#EDGE Magazine reveals new details about #Uncharted 4: A Thiefs - TopicsExpress



          

#EDGE Magazine reveals new details about #Uncharted 4: A Thiefs End In the latest edition of Edge magazine, the cover story was Uncharted 4: A Thiefs End, and with it came a massive blow out of information, which well kindly list below. Get your reading spectacles on and grab a cuppa, as you might be here for a while! -They tried to get clarification about the Amy Hennig thing but that was thrown right out the window. -Animation system from PS3 game was scrapped and rebuilt to allow full analogue movement through 360 degrees using real body physics -Slip Events (like when he used to grab onto handhelds and they break or come out of place) are not mapped to scenery like in older games but instead are dependent on the angle and distance of the jump. Also, less stable ones will break easier. If they do, you will need to take another route, -Drakes Piton which is similar to Lara’s Pickaxe from Tomb Raider differs from the latter because its designed to empower freedom -The grapple points are fixed but allow Drake to swing, rappel, climb or run along and around cliff faces. -They say Uncharted’s mostly linear system has become freeform and instead of pushing up on the stick and following a predetermined path, youre making your own. They also compared it to solving a puzzle. -The enemies have a similar traversal set to Drakes and can clamber up ledges and leap gaps in pursuit of the player. -Breaking the line of sight by using the foliage or by other means and the enemy will not return to normal patrol patterns and instead seek you out or stay in place while staying in constant communication with each other. -The combat is a mix of stealth, traversal, melee, and gunplay which is an evolution of what they began building from Uncharted 2. -Tremendous amount of The Last of Us blueprint in UC4 in regards to the combat alternating between stealth and combat is fluid -Learned a lesson from Jak II where they designed a level where Daxter rides a rocket, was kind of upset about how they spent so much time on something you only saw once in the entire game. Came to appreciate adding systems that flow throughout the entire game more. -Part of Naughty Dogs evolution is getting comfortable with systematic approaches, wider layouts and the integration of Story, Gameplay, music etc. *Take a quick break* -Naughty Dog is pleased with the added memory and are taking advantage of it -Texture resolution at least quadrupled from UC3 -Drake wakes to an island shore off the coast of Madagascar waking to a backdrop of procedurally tessalated water. Dynamic wind that moves trees, bushes, Drakes hair (Head and Chest) -Up Close a system developed by Naughty Dog and Sony’s Advanced Technology Group offers a more efficient way of making highly detailed surfaces without using performance adaptive tessellation while farther away the studio is relying more on background LOD algorithms more than ever before -A physical based shader two years in the making makes materials look like their real world counterparts -EDGE were showed a wireframe wall with 100 handholds showing the shape of his body adapting to the shape of the wall as he climbed 0On PS3 Drake had 250 bones in his model on PS4, has 800 in his face alone They are over 30fps but have locked at 30fps for the demo. They are going to try to hit 60fps but won’t compromise if they have to lose something that can impact the player experience (which 4-One reported on last week). -Developer, Druckmann says the adventure has to stand on its own with hints to Drakes character in the older games for people who haven’t played it. If you have, then you understand more of the nuances of Drake and his relationships. -UC3s ending gave them a clean slate dealt with all his present problems so that they could delve into his past. -Game to be set 4 years after he’s settled down and retired. -When they add new characters it has to reflect a facet of the protagonist in a unique way -A brother allows them to ask about Nathan Drake and how he has evolved into the person we see today -The only known female in the game at this point is Nadine Ross the leader of the South African Private Military army that patrols the island. She was hired by Rafe Adler, another treasure hunter in which Nate and his Bro have history with. -Naughty Dog are trying to look at all moments even between cutscenes as a scene; they are thinking in filmic terms but what’s important is how much they can put on the “stick”. -Climbing mechanics overhauled -A.I has been improved with similar traversal movies to Drake’s (they can now jump gaps, climb ledges, enemies don’t return to their preset routes they’ll seek you out) -Edge says it feels more like a sandbox style game -Says the ledges are too obvious *And breathe* Well, that was some chunk of info, wasnt? It certainly looks and sounds like Naughty Dog are pulling out all the stops to make this a truly special title. Is it the biggest title yet for the #PlayStation 4? You decide! Thanks Kavilesh for the info!
Posted on: Mon, 19 Jan 2015 18:57:27 +0000

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