the video jayco linked to above has a good mix of gameplays, all from that first level. The fire-fights are much improved from early showings. Enemy AI is better, along with bullets actually having real effects! The gun hasn't got the 'natural' aiming that in its earliest days I thought it had. It can be held rock-steady rather than moving around a bit. That's probably a good thing from a game-players perspective, but my peculiar tastes would have preferred a more natural approach.
It is a game that has appealed to me, I think as much due to the story and anims as anything. I'm not a fan at all of the 'platformy' aspects. Ledge crawling has never sat well with me in any game. I dislike the 'spot the regularly spaced outcroppings' minigame with the occasional 'you guessed wrong!' plummet to the ground! I think I'd be okay putting up with that for the game's experience though.
Of course (I didn't mean to imply native rendering). And my speculation still stands. They got 960x1080 native rendering (for the horizontal scaler) that quickly? Or maybe he was just being facetious. Or maybe they had enough headroom to do it. Would fillrate be the most effected performance aspect by the increase in resolution (from 1280x720 to 960x1080)? Is fillrate proportional to the games frame rate? If so, perhaps they had it running happily at ~45 fps, and the bump to 960x1080 still kept them at 30+.
....
That's what I'm thinking (and tried to describe in my edits above). I'm just surprised they could do it so quickly.
GS AU: We understand the team actually surfed forums a bit and implemented some gamer feedback into the final game. Is that right?
EW: That is correct. One of the most noticeable ones was just a few weeks ago, I had put a blog entry up on the US PlayStation blog, and I got a bunch of responses asking me about the resolutions we support. Up until that day, we were only supporting 720p and it never really crossed our minds to support anything else. In the US, we have this issue where a lot of early adopters with HDTVs have TVs that only support 1080i. So if you have a TV that supports 1080i and the game only supports 720p, the PS3 will default to 480p, which isn't even high-def and is not the way Uncharted should be experienced. So they bought that to my attention--I mean, it was kind of embarrassing that we didn't know that before--and literally within the hour we had 1080i support up to take care of all those people.
Well then, to answer my own question from a while back:
Wanna do some psn sharing young chap?
Almost forgot! I'll message you on PSN as soon as I get off work.
Not sure if IGN's AU Preview has been linked yet, but in case it hasn't, here it is.
yeah i asked that about 6 months ago, theres some multisample/softening technique applied.I've been wondering something lately and wondering if someone could help me out with it, what shadowing technique are they using?, some of those shadows look phenomenal.
yeah i asked that about 6 months ago, theres some multisample/softening technique applied.
its part of the reason why this game sets a new benchmark, theres so many facets in it that technically are near the top or are the top. if i was a publisher ild be going bugger the epic/id engines i want whatever theyve made
Demo in two weeks? Seems likely: http://www.ripten.com/2007/10/26/uncharted-demo-to-release-in-2-weeks/
theyre either insane or ...Yeah, I mean we knew that we wanted to stop short of photo realism. We didn't do any scans or photos for our textures or our character maps - everything's been hand painted.
http://au.ps3.ign.com/articles/830/830514p2.html
theyre either insane or ...
Well then, to answer my own question from a while back:
For those wanting to know, this is off-screen video of the first 7 minutes of game, from introduction through the level and on to the next cut-scene. The game presents gameplay as payed by a total NOOB!! It's embarrassing to watch! There's also nothing there we haven't seen in bits and pieces elsewhere save the intro.