Uncharted 3


Thanx ! had already downloaded the HD version from GT by the time I saw ur post :) !
The desert n all seems cut scene stuff, but the gameplay at the end is ......well, that water is absolutley amazing. The one where Drake is running from the water and the one where Drake is shooting while standing in chest high water is absolutely tasty :devilish: ! These N Dogs, Do they eat brains of scientists for breakfast or what :) ! How do they get these things working !

The problem with having ND around is that everything else becomes lackluster after you see their work .........also, especially after UC2, I can't get enough of Drake ! :D

BTW, I still think Drake's head is too big in that desert cut scene.....can't shake it off now :LOL:!
 
Uncharted 2 already had a similar effect.


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But it's movement now seems much more natural and..violent.
 
It would be genius...causing an insta melt down of my brain...when in Uncharted 3...you can play coop the whole SP campaign with Drake and Sully!!
2 player online coop in Uncharted 3 campaign...this would be ...

EDIT: this one looks classy:

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That desert scene is phenomenal. The detail in the scarf, the physicality of the belt, the geometry of the pocket flaps. Zero clipping, zero shadow artefacts, even in the bullets. It looks a generation beyond any realtime engine I've seen, such that I have to question if it's the same thing as the Uncharted 2 cutscenes, created 'in game' but recorded to disc. If in engine, ND have apparently created a cut-scene specific running well below realtime.

Thankfully there's actual game footage to remind people what these years-old boxes are capable of in game.

As for the story, it's all Lawrence fo Arabia paraphenalia on the table. Is Nate quoting from his book?
 
I never got why they recorded the cutscenes instead of running it in real time in UC2. I know it was to do background streaming in Uncharted 1 but they didn't did anything like that in Uncharted 2, instead they streamed the next level right when you are playing a specific level.
 
I never got why they recorded the cutscenes instead of running it in real time in UC2. I know it was to do background streaming in Uncharted 1 but they didn't did anything like that in Uncharted 2, instead they streamed the next level right when you are playing a specific level.

Simple, cos they look better !
 
That desert scene is phenomenal. The detail in the scarf, the physicality of the belt, the geometry of the pocket flaps. Zero clipping, zero shadow artefacts, even in the bullets. It looks a generation beyond any realtime engine I've seen, such that I have to question if it's the same thing as the Uncharted 2 cutscenes, created 'in game' but recorded to disc. If in engine, ND have apparently created a cut-scene specific running well below realtime.

Thankfully there's actual game footage to remind people what these years-old boxes are capable of in game.

As for the story, it's all Lawrence fo Arabia paraphenalia on the table. Is Nate quoting from his book?
I thought the gameplay footage looks very close to the in engine stuffs, aside from the perfect aa and shadows of course. Bear in mind the in game shot is not crystal clear png since GT "HD" is never HD.
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Well cutscenes in Uncharted don't really look like they couldn't be done in real time if ND wanted them. Look at Resident Evil 5, the cutscene quality is tremendously better than ingame yet its real time.

I am one of those to whom it doesn't matter whether a cutscene is realtime or not. it just has to look good to me. So, for me its fine, even if they do CG like PS2 era.
 
UC2 recorded cutscenes which were there to mask loading times, really didn't look any better than in engine cutscenes, they had the same AA for example. I thought ND did that so the game look was consistent across cutscenes and gameplay. I don't know if they resorted to supersampling for this next one.
 
UC2 recorded cutscenes which were there to mask loading times, really didn't look any better than in engine cutscenes, they had the same AA for example. I thought ND did that so the game look was consistent across cutscenes and gameplay. I don't know if they resorted to supersampling for this next one.

I don't think UC2 did any loading during cutscenes instead it streamed the next area while you play one, you could skip a cutscene right when it begins and be playing the next level in an entirely new area immediately. In UC1 you had to wait a bit before you could skip the cutscene (if you are to move to a new area) and even then it would take a while to entirely load the textures in that new area.
 
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