Uncharted : Drake's Fortune*

Holy shit, video number 2. 16 to 19 seconds, he starts out dry then when he roll's into the water he gets all wet :oops:

Tomb Raider Anniversary had that...but I'm sure Uncharted does it better!

Well it looks incredible, the water is amazing - but the splash effects leave something to be desired. Perhaps they look better in HD though!
 
I agree. I wonder if there is any console game which has nice splash effect.

Right I just watched the HD videos (of off screen footage) and there are some incredible things. Wet drake looks amazing! It's true - what an incredible effect on his clothes and hair. The foam on the water after splashes is very good...maybe it's that the splashes look more lit than the surroundings, I'm not sure...

The textures in this game are beyond believable - everything I saw had amazing textures, from afar and upclose. Great.

The smoke cloud from the grenades was incredible - great effect. The bullet effects look great.

And finally when Drake looks in his notebook right there and then in game - now that's immersion. Really turns me on :p

Oh and animation is looking much smoother now. Me likey
 
I like the water and textures but I don't think splash effects are very good ... Maybe this is because of the video is taken from a TV screen ...



More like 8-12 hours apparently.
Time could be an issue in a different context, however. Another journalist in our interview session asks how many hours of gameplay Uncharted offers. "It's hard to estimate. It depends on the player and how they play," Hennig replies. "I think we're looking at something like a 10-hour experience, but it's such a subjective thing."
Uncharted: Drake's Fortune First Impressions ...
 
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I like the water and textures but I don't think splash effects are very good.
The splashes are very poor, realtively speaking. The rest of the game is so good, they stand out like a sore thumb. Just particle sheets of droplets drawn on. True splashes are going to be very hard to do. If any game has them, it'll be Hydrophobia. It's perhaps a shame better hacks aren't in use though.
 
I was just about to post on the subject of the games length.

Nice timing keyn! :smile:

First of all, I love the animation they are putting into this title. They made it a key point to emphasize and the results so far are outstanding. There are some things I'd like to see them cleanup, but overall, looks great and I love developers that try to push the genre forward. Some try and fail, which is ok, as long as they are trying. Naughty Dog has succeeded more often than not in pushing the industry forward and this title is no exception.

Good job so far guys!

Now, about the games length:

Many on here debated media size before these consoles were released and potential advantages or disadvantages. Some assumed the larger media size of BR would enable much longer games than DVD would offer and pointed to a AAA game last year as proof with it's 10hour campaign getting blasted for being to short.

Here we have seen yet another AAA title on BR with a "short" campaign.

Many on here pointed out to rising developer costs being a bigger limiter than media size. Many more argued against this point. Here we have seen the two latest examples of AAA quality games emphasizing quality over length. Much like a certain AAA game released last year, but on smaller media.

Case isn't closed yet obviously, but a convincing trend is forming. ;)
 
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The splashes are very poor, realtively speaking. The rest of the game is so good, they stand out like a sore thumb. Just particle sheets of droplets drawn on. True splashes are going to be very hard to do. If any game has them, it'll be Hydrophobia. It's perhaps a shame better hacks aren't in use though.

Splashes are probably the most difficult thing to replicate though. Water in a pond, or river is one thing, but groups and droplets etc are difficult even for professional cgi artists!

I'll cut them a break on it with the rest of the game looking as good as it does. :cool:
 
Um, Deano said they were close to going to dual-layer for HS. It wouldn't have made the game longer but data capacity isn't only about number fo levels.
 
Splashes are probably the most difficult thing to replicate though. Water in a pond, or river is one thing, but groups and droplets etc are difficult even for professional cgi artists!

I'll cut them a break on it with the rest of the game looking as good as it does. :cool:

Lair's sea serpent level has "richer" and more realistic splashes. Unfortunately they ran out of time.
 
Um, Deano said they were close to going to dual-layer for HS. It wouldn't have made the game longer but data capacity isn't only about number fo levels.

But at the same time, I wouldn't say the game looks vastly more detailed than the other previously released "short" AAA game on more "limited" media.

Regardless.

Game size/length has not been significantly upgraded due to the media available.
 
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This looks a tremendous amount like Gears of War too me. Both in the graphics, enviroments, and stop and pop from cover gameplay.
 
This looks a tremendous amount like Gears of War too me. Both in the graphics, enviroments, and stop and pop from cover gameplay.

:???:

I disagree. I'd say gameplay and env looks a lot more like Tomb Raider (or Flashback! :p ) than Gears... length wise - you have a point. ;)
 
I think these games (Heavenly Sword and Lair) have amazing audio though. The former is said to top even the latter. I played them at 2 different locations, so can't compare.

Lair's length is good, but the scope is impressive both in scale, possible moves and variety. That game has soooooo much potential. The huge environment is streamed in using Blu-ray. I'd say their biggest issues are game design and testing.

Uncharted reminds me of Indiana Jones and Tomb Raider the movies. Didn't play any of the games. I played Gears and it's very different from Uncharted.
 
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Honestly I expect more from their animation system.
Drake suddenly changing direction should be smoother and I don't see much physics blending either.

Lair's sea serpent level has "richer" and more realistic splashes.

Early splash effects in Lair were poor too, so there is still hope for Uncharted.

This looks a tremendous amount like Gears of War too me. Both in the graphics, enviroments, and stop and pop from cover gameplay.

Cover system and some of the textures do remind Gears.
Fortunately there is much more in this one.
 
Honestly I expect more from their animation system.
Drake suddenly changing direction should be smoother and I don't see much physics blending either..
and how should the game know in advance when the player changes direction??
For the AI, you can think a few steps ahead, so they animate realistically, for a player you cant

Either you make the character responsive, as in "turn around instantly when players says so" and have unrealistic animation (because in reality you would hit the ground if you try changing direction without slowing down)...
or you take the controls from the player and then "queue" it up as next thing to do, after you blended from the thing hes currently doing, adding a delay to the actions of the player.

I`d take the unrealistic animation any time.
 
Sudden change

and how should the game know in advance when the player changes direction??
For the AI, you can think a few steps ahead, so they animate realistically, for a player you cant

Either you make the character responsive, as in "turn around instantly when players says so" and have unrealistic animation (because in reality you would hit the ground if you try changing direction without slowing down)...
or you take the controls from the player and then "queue" it up as next thing to do, after you blended from the thing hes currently doing, adding a delay to the actions of the player.

I`d take the unrealistic animation any time.

Best solution is Ratchet and Clank method where you can see character struggling to change direction because of momentum and he even slide a little. This is very realistic for me and because you see ratchet struggle to change direction the delay makes sense and you learn to control character properly with expecting delay for momentum change. This is where Lair failed. It has correct delay but it because there is no obvious visual clue it looks unresponsive instead of realistic.
 
I`d take the unrealistic animation any time.

I would as well, but they can give other visual cues that they are still a "figure/character" and not clip the animation completely. Enabling responsive control over the footwork/legs could still enable smooth arm transitions but would be a bit tricky to get right.

ND have done so much though with the animation that it's tough to pick on, but this sort of complex animation/physics blend is exactly what I wanted to see out of the best devs on ps3 as it has the hardware to take advantage.
 
I think these games (Heavenly Sword and Lair) have amazing audio though.

I wouldn't say that's exclusive to BR based games though. A couple of notable ones have been released on DVD as well with exceptional audio.

I can't say I've had the pleasure of demoing an A-B comparison on the best of the best with a high-end audio system though.

Anyone willing to submit their ps3 for a while so I can do some "scientific research" into the subject with a couple of good ga... err samples? :p

(sidenote-I can't wait to see (hear) what MGS4 has to offer in the audio realm!)
 
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