball could cause a chain reaction of explosions, the Widow Maker's poisonous blob, ...)

How 'bout smart and aggressive group AI (like in R2 co-op Hilltop level. *Holy Shit*)

Brilliant level design may be intriguing too (like Demon's Souls Prison world)
 
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