Uncharted 4: A Thief's End [PS4]

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2) The TTC lighting is consistent because pretty much everywhere you go you have a white floor with some colored objects on top (except for the caves, that is).
:confused: It's not like when the player enters a cave, the illumination model breaks. The white floor isn't the reason TTC looks is consistent. The lighting looks great when running around a red cave. Better, even, because of the translucency of the materials along with the dynamic, localised light sources, although the game lacks hard, dynamic shadows. That is, the lighting model isn't predicated on having a bland, open, white environment to work well that fails when the environment changes. Heck, it can't be because the game has a dynamic day/night cycle!
 
:confused: It's not like when the player enters a cave, the illumination model breaks. The white floor isn't the reason TTC looks is consistent. The lighting looks great when running around a red cave. Better, even, because of the translucency of the materials along with the dynamic, localised light sources, although the game lacks hard, dynamic shadows. That is, the lighting model isn't predicated on having a bland, open, white environment to work well that fails when the environment changes. Heck, it can't be because the game has a dynamic day/night cycle!
Having a simple material model helps. Besides, if anything, the problem is the fabric shader of Drake's clothes, not the lighting model.
 
Some interesting details from Game informer preview, credit to GAF http://www.neogaf.com/forum/showthread.php?t=966212
- Focusing on navigational freedom for this entry
- Showed multiple paths, one finding an extra cave, other bypassing a group of enemies
- Plenty of side stories if you're looking for them
- In the demo they showed Drake taking a more riskier climbing route, that almost makes him fall in the sea
- All paths have consequences, there's no "Golden path"
- Tools will be used to enhance traversal and puzzle solving
- All the new items they added were chosen cause it can help keep the pacing and gives you a better sense of exploration and adventure.

It really means that UC4 is basically borrowing from Tomb Raider and TLOU, for instance with stealth play from TLOU and the hook from TB and more open levels (TLOU + TB).

But I am a bit disappointed about the lack of crafting system.
 
Multiple paths and riskier climbing sound amazing to me. The thing that wore on my by the third game, was that the climbing and platforming were basically almost automated. I think between the three games I died jumping once, and I don't think I ever feel or died while climbing. Those climbing sequences are usually just there to show off the scenery, or make things look really exciting, when all you're doing is pushing up on the left stick and hitting the jump button every once in a while. Making the climbing/platforming more of a game is what the series needs, and good on them for recognizing it.
 
Yeah, it's probably not a good idea to expect every game to have all the features, customizable weapons and stats and crafting and huge inventories and multiple paths... I mean yeah, Deus Ex is still king ;) but let's not ask for all games to be like that.

Also...
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GameInformer have a great 30 minute interview with Bruce Straley and Neil Druckmann on comparing the storytelling and gameplay of Uncharted 4 compared to The Last of Us.

I've watched this in full and there are no spoilers for either game.
 
  • Lots of talk from Druckman on the cost of adventuring on Drake's life, it will be a major focus of the story. Compares his addiction to treasure hunting to a drug addict.

Oh boy, thats my wife about me playing Destiny :runaway: !
 
Go treasure hunting in some remote mountain range. The paparazzi are sure to have "accidents".
Reading the hunger Games' novels these days, I am sure they will be everywhere I go. Whats I need is my The Last Word hand Cannon to fend them off in style. They wouldn't know what hit them :sly:
 
I am very happy with their new approach of multiple paths and big open areas. if the areas are like MGS:GZ, then these two games are totally going to rock it and will need to be replayed on higher difficulties again n again. UC2 with its mods was very fun in that regard. Hope there flexibility in ur arsenal upgrades too, so that I can tailor playstyles and take my play-style to the max.
I just hope they release this year !
 
Cool, thanks for sharing!

Good interview. Despite their claims on TLOU part 2, I can't imagine someone inside ND is not working on it. For TLOU they started a second team, can't imagine the put all their resources on UC4. I heared Neil Druckmann stating "and all the other locations", so I'm glad we're not stuck on this island for the complete game, like UC1 or Tombraider.

It was also mentioned that this island is close to Madagascar, but we're already knew that from the first trailer.
 
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