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Uncharted 4: A Thief's End Gameplay (E3 2015)

danthefan

Member
At 2.19 mark of OP's gameplay video, you can see that Nate's watch creates a shadow on his hand. You can see it when he fires his AK-47.

And just after as the sand bags get shot up they start to lose sand and deflate (for lack of a better word). Love these details.
 
Remember playing TR1 or TR2 where you failed 30 times in a row to perfom this insane jump over a big gap?

I remember that. Lara Croft had an insane amount of different jumps and dying was commonplace. I think you could even do a handstand jump of some kind.
 

Lord Error

Insane For Sony
Here's the version of the gameplay video with corrected white and black levels:

https://mega.co.nz/#!KU0wmK6a!-9kjK0R6wVtPj_NgLg9El2iEXJp6h5jlpYnvTG_Rm4A

This video has much nicer contrast and color vibrancy than the original messed up encode. To minimize the degradation due to re-encoding, I encoded this one with much higher bitrate than the original, and I used the 'placebo' preset on Handbrake. If there's any additional artifacting in this encode I made, I can't see it just by watching the video.

Corrected video:
jYA5mYK.jpg


Original video:
SlwHjGW.jpg


Save them and swap between them quickly to see just how different they really are
 

kyser73

Member
I grew up with pixel-perfect jump requirement on 8 & 16 bit computers. I played all the TRs on the PS consoles.

I'm done with hard as nails platforming for entire games. I don't mind the occasional challenge jump but I just can't be arsed with it all the time anymore.
 

JaseC

gave away the keys to the kingdom.
That mechanic already exists in some parts in UC2 and UC3. Preceded by tells of crumbling ledges and impending doom if you don't do anything.

I haven't played the game since prior to the release of Among Thieves, but I'm fairly certain Drake's Fortune has a few small sections with insecure ledges.
 

Javin98

Banned
Here's the version of the gameplay video with corrected white and black levels:

https://mega.co.nz/#!KU0wmK6a!-9kjK0R6wVtPj_NgLg9El2iEXJp6h5jlpYnvTG_Rm4A

This video has much nicer contrast and color vibrancy than the original messed up encode. To minimize the degradation due to re-encoding, I encoded this one with much higher bitrate than the original, and I used the 'placebo' preset on Handbrake. If there's any additional artifacting in this encode I made, I can't see it just by watching the video.

Corrected video:
jYA5mYK.jpg


Original video:
SlwHjGW.jpg


Save them and swap between them quickly to see just how different they really are
I appreciate your hard work to correct the video, but if you don't mind me asking, what is the bitrate of your corrected video? From the screenshots, it still looks compressed as hell.
 

Shin-Ra

Junior Member
This, the poster said he increased the bitrate, though, so I guess something went wrong.
It's a colour-corrected re-encode of the original video, the increased bitrate is just to ensure the second compression doesn't degrade quality further.

He can't add detail that isn't already there.
 

Javin98

Banned
It's a colour-corrected re-encode of the original video, the increased bitrate is just to ensure the second compression doesn't degrade quality further.

He can't add detail that isn't already there.
Oh, I see. :( I'm still waiting for that sweet 30000 bitrate version of that demo. Even the 900MB Gamersyde video still looks pretty compressed.
 
Tomb Raider (Reboot) platforming is bad compared to Uncharted which, I must admit, is very failure friendly. But that is just common for games these days. You want a seamless uninterrupted spectacle from the start to the end. Remember playing TR1 or TR2 where you failed 30 times in a row to perfom this insane jump over a big gap? Yeah that is the opposite of fun imo. And Tomb Raider's animations has nothing over Uncharted and that's why Uncharted will always feel and play better at platforming sections.

Sorry, no. In the old Tomb Raiders you could walk to the end of a ledge, jump back once, and that was the exact distance for a normal jump with the lag compensated for - IIRC running jump was jump back, plus one step back. The jumps were no different to Manic Miner, you knew where you had to start for each and every jump, no skill needed. Everything was positioned as a tile/block, and all movements were timed according to those tiles. Once you'd figured that, you'd gamed the system.
 

barit

Member
I remember that. Lara Croft had an insane amount of different jumps and dying was commonplace. I think you could even do a handstand jump of some kind.

You could perfom a sunrise (dunno if this is the correct english athletic word, only know the german one) when pulling up an edge. I think that's what you meant. And it was a neat little detail. Same goes for the header into water.
 

Paganmoon

Member
Lead animator:

ilSEuvF.jpg

This sort of highlights a small issue with some games these days. They've painstakingly animated tons of stuff, so you can walk around and explore, and be amazed, but at the same time the story beats are "we need to get down there as fast as possible, time is of the essence". It's hard to be immersed in the market location if story wise, someone's life depends on you getting a move on.
 
This sort of highlights a small issue with some games these days. They've painstakingly animated tons of stuff, so you can walk around and explore, and be amazed, but at the same time the story beats are "we need to get down there as fast as possible, time is of the essence". It's hard to be immersed in the market location if story wise, someone's life depends on you getting a move on.

They said in the interview that you walked through that market previous to the chase/attack-scene. Still kind of agree with your point though.
 

Business

Member
This sort of highlights a small issue with some games these days. They've painstakingly animated tons of stuff, so you can walk around and explore, and be amazed, but at the same time the story beats are "we need to get down there as fast as possible, time is of the essence". It's hard to be immersed in the market location if story wise, someone's life depends on you getting a move on.

There's the obvious direct way in which a player can appreciate all that work which is by stopping and taking a look at all these animations, and there's the indirect way, which is if the player knows he/she could do it, and that makes it still worthwhile because it still gives that believability to the game world.
 
Lead animator:

ilSEuvF.jpg

I'm very interested in seeing how the game holds up when you go around and explore.
When it was played on stage they of course ran through to make it look best, but what happens when you explore the market? what happens when you stop going downhill in the chase and drive in circles, go back up again or just stop at some point, for example right in the middle of the section where you go right though a market place with your jeep and people jump out of the way and everything gets destroyed. What happens when you stop there? How will the NPCs react?
 
Game is looking brilliant, it still amazes me how ND work their magic and push the Playstation way beyond what you would think it would be capable of doing.
 

BigTnaples

Todd Howard's Secret GAF Account
I'm very interested in seeing how the game holds up when you go around and explore.
When it was played on stage they of course ran through to make it look best, but what happens when you explore the market? what happens when you stop going downhill in the chase and drive in circles, go back up again or just stop at some point, for example right in the middle of the section where you go right though a market place with your jeep and people jump out of the way and everything gets destroyed. What happens when you stop there? How will the NPCs react?


Like any game, if you try hard enough to break the illusion, it will break.


The illusion hat immerses us into games requires some cooperation by the player. Not until we move toward true simulation will we avoid this.
 
Started playing through Uncharted 2 again just because of this video. God is UC2 still amazing. The whole Nepal area is tense as hell and fun to play with insane set pieces and events occurring throughout the level.
 

Verendus

Banned
Game of the show.

Game of the year.

Game of the generation.

Game of the century.

Game of the millennium.

Game of the end of times.

Game of the apocalypse.

Game of the heavens.

Game of the hells.

Game of the forever, and forever... and forever.
 

Ricky_R

Member
Game of the show.

Game of the year.

Game of the generation.

Game of the century.

Game of the millennium.

Game of the end of times.

Game of the apocalypse.

Game of the heavens.

Game of the hells.

Game of the forever, and forever... and forever.

Missed Game of the decade, unless this generation will last 10 years and it becomes redundant.
 
I vaguely recall an interview (probably gameinformer) that the ledges breaking are dynamic based on the momentum of the jump Drake attempts to grab. Naturally this would not include the important aspects to proceed but it's nice to know that ND is self-aware of this cliche.

Oh, they gotta be. Neil/Bruce did a whole game where they didn't have to resort to ledging, I'm sure they're thinking of ways to improve it. Having that pick where the player actually chooses the spot to grab is an improvement. At least gives some amount of player agency instead of following the designated ledge grab spots. Also I hear there's a bit of exploration, some off the beaten path you can do to discover things or other paths, which is great to hear.
 
Missed Game of the decade, unless this generation will last 10 years and it becomes redundant.

Uncharted 2 (TNDC) review : "Gaming's Raiders of the Lost Ark moment."
TLoU review : "Gaming's Citizen Kane moment."
Uncharted 4 review : "Gaming's Fury Road moment."
 
You really need to invest in a sarcasm detector, man.
Ok. What confused me out of understanding is the 'tomb raider lite' part of his post. Even as as. Sarcastic remark I don't what he meant.
Really though?
coming back to this thread 45 pages in, I'm not sure what the current subject is to get the context of your joke post. What did you mean?

I'm guessing at this point people are arguing what's better: tomb raider or uncharted, or in particular which game has the better platforming?
 

DC1

Member
They said in the interview that you walked through that market previous to the chase/attack-scene. Still kind of agree with your point though.
Actually, it negates the point.
Further, it places emphasis on NDs development prowess in that they would place an equal amount of on screen assets in a part of a game that could be argued as 'resource wasteful'
 
That mechanic already exists in some parts in UC2 and UC3. Preceded by tells of crumbling ledges and impending doom if you don't do anything.

I think they actually only break away after you jump to the next one. Maybe they fall if you literally just sit there and wait, but the amount of time they give you is very generous.
 

msdstc

Incredibly Naive
Ok. What confused me out of understanding is the 'tomb raider lite' part of his post. Even as as. Sarcastic remark I don't what he meant.coming back to this thread 45 pages in, I'm not sure what the current subject is to get the context of your joke post. What did you mean?

I'm guessing at this point people are arguing what's better: tomb raider or uncharted, or in particular which game has the better platforming?

Its fine man just let it go and leave it at that.
 
Only thing is I wish ND would stop with those phony "oh no the ledge broke/the bridge you were on broke/whoa this is scary huh" scripted moments. Its never scary, its never tense. Its a scripted moment that happens every single time I cross this part in the required path, and everyone gets out like its nothing, requiring no skill on the player's part.

The platforming/ledge-grabbing in Uncharted is incredibly forgiving, and requires little in the way of player skill, creativity, or ingenuity. Lets not pretend its something its not.
this is a good point. it'd be nice if Uc4 makes it so that it takes a little more effort to get through the platforming part of the game.
Its fine man just let it go and leave it at that.
You're not gonna tell me what you meant?
 

ItIsOkBro

Member
Only thing is I wish ND would stop with those phony "oh no the ledge broke/the bridge you were on broke/whoa this is scary huh" scripted moments. Its never scary, its never tense. Its a scripted moment that happens every single time I cross this part in the required path, and everyone gets out like its nothing, requiring no skill on the player's part.

The platforming/ledge-grabbing in Uncharted is incredibly forgiving, and requires little in the way of player skill, creativity, or ingenuity. Lets not pretend its something its not.

If there's one improvement I want from UC4 it's this.

Put some urgency in the platforming. Stop making shit break apart only right after I jump from it.
 
Only thing is I wish ND would stop with those phony "oh no the ledge broke/the bridge you were on broke/whoa this is scary huh" scripted moments. Its never scary, its never tense. Its a scripted moment that happens every single time I cross this part in the required path, and everyone gets out like its nothing, requiring no skill on the player's part.

The platforming/ledge-grabbing in Uncharted is incredibly forgiving, and requires little in the way of player skill, creativity, or ingenuity. Lets not pretend its something its not.

It was ok in UC2 , but they abused of this trick way too much in UC3 .
 
It was ok in UC2 , but they abused of this trick way too much in UC3 .

It seemed to happen more often in UC3, or am I crazy? I remember just groaning every time it happen. Maybe cuz it was the third game of this, but all it does is just slow me down from getting from point A to point B as I keep mashing the X button to move along.
 

Amir0x

Banned
Like any game, if you try hard enough to break the illusion, it will break.


The illusion hat immerses us into games requires some cooperation by the player. Not until we move toward true simulation will we avoid this.

One of my big complaints with the Uncharted series though is that by definition of some of the features, it's hard not to sometimes break the illusion so I think often Naughty Dog needs to do a better job preventing such issues.

The big example of this is the fact they have the treasure collectibles. In order to find them, you have to search the level. They're in all sorts of places both obvious and not. Sometimes that means jumping to places you wouldn't think of at first, going to corners you'd ignore.

But because of the nature of Uncharted, sometimes doing that literally caused bugs or game breaking stuff to emerge. Once I fell through the level in U3 and couldn't get back out. Once while searching for treasure in U2, I jumped down to a roof literally only a few feet down that I apparently wasn't supposed to go to and the game automatically killed me. Once I walked over a puddle and Drake's body went limp and died.

So I hope they try to provide ways to barricade that illusion in an improved fashion.
 

kitch9

Banned
Game is looking brilliant, it still amazes me how ND work their magic and push the Playstation way beyond what you would think it would be capable of doing.

I always knew compute and huma would throw out some nice stuff. That exceeded my expectation though.

Physics that isn't just a nice looking post processing effect but part of the game is really nice to see.
 

ShutterMunster

Junior Member
I ended up writing a piece on Uncharted 4's E3 showing because it's just so impressive. I'm kind of hoping they don't much more of the SP because I would love to experience it all fresh. I've never been one to do a media blackout for stuff, but I may hold back on this one.

Really curious to see what comes of MP. I enjoyed the little bit of UC2 online I played, but the shooting never felt particularly great to me. Obviously their gunplay systems have improved since UC3 and TLOU.

https://medium.com/@RomanMF/return-of-the-king-nathan-drake-at-e3-2015-6d3011af4b65
 
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