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Uncharted:Drake's Fortune


KnackChap

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Join on us on a whirlwind tour through the first 60 minutes of the stunning masterpiece

 

http://www.gamesradar.com/us/ps3/game/news...051916508490090

 

there is a video there,contains a couple of minor spoilers,but teh grafix and animation

:shock3: :shock3:

 

HMOG!!! :D :D :shock3:

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Join on us on a whirlwind tour through the first 60 minutes of the stunning masterpiece

 

http://www.gamesradar.com/us/ps3/game/news...051916508490090

 

there is a video there,contains a couple of minor spoilers,but teh grafix and animation

:shock3: :shock3:

:majesty::thumbsup::) :)

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10 Things You Need to Know About Uncharted: Drakes Fortune

http://www.gameplayer.com.au/Home/FEATURES...ea-ce5676447028

 

We’ve all been whinging like spoilt little brats about the lacklustre line-up on Sony’s PlayStation 3, but boy are we starting to eat our words. This console has some seriously epic potential and following on from the promising Heavenly Sword and Warhawk comes Ratchet & Clank Future: Tools of Destruction and Uncharted: Drakes Fortune – two games that are mining that potential for impressive gameplay gold. Indeed, we’ve been playing early code of Uncharted and its… well it’s exceptional. It’s a game of the year contender and we though you might be interested in the ten features we’ve witnessed that have us the most excited.

 

1. Shadows Bring the Jungle Alive:

Uncharted is set in the jungles of a mysterious tropical island and it makes use of top-of-the-line lighting technology – this includes HDR, Runtime Shadows and Real Time Shadows. Given that jungles are famed for their leafy canopies that cause shafts of light to penetrate through in irregular patterns, such technology gains extra importance with such a setting. Thankfully it is brilliantly applied. The jungle floor is awash with the shadows that are cast down from the treetops high above the gaming area.What is especially noteworthy is the way these shadows dynamically shift with the gameplay. As our hero Nathan Drake walks along paths the shadows from above constantly dance on his clothing, and even move with the wind on nearby boulders, or logs. It’s incredibly immersive. As you would expect, artificial light also casts menacing shadows upon the world, which we experienced while exploring some ruins with a torch tied around Nathan’s neck.

 

2. Hand-to-hand Combat is Awesome:

Shooters and brawlers don’t have a great history of mixing convincingly in game worlds. Ultimately one or the other feels clumsy. Well no more! Uncharted does an excellent job of seguing the action from running and gunning to brutal knuckle sandwiches seamlessly. Using the face buttons, you can suddenly exchange a flury of kicks and punches that are animated with plenty of attention to detail and as such, feel extremely rewarding. Indeed, we found ourselves trying to get close enough to take down enemies in this fashion, as it was more fun that a bullet to the head.

 

One of the keys to this combat is how brilliantly the game engine uses the environment. Hand-to-hand combat is context sensitive to your surrounds and incredibly intelligent. We never felt like we were simply unleashing the same combos over and over again, with the impressive animation range allowing Nathan to do some mighty fine tricks on the fly. Two-legged karate kicks over logs, swinging enemies into nearby trees or grabbing them by the scruff of the neck and driving their face with ferocious force into the impassive stone wall of a ancient temple were some of the situations we experienced. It’s frickin’ awesome!

 

 

3. Our Hero Does Gymnastics:

We’re not sure who is the more responsible, Prince of Persia or God of War, but platforming long since left the platforms behind. Our hero in Uncharted must be built like a brick shithouse under that torn and tattered adventure get-up given the way he hauls himself around the world like an expert gymnast. At numerous times during our experience playing the game we found ourselves shuffling along walls gripping tiny ledges by the edge of our finger nails and finding ways up, down and around seemingly impassable obstacles.

 

Naughty Dog seem to have done a pretty good job making these navigation puzzles feel entwined with the world. One of the early examples sees you making your way over the top of a waterfall by swinging on vines and shuffling around ledges. In this respect, and given the setting, the puzzle solving has a very Tomb Raider feel to it. Doing such acrobatics under enemy fire becomes all the more tricky and should you lose your balance an opportunity is provided to grab on for dear-life and haul yourself back up. This looks extremely convincing.

 

4. Facial Animations are Better than Heavenly Sword: wOOt! :thumbsup:

The story in Uncharted is very well told. We’ve only seen a taste of the narrative thus far, and it’s delivered by a quality cast who are working off an excellent script. The game appears to be cut-scene heavy, but given the personality imbued into each character and the smart way with which the action is directed it doesn’t become a nuisance. Indeed, the concept of an interactive movie has rarely been so well realised. Recalling the likes of Indiana Jones, Pirates of the Caribbean and The Mummy this is genuine adventure gaming.

The technology plays a major role in this. If you thought the facial animations in Heavenly Sword were impressive, then Uncharted will blow you away. Slight facial inflictions manage to bring across many of the emotional subtitles in a character we’ve not seen in gaming before. In fact, we’d go as far to say the ‘acting’ is more reminiscent of a Pixar film than a traditional video game. All up it makes for an extremely engaging story with characters you’ll love… or hate.

 

 

5. It Borrows from Gears of War:

Uncharted will hit shelves around the same length of time after the PS3’s launch, as Gears of War did following the birth of the X360. Sony will be banking on Uncharted to make a similar amount of buzz for their console, but timing is not the only thing these two games have in common. One gameplay device used regularly within the experience is the ‘L2’ button, or in Gears-talk, the ‘Y’ Button. If there is something going on in the world you need to pay attention to, a tap of L2 will point the camera in that direction.

More prominent though is the use of cover. Combat follows a very similar model to what was seen in Gears of War. You will need to get behind cover whenever possible and the characters are given a massive range of animations to use objects in the environment to their benefit while under fire. This includes rolling into a crouched cover position, vaulting over walls to make a ‘run for it’, leaning around corners while looking down your scope and peering over ledges, gun-in-hand. Although unlike Gears of War, this time you’ll be using realistic weaponry.

 

6. Wrinkle Physics are so Hot Right Now:

It seems like the latest fashion in video games is wrinkle physics. Forget jubbling boobs, if you really want to nail movement in a character circa 2007, their clothes need to crease and shift based on their position. Such technology is used in Uncharted and as minor as it may seem, there is no doubting the ‘life’ it breathes into the character. Think of the way Indiana Jones’ loose shirt and rustic jacket add to the imagery of him leaping between trucks and hanging off tanks. It certainly helps sink you into the adventure.

 

Another nice touch is the way your character gets wet following interaction with water, which there is a lot of in the jungle. Go into a shallow stream and the bottom of your pants will immerge obviously damp. Do a commando roll through that stream and you’ll be drenched from head-to-toe. As icing on the cake, you’ll here a squishing noise in your shoes as you walk around immediately after.

 

 

7. Monkey Press, Monkey Do:

Nathan Drake certainly isn’t short on athleticism, and we were quite amazed by the range of animations on hand. It’s all context sensitive stuff, so if you jump towards a ledge in a certain way it will change the way in which the character reacts when he comes into contact with it. It reminds us, ironically, of the tech demo for the next-gen Indiana Jones game shown off at E3 two years ago, a game that would have stolen a lot of Uncharted’s thunder had it released when originally planned. Whether Nathan is swimming through water, swinging down open hatches, climbing up vines or punching a dude in the face, it doesn’t seem scripted or formulaic. It feels quite natural.

 

These on-the-fly animations bring to life the game’s many action sequences. The gameplay seems to leap from one ‘stunt’ moment to the next - an example we experienced early on in the game saw our hero running along a crumbling wooden bridge while bits of the ruins around hum tumble downwards. Running, jumping, losing his balance and then hanging on by one hand all as he bolts for safety, Nathan’s escape plays less like a game, and more like a movie. But make no mistake, you are playing it!

 

 

8. Not Just a Bunch of Joe Henchmens:

From what we have experienced thus far, the game appears to follow a similar gameplay balance to last year’s Tomb Raider: Legend release. That is, split equally between combat, level navigation and basic puzzle solving. While we’ve touched on the latter two, combat is always a function of the A.I and this component is shaping up quite nicely. While henchman still showed an old-school tendency to keep sticking their heads around corners while you wait zoomed in and finger on the trigger, in general they move with purpose, speed and precision. You'll need to be sharp, especially when they attack in large numbers.

 

One sequence we played saw us hiding behind a pillar in an open-air ruin while a platoon of henchman stormed into the area. As we had moved to the extremities of the combat zone, our opponents had a lot of ground to cover to get within attack range. To do this we saw them vault over walls, spread-out into flanking manoeuvres, and even dangle down off high-ledges to drop to the forest floor in order to get a clear shot. Cool stuff.

 

 

9. Naughty Dog are Super Talented:

Naughty Dog made quite a name for themselves with the Crash Bandicoot and Jak and Daxter series, but despite the rich gameplay found in those games, they were at their core kid-orientated platformers. Hardly the top-end, mature, narrative driven game experience owners of next-generation machines demand. Uncharted is quite a test of the developer’s chops and we have to say that they appear to be quite a talented bunch of programmers. While there is very little in what we played of the game that you’d call original, it’s made with plenty of class.

For example, when you open your diary with your torch on, it will appear much brighter than when you view it with your torch off. When you move from a jungle paradise into an underground ruin you do so seamlessly, without loading times. Engage in lots of quick activity and you’ll begin to breathe heavily and slow down. Try to paddle upstream and you’ll find it a much tougher task than swimming with the current. The water itself looks so clear and fluid you’d think you could drink it! Shoot at something that looks fragile and it will break. Walk into a waist-high bush and it will sway from the force. These are the little things that are made possible by the hardware on hand, and help to bring the action-adventure experience into the next-generation.

 

10. It’ll Make you Want a PS3:

Did you want an Xbox 360 the first time you saw Gears of War, or BioShock, in action? Well you’ll get the same desire when your eyes cross paths with Uncharted: Drake’s Fortune: it’ll juts be for a PS3 instead. This game is shaping up to be a real console shifter. Based on our early look, Uncharted offers an absorbing single player adventure that is one of the first games to truly tap into the power we all know is lurking in the PS3. When you see how amazingly detailed the wolds are, the sheer variation in textures and animations, and the quality of the storytelling you’ll want to play it right through, right then and there.

 

Indeed, we had to reluctantly drag our thumbs and fingers away from the game to write this article, and it was no easy task. That all said there are still concerns we want to see fixed in the final version, like little camera nuisances that detract from the experience and balance issues in some of the fights. So do keep your eyes posted for a review in the very near future and read up on our final verdict on this very promising game.

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The Showdown: Can Uncharted for the PS3 make a dent this November?

 

From Ars Technica

http://arstechnica.com/journals/thumbs.ars...be-a-killer-app

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The Showdown continues. Each week we pick a topic, flip a coin to see which OT writer gets which side to debate, then present it to you. Today? Whether or not Uncharted: Drake's Fortune will help the PS3 this holiday season.

 

Frank: Ben and I spent some time last week sorting out just what we were going to do with November. There are so many good games coming out, and we can only do so many as full front-page reviews. While the slack will certainly be picked up here in Opposable Thumbs with what I can only predict will be a veritable cornucopia of mini-reviews through November and into December, Ben and I were very divided on which four of the big holiday titles would be getting timely front page reviews. The most controversial decision revolved around Uncharted: Drake's Fortune. I lobbied for the title for the front page as I feel that it will be one of the big holiday titles and a huge get for Sony, but Ben disagreed. So, we're here to battle it out. With the great guys at Naughty Dog working tirelessly to reinvent the aged Tomb Raider formula with contemporary design and top-notch production values, I firmly believe that Uncharted: Drake's Fortune will be one of the big titles of this holiday season, and will certainly surprise a lot of people.

 

Ben: Uncharted might be a great game, but a killer app? Or even a burp in November's release list? Please. Next month has a ridiculous set of games that will be released for every platform, with Call of Duty 4, Rock Band, Mass Effect, BlackSite: Area 51, Assassin's Creed, Haze, Unreal 3 (well, for the PC now that the PS3 version has been pushed back), Super Mario Galaxy, Kane and Lynch... and Uncharted.

 

I'm even leaving a few out, because the rest of the post would be a list of games I'm looking forward to more than Uncharted. No matter which way I attack it, as a gamer personally or someone who has to made hard calls about what games to cover, I have to say that Uncharted is a medium-sized fish in a huge-a*s pond. Everyone is bringing out their big guns next month, and I have a feeling Uncharted is going to be one of the games ground under the uncaring wheels of a packed month.

 

Frank: I think you're heavily underestimating Naughty Dog. This is the company that brought us two great franchises on the PlayStation and PlayStation 2: Crash Bandicoot and Jak & Daxter. Working closely with Insomniac Games—one of the few developers really working the PlayStation 3 over to any significant extent thus far—Naughty Dog will attempt to prove Uncharted has more potential than some would think. Note that just about every game you mentioned is cross-platform, which has traditionally resulted in less-than-favorable ports of 360 games to the PS3. Uncharted, on the other hand, has been built from the ground up for the PS3 by a team that knows what its doing.

 

Recent gameplay videos show some really strong graphics with few to no rough edges anywhere, and some compelling adventure and shooter gameplay elements look to make for a great experience. There's no question that there are tons of other big titles this fall, but for PlayStation 3 owners looking for a great exclusive title to snuggle up by the fire with over the holidays, Uncharted may be the big winner.

 

Ben: My problem is that so far they haven't shown me anything that has led me to get really excited. The game looks good, I'm going to try it, but if you had me list the top five games I'm excited about this month, it wouldn't make the list, and five games a month is way above average for the normal gamer. I don't see people talking about it much on forums, and overall I just don't think it has that early buzz that would allow it to carve out space for itself.

 

The other games of November all have people counting down the days. Have you heard anyone saying "Oh man, Uncharted is going to be the sh*t!"? No, they're busy talking about everything else. It could be a great game, but with so many sure-fire hits that people are budgeting for, there isn't space for a game without a slavish following or that will pick up steam based on reviews or word of mouth. Even a good quality game can hit with a thud with the insane number of AAA games being released in November.

______________________________________________________________________

 

Hit the link at the top of the post and read some of the comments following the piece.

 

*sigh*

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Uncharted completed, demo expected mid-November

 

From Joystiq

http://www.joystiq.com/2007/10/24/uncharte...d-mid-november/

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Bravely venturing into the comments section on the official PlayStation Blog, Naughty Dog's Christian Gyrling has stated that development on shooter slash spelunker Uncharted: Drake's Fortune has come to an end. "We went 'gold' last week," says the game's AI and animation programmer. "Right now the game is in other words 100% done and is currently going through the approval process." But sir, we're sure there's no need for that -- we already approve.

 

Gyrling also comments on the previously mentioned PSN demo and expects it to be available for download in mid-November. That should give you a fair taste of all the jeep-driving, pirate-shooting, treasure-grabbing and occasionally-falling-to-your-deathing action promised for the game's November 20th release.

______________________________________________________________________

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Q&A: Naughty Dog on Uncharted: Drake's Fortune

Naughty Dog co-president Evan Wells on completing work on Uncharted: Drake's Fortune, how much of the PS3's power is being used by the game, what resolutions the game supports, and the inevitable comparisons with Tomb Raider.

 

From Gamespot (Ahem Ahem !!)

http://www.gamespot.com/news/6181783.html?...mp;subj=6181783

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Uncharted: Drake's Fortune is undoubtedly one of the key titles for Sony's PlayStation 3 this holiday season. GameSpot AU caught up with Naughty Dog co-president Evan Wells on a recent trip down to Australia and quizzed him on what the experience was like working on a next-gen console, how much of the Cell's processing power is being utilised, and whether the team is happy with the game being compared to the Tomb Raider series.

 

GameSpot AU: Uncharted: Drake's Fortune is now complete, right? How long was the development process overall?

 

Evan Wells: Yes, we just went gold last week. We were in full production for two years, and we had a small staff of five or six engineers working for about a year before that.

 

GS AU: What was the dev process like for the PlayStation 3?

 

EW: It was really exciting. We were thrilled at the opportunity to work on what I feel is the most powerful hardware out there right now and to do something that was brand new and different. We could have certainly taken the easy route and made another Jak and Daxter game, but we didn't feel that would really push us to achieve something that was fresh and interesting.

 

GS AU: So why did you decide to introduce a brand new IP now instead of creating another Jak and Daxter or Crash Bandicoot?

 

EW: It really is the motivational factor partly, and also because we develop a franchise to really take advantage of the hardware we're making it for. And we felt that with Jak and Daxter--the way we were doing it on a PS2--was engineered to take advantage of the PS2. We were stylised with our characters because of the limitations of the hardware. We felt on the PS3 it was time to go fully armed and onto human characters set in the modern day.

 

GS AU: How much more work is required for a PS3 game as opposed to a PS2 game?

 

EW: The first game out of the box here was a tough one. I think it was hard for everybody to make the transition from last-gen to this generation. The leap was much larger I think than from PS1 to PS2 in terms of technology and to wrap your head around multiple processors and pixel shaders--it really was just a whole new way of developing games. But now that we've got our IP established and we have our game engine completed, we're moving pretty rapidly now. We can create I would say nearly as fast as we could on the PS2 with maybe 30 to 40 percent increase in staff.

 

GS AU: How much of the PS3's processing power is being used in Uncharted then?

 

EW: We were just profiling it not too long ago as we were wrapping up production. As far as the Cell processor is concerned, we're actually using about a third to half of that right now, so there's still a bit of untapped potential there.

 

GS AU: You mentioned more realism in graphics. How important is that to an overall game experience?

 

EW: Details are what makes the game. They aren't just details--they're what creates the experience even if they're just subconscious. Those things, even if they aren't hitting you over the head, you're still feeling them. That's what we were trying to do with Uncharted--to immerse you in this experience and make you feel like you're starring in a big-budget, summer blockbuster. Now the quality of the graphics has risen to the level that you can feel like you're blurring that line and feel like you're in a movie.

 

GS AU: Do you think gamers notice these little graphical touches?

 

EW: As I was saying, maybe they're not consciously noticing them, but maybe subconsciously noticing them--not only the graphical details, but the way the character controls and feels. Even if they're not overt, they're subtly making a strong impression on the overall experience.

 

GS AU: Apart from better graphics, what has the PS3 allowed you to do that you haven't been able to before?

 

EW: I would say number one thing is animation, and the fact that the Cell processor has so much raw horse power that you could just throw more and more at it and it doesn't break a sweat. Our animation system is very complex, and we layer on dozens of frames of animation so you have that fluidity of movement where Nathan Drake can be running across a courtyard, stumbling over a rock as he's ducking under a hail of gunfire, reloading his weapon and rolling into cover, and all of these animations can happen simultaneously.

 

GS AU: Uncharted has so far drawn a lot of comparisons with the Tomb Raider series. Are you happy with those?

 

EW: I completely understand them, just because this is a genre which is not that widely used in videogames for whatever reason--people tend to focus more on science fiction. This more realistic, treasure hunting, pulp action adventure genre really hasn't been tried by that many. So I think just by the very fact that both Nathan Drake and Lara Croft are treasure hunters, there will be comparisons. But beyond that, they diverge pretty rapidly. From a character standpoint, Nathan Drake is an everyman who struggles to get by, who you can see on his face that he's stressed out as he's flinching from bullets ricocheting off the cover he's hiding behind, while Lara is the more stone-faced acrobat, perfect landing every time. And then the game play, obviously we were very focused on third person cover-based play, while theirs is more auto-aiming and a little more heavy on the puzzle-solving.

 

GS AU: We understand the team actually surfed forums a bit and implemented some gamer feedback into the final game. Is that right?

 

EW: That is correct. One of the most noticeable ones was just a few weeks ago, I had put a blog entry up on the US PlayStation blog, and I got a bunch of responses asking me about the resolutions we support. Up until that day, we were only supporting 720p and it never really crossed our minds to support anything else. In the US, we have this issue where a lot of early adopters with HDTVs have TVs that only support 1080i. So if you have a TV that supports 1080i and the game only supports 720p, the PS3 will default to 480p, which isn't even high-def and is not the way Uncharted should be experienced. So they bought that to my attention--I mean, it was kind of embarrassing that we didn't know that before--and literally within the hour we had 1080i support up to take care of all those people.

 

GS AU: What are your expectations for Uncharted? Do you think it will make as much as an impact as your previous games?

 

EW: I really don't have a good idea of what to expect. I'm really proud of what we've accomplished, and I think the team has done an amazing job. Two years in development may not seem like a short amount of time, but we really did pull it off in a short amount of time. So far all the previews and the anticipation on the forums have been there, so I'm cautiously optimistic.

 

GS AU: So can we expect to see more of Nathan Drake?

 

EW: I hope so. We really developed the game to be a franchise. We've picked the pulp action adventure genre partly because it lends itself to serialisation and episodic content. Part of the storyline involves searching out some of the lost treasures of Sir Francis Drake, and there's a lot more treasure out there to be found.

 

GS AU: So can you tell us what's next on Naughty Dog's agenda?

 

EW: I wished I could. But we're still focused on finishing this game up, so we don't have that much in place to roll onto the next one. The next order of business is to get back home and knuckle down and figure out what we're going to do.

 

GS AU: Evan Wells, thanks for your time.

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GS AU: How much of the PS3's processing power is being used in Uncharted then?

 

EW: We were just profiling it not too long ago as we were wrapping up production. As far as the Cell processor is concerned, we're actually using about a third to half of that right now, so there's still a bit of untapped potential there.

 

his answer would have stayed the same even if ND had managed to tap 99% of the cell's horsepower :dance:

 

 

V

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