On a technical level, these early moments confirm that we're looking at a native 1080p presentation with some incredibly high quality anti-aliasing. It's not quite as clean as the near-flawless E3 teaser trailer but the results appear more impressive than just about any other solution we've seen on the platform to date. Edge-aliasing is all but eliminated, yet sharpness is retained while temporal aliasing (pixel pop and edge shimmer) is kept to a relative minimum. Some details, such as the skeletons early on, Drake's belt and some of the vines still show minor artefacting in motion but, overall, the solution Naughty Dog has adopted is looking really impressive. We're interested in learning more about this process - Sony shares its technology internally, so there's a strong chance we might see it deployed on other titles.
At first glance, traversal seems familiar but the animation has received a noticeable upgrade giving a bit more weight to Drake's motions. Furthermore, the tools he wears around his belt bounce around in a very realistic fashion in this revised engine.
However, further on, Drake runs across a group of enemies - and it is here that the real changes and improvements start to become evident. It truly feels as if the team has learned a lot from creating The Last of Us, as the level design - from what we can tell - seems a lot more open than anything in previous Uncharted games. Drake is attacked from all angles on and around a series of rock formations. Taking a page from many of the best stealth action games, the level design seems to present open-ended design within a linear framework - that is, you're provided a large area filled with enemies and given the tools and skills necessary to eliminate them as you please.
This area is quite a bit more impressive than the initial cave sequence, with a deluge of reactive foliage blowing softly in the breeze, reacting to collisions with the player and enemy soldiers alike. It's a beautiful effect and one that seems to have real gameplay uses as well, with Drake able to stalk enemies from the brush. Foliage is drawn out remarkably far, retaining its reactive properties even at a great distance, but there are definitely some LOD issues that linger, with an ugly mesh effect used to fade detail in and out of the scene.
The real clincher for this segment is the AI on display. Enemies appear to have free rein of the environment this time, jumping between various spires and actively working together. There is a real sense of cooperation in the demo that makes the scene appear much more dynamic than previous Uncharted combat sequences. The stealth gameplay seems to be a huge step up from previous titles as well, with Drake able to more effectively lose enemies only to re-engage on his own terms later.
Overall, if this demo is any indication, we're actually looking at some pretty meaningful changes to the core gameplay due to more complex level design, improved AI, and a larger selection of tools. After our first viewing of the footage, Uncharted 4 definitely felt like an iterative evolution, but after re-watching several times, the improvements become clearer, suggesting a real leap forward for the series - but perhaps not quite to the extent hoped for in the areas we expected. The fact that Naughty Dog was able to deliver such an interesting combat sequence without resorting to any major set-pieces says a lot about what the studio is trying to achieve this time.
In a way, the demo flips our expectations somewhat. Naughty Dog may simply be keeping its powder dry for now, but the visuals seen in this gameplay segment aren't quite the jaw-dropping spectacle we had hoped for based on the immense promise of the E3 teaser. Clearly, the slice of gameplay seen here is very attractive, if a bit subdued overall. However, we are surprised by the large number of meaningful changes to the gameplay that the studio is showcasing in this segment. First impressions might suggest a visually upgraded 1080p Uncharted experience - something we would relish - but could it be that the real generational leap lies in how it plays?
More here:
http://www.eurogamer.net/articles/d...ed-4-the-generational-leap-we-were-hoping-for
Holly crap! lock if old.