The impression that I'm getting from this game is that it is going to be a very big one, i.e. 20 hours or so. But we'll see.
More like 8-12 hours apparently.
The impression that I'm getting from this game is that it is going to be a very big one, i.e. 20 hours or so. But we'll see.
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
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.
More like 8-12 hours apparently.
Uncharted: Drake's Fortune First Impressions ...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."
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 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.
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.
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.
Lair's sea serpent level has "richer" and more realistic splashes.
Unfortunately they ran out of time.
This looks a tremendous amount like Gears of War too me. Both in the graphics, enviroments, and stop and pop from cover gameplay.
Lair's sea serpent level has "richer" and more realistic splashes.
This looks a tremendous amount like Gears of War too me. Both in the graphics, enviroments, and stop and pop from cover gameplay.
and how should the game know in advance when the player changes direction??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.
I`d take the unrealistic animation any time.
I think these games (Heavenly Sword and Lair) have amazing audio though.