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Author Topic: Uncharted 2  (Read 57035 times)

Offline Living-In-Clip

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Uncharted 2
« Reply #30 on: December 17, 2008, 12:42:10 PM »
Quote from: GmanJoe
YEEEEE-AAAAAAAAAH! Of course, LIC thinks it\'s the worst game ever created. He\'s a Jehova\'s Witless, you know.

No I\'m not. I was raised one, no longer one. I\'ve stated this a hundred fucking times. Get your shit straight if you are going to try and make some off hand fuckin\' comment.

And comparing a CONCEPT ART  to a CUTSCENE is the most pointless fucking thing ever.

As for the game itself - get back to me when demo comes out. If it improves upon the original, I may give it a shot. If not, I\'ll pass as the original never done much for me.
« Last Edit: December 17, 2008, 01:11:46 PM by Living-In-Clip »

Offline GmanJoe

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Uncharted 2
« Reply #31 on: December 17, 2008, 06:38:19 PM »
You actually took that seriously? What\'s been happening to you LIC? I ALWAYS say that BS to you for fun. Except the emo part. That\'s true.
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline Living-In-Clip

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Uncharted 2
« Reply #32 on: December 17, 2008, 07:51:24 PM »
Quote from: GmanJoe
You actually took that seriously? What\'s been happening to you LIC? I ALWAYS say that BS to you for fun. Except the emo part. That\'s true.


Bringing up a religion I am disgusted with is a touchy area.
Kinda like making fun of Catholic boys who get touched in the naughty parts.
:thumb:

Offline GmanJoe

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Uncharted 2
« Reply #33 on: December 17, 2008, 08:23:20 PM »
I more of the witch burning, Crusading type of Catholic.
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline Phil
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Uncharted 2
« Reply #34 on: December 17, 2008, 08:27:05 PM »
Quote from: GmanJoe
I more of the witch burning, Crusading type of Catholic.


translation: Gman is the one touching the little boys.
Wrong. There are two other people who can.
Dark Lord Sith\'s.
Demon\'s named Phil.  -LIC

Offline GmanJoe

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Uncharted 2
« Reply #35 on: December 18, 2008, 03:53:55 AM »
Quote from: Phil
translation: Gman is the one touching the little boys.


Only coz you dream of being that little boy. Perv.
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline BizioEE

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Uncharted 2
« Reply #36 on: December 18, 2008, 06:03:56 AM »
Quote from: Living-In-Clip

And comparing a CONCEPT ART  to a CUTSCENE is the most pointless fucking thing ever.



try to remove it from the whole photo comp. gallery which belong to only one link/image.
http://ps3developpement.free.fr/IMG/Uncharted1vs2.jpg

but I know, you were not referring to me...
anyway, do you like the graphics/art design ?
« Last Edit: December 18, 2008, 07:35:29 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline BizioEE

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« Reply #37 on: December 20, 2008, 05:44:00 AM »
The link is not working, here EDGE thoughts :

Quote

Now, more than ever, a game without an obvious gimmick is a hard sell, and while Naughty Dog’s Uncharted: Drake’s Fortune had an embarrassment of virtues, with vivid animation, a pleasantly hammy matinee story and a charming protagonist who hadn’t been over-designed to the point of shrill caricature, some found it too easy to dismiss the game as a cocktail of influences with little to truly call its own.

Despite the daredevil onscreen action, the game’s design was often carefully unadventurous, as treasure hunter Nathan Drake boldly leapt chasms, fought off zombie Nazis and scaled cliffs, the development team picked their way more cautiously through the thirdperson action game landscape, raiding only the most tried and tested of ideas along the way: the cover system from Gears Of War, and Tomb Raider’s graceful moveset.

The result was a game that sometimes struggled to find its own rhythm – it handled both platforming and shooting with confidence, but struggled to blend them, preferring instead to break its core mechanics into discrete chunks. Uncharted, therefore, leaves Naughty Dog with a particularly tricky challenge.

Some sequels have the obvious job of fixing the gaping flaws of the original. Instead, Uncharted 2: Among Thieves has to take some largely successful elements and turn them into something coherent and truly individual; it has to transcend mere excellence of execution and create a convincing identity to call its own. So far, things are looking extremely promising.

“Our last story was about Francis Drake,” says creative director Amy Hennig, sitting in the meeting room of Naughty Dog’s Santa Monica offices, while Trumpet, co-president Christophe Balestra’s dog, wanders around under the conference table, chewing at wires and brushing up against journalists’ ankles. “Our ‘what if’ was: what if Francis Drake hadn’t died when everyone thought he had? This time we’re going with Marco Polo. Our catalyst is this man who catalogued all of his journeys – all the details of everything that happened in his life – but despite that he left one gaping hole.”

The hole in question is 1292, when Polo left the court of Kublai Khan to return home to Venice, taking a fleet of 14 treasure ships and more than 600 men with him. By the time he finally reached Europe, he was down to one ship, and roughly a dozen survivors. “He never once said anything about what happened to him,” says Hennig. “And on his death bed, after people had called him a liar for what he had spoken about in his book, he said: ‘I didn’t say even half of what I saw’.”

But the search for Polo’s lost fleet is the starting point, rather than the climax, of Among Thieves, and events swiftly grow reassuringly complex. Polo’s real secret – and Drake’s eventual target – turns out to be Shambhala, the legendary Tibetan city also known as Shangri-La, and fabled home of the Cintamani Stone, a ruby which was reputed to have the power to grant wishes. It’s a story that allows for a much wider range of settings on this outing, far beyond the jungles of the first game.

The teaser trailer for Among Thieves shows a wounded, bedraggled Drake fighting his way through a snowstorm to uncover a mysterious object. Treasure hunting may still be at the fore of the action, but the shift in locations – the lush jungles of the original replaced with the bleak icefields of South-East Asia and the urban reality of a war-torn Nepal – suggests the holiday brochure appeal of the first game may be in danger of disappearing.

Add to that the promise – or threat – of a new stealth mechanic, and you could be forgiven for wondering if, in an effort to distance itself from the house of Croft, Uncharted has somewhat lost its sense of direction.

But the developers seem quietly confident of the choices they’ve made. “We wanted a wide range of environments this time,” explains Balestra after rolling the trailer. “We wanted to show this wasn’t just a jungle game.” And, from what we’ve seen, the team has succeeded in this aim: alongside ice caverns and frozen mountainsides, we’re shown a real variety of environments, from lush indoor spaces filled with gold leaf and bright colours, to an opulent train with blood red curtains and swinging brass lights, and a desolate Nepalese monastery clinging to the side of a cliff.

A passing glimpse at somebody’s workstation suggests the team may even have found room to include another jungle or two along the way.“I’ve never done so much research for any project as I have for this,” says Rhob Ruppel, Among Thieves’ art director. “We didn’t want any sense of a retread with this game, and we really wanted every bit of detail to make the world believable. Anyone can pile on details, but we also want to use them to create a mood. What would Ridley Scott do to a location like a temple? He’d layer on the right elements: tattered cloths and ropes and things that move in the wind. Our locations come alive. They breathe and have a backstory.”

Yet the main focus in Among Thieves lies not with the globe-trotting, but rather in a closer examination of the hero. “We want to go deeper into Drake and see what makes him tick, and go beneath the surface in a way we didn’t have the chance to last time,” says Naughty Dog co-president Evan Wells. “In the last game we met Drake under special circumstances,” suggests Hennig.

“Almost immediately he was called to rise above his normal nature and be a hero. But we hinted there were shadier sides to him. In this game we want to explore that. He’s back in his natural element this time around, a rough and lawless world. What’s a treasure hunter’s place in the modern world? We want the player to see the contradictions. He’s affable and charming, but he can also be a jerk. I don’t want to imply we’re getting heavy and angsty – it’s still a classic adventure – but we really want to show a character with more colours to him. That’s where the subtitle comes from – his world is a world of thieves.”

The emphasis on added character depth is encouraging, but once again it’s the immediacy and effortless charisma of the animation that makes Drake so interesting to watch. The first Uncharted offered some brilliantly convincing moments – panicked dashes from a nearby grenade, or frantic lunges for a ledge – but recent changes to Naughty Dog’s Uncharted Engine 2.0 allow for a layering of far more detailed animation, and the result is a hero who gives off a palpable air of forever operating on the outer limits of his skills. He gasps as he pulls himself up over ridges, pants with exertion while scrambling out of the way of gunfire, and is constantly muttering under his breath after near-misses;

Drake’s always been a lead with appealingly limited powers, but the technology behind Among Thieves brings his regular struggles and good-natured desperation to life far more vividly than the first game could. “Uncharted used 30 per cent of the PS3’s SPUs, and this time we’re maxing it out,” says Balestra. “That means we can blend and switch animations a lot quicker, and we have more facial joints in-game for characters to react with believable expressions.”

“So if he’s sneaking, his animation has to reflect that, and if he’s on shaky ground, you’ll see him checking his balance. If he’s scared, you’ll see the anguish and fear on his face,” adds Wells. The aim is to create what game director Bruce Straley describes as “a true playable cinematic experience. True interactive storytelling, essentially.” Now that’s a claim that’s loaded with meaning.


“It’s a phrase with a stigma to it,” admits Hennig. “People think it implies passivity, but we’re trying to reclaim it. We took all our cues from what I call comfort movies – those action adventure films we all grew up watching. That’s where we took all our pacing ideas from, and it seems perfectly respectable to say that’s what we’re doing: an interactive version of that experience we like so much, and that nobody else is doing.”

“It’s boiling down those elements that will work well in the game,” suggests Straley. “Every game has the challenge of trying to make an interactive experience, so there’s certain things that lend themselves to cinematic action and things that don’t. It’s choosing your battles. It’s a lot to do with pacing – ebb and flow – it’s not all go-go-go, it’s going to have character points, and sad moments to go with the action. If something’s happening, it’s you reacting to it. For example, we have the technology to allow an entire building to collapse while you’re in it – and we can throw enemies in at the same time while that’s happening. You’re playing everything this time, not just the easy bits.”

Character work and cinematic plotting may turn out to be the game’s stars, but what leaves the biggest impression after seeing a short developer-controlled playthrough is something else entirely: the blending of movement and combat mechanics. Occurring about a quarter of the way through the finished game, the level we see throws Drake into the middle of a bombed-out Nepalese city, a maze of streets and crumbling temples being violently torn apart by Among Thieves’ new antagonist, a ruthless paramilitary leader.

Like the game’s hero, he’s set on finding the Cintamani stone, but while Drake has attempted to sneak into town as a member of the press, and eventually had to resort to ramming his car through a guard outpost, the villain has brought his entire army along with him.
« Last Edit: December 20, 2008, 06:05:13 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline BizioEE

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Uncharted 2
« Reply #38 on: December 20, 2008, 05:47:23 AM »
Quote

While there’s smoke in the air and rubble in the streets, war-torn Nepal is reassuringly different from most videogame urban battlefields: it’s kinetic and violent, but it’s also exotic and colourful. All of the textures in Among Thieves are drawn by hand, and the result is a city that looks coherent and artful rather than drab and photocopied. Little details are everywhere – from the flags and laundry strung between buildings, to the battered tuc tuc lying in a sad heap, or the flames blazing from distant towers.

The level itself is a fight through the alleyways and over the rooftops to meet up with Drake’s new love interest, Chloe, with a handful of encounters and a few scripted interruptions along the way, ranging from collapsing floors, through a driverless (and burning) busload of militia careening down the streets, to a final confrontation with a battered troop carrier blocking a crossroads.

While the first Uncharted would have lobbed a handful of enemies at Drake to be cleared out before putting him up against a bit of lonely clambering, Among Thieves’ real breakthrough is that it can now combine both seamlessly, allowing Drake to climb up behind an enemy stationed on top of a wall and yank him into the street below, or take out distant soldiers while lurching between buildings, using shop signs not only as handholds, but as useful pieces of cover.

Because of this newfound flexibility, the playthrough turns out to be a heady mix of endearingly graceless parkour and multi-level fighting. The platforming is far more organic than in the first game, broken walls slyly suggesting handholds without the need for glaringly obvious ledges, while the maze of partially destroyed houses and piles of rubble make for an excellent strategic battleground, with gunfights breaking out on the fly. The cover system has ditched its suspiciously useful configurations of boulders in favour of more believable scenery: an upside-down jeep, a derelict gas cooker or a slightly incongruous small city car, wheel-deep in old newspapers. Drake can make his own cover, too, flipping over a table or picking up an abandoned car door.

And the stealth turns out to be far from the stop-start mood-killer you might be expecting.[/colr] “Stealth is often meticulous, frustrating and boring,” says Straley. “Ours comes back to the cinematic experience – it’s about keeping the pace. On a gameplay level, you want to play one set-piece in a variety of different ways, so stealth just gives you something more in the toolbox – another element, another choice that’s available to you. Suddenly you can try out all different kinds of options. We call it action stealth. It’s not Splinter Cell. It’s choosing when and from where to enter combat.”

“You don’t see films where it’s all shooting,” chimes in Hennig. “You see heroes creep up and slam someone into a wall. In the first game, you occasionally felt there was only one way to do things. In other games, stealth is always defensive – someone spots you sneaking past them, and it’s all over. We wanted to put you on the offensive for once: stealth or shooting – both choices are valid at any time.”

All of this is aided by some excellent environmental details – bookcases shake and dislodge dusty volumes as Drake scrambles over them, while pigeons scatter in sudden bursts as he scampers from one shop sign to another, and lampposts threaten to buckle under his weight as he swings past. And the enemy AI has made some leaps too – a second playthrough by the developer reveals that if one of the militia gets to the car-door shield before Drake does, the final fight can turn out very differently, and we’re also promised that enemies will be able to scale walls and vault from one rooftop to another just as easily as he can.

Ultimately, it’s this blending of platforming and shooting, in a way no other game has yet managed convincingly, which makes Among Thieves feel like such an exciting prospect, and may help to provide the sense of individuality the first game gently lacked. Tomb Raider stumbled over the combat, Gears never attempted any kind of gymnastics, and even the first Uncharted struggled to get the combination to work. But from what we’ve seen, its sequel promises to be one of the first true action-platformers, a game that, if anything, resembles a more light-hearted, joyous and nimble take on the first few acts of MGS4 than any of the usual reference points.

It’s a time-honoured convention of treasure movies that the hero never finds quite the treasure they were looking for, and in this respect, Among Thieves may prove solidly traditional. No doubt Marco Polo’s lost fleet and the Cintamani stone will elude our hero in the final act, carried away by plot twists, sudden betrayals and selfless last-minute sacrifices. But in its place, there’s every chance that, this time, Nathan Drake may unearth the trophy he needs the most: a confident identity of his own to match the intelligence and wit with which Naughty Dog’s games are constructed.


Nice reading!
« Last Edit: December 20, 2008, 06:01:00 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline BizioEE

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Uncharted 2
« Reply #39 on: January 14, 2009, 11:01:05 AM »
[size=+1]Uncharted 2 is smarter than you[/size]

Quote

Game director Bruce Straley has given CVG some insight into how Uncharted 2\'s AI will make for a much more challenging experience.

The game\'s new stealth element has inspired Naughty Dog to create some very lifelike enemies. "As a result of expanding our gameplay to account for action-stealth, there are two new behaviours added to enemies, \'investigate\' and \'hunt,\'" Straley told us.

 
"With \'investigate\' the enemies have peripheral vision just like humans. When Drake enters this peripheral vision the enemies will look over in the direction they think they saw him in and depending on how long he was in this vision cone, they may just look or they may walk over and check out what they think they saw.

"With the \'hunt\' behaviour the enemies have already spotted Drake and are in combat with him.While in combat the enemies make certain assumptions on where Drake is based on his last known location.

"If they lose eye contact with Drake for a few seconds, one or more enemies will start hunting around the area, starting with his last known location, and then spread their search out if he\'s not found."

He continued: "If they are to hunt for Drake they\'ll need the ability to climb on the environment, jump across gaps, and drop down from ledges to get to him. The benefit to this was our combat wasn\'t limited to flat terrain anymore."


http://www.computerandvideogames.com/article.php?id=205892
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline Viper_Fujax

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Uncharted 2
« Reply #40 on: January 14, 2009, 11:56:33 AM »
im always skeptical of AI..im sure itll be pretty good but going off of all the other games that exist, theres always a handful of annoying quirks in the AI.

i just played through brothers in arms and noone can get teamate AI down yet..they still do stupid shit like walk in front of the enemy to get to an area i want them to go to (instead of using the back way, actually behind cover). same deal with graw on pc
You\'re never too old to burn to death in a fire

Offline clips

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Uncharted 2
« Reply #41 on: January 14, 2009, 08:48:01 PM »
I remember hearing programmers say AI issues would be a thing of the past during the ps2/xbox era,..but the fact of the matter is that there will always be issues with AI for all games for years to come....it\'s incredibly hard to get AI to react in a way that humans would naturally respond....that running into the line of fire bug can be a game killer. That sometimes ends up getting your AI partner and yourself killed.
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Offline BizioEE

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Uncharted 2
« Reply #42 on: January 19, 2009, 09:53:26 AM »
[size=+1]Uncharted 2[/size]
15-Jan-2009 Interview: Director blows the sequel wide open

http://www.computerandvideogames.com/article.php?id=205920

Nice reading!
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline BizioEE

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He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline Paul2

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Uncharted 2
« Reply #44 on: February 04, 2009, 11:26:33 AM »
that graphic is insane.  Couldn\'t believe that its possible on this generation console.  Possibly the best texture I seen yet on this generation console and from what I seen so far, the animation and the frame are fluid and solid too.

 

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