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Uncharted 3: Drake's Deception

Naja, wenn ich an die grafische Pracht des Himalaya-Dorfes oder generell Nepal zurückdenke, dann ist der Screen da oben nicht sooo unrealistisch.
Klar, wenn es ein Studio kann, dann ND. Ich meinte jetzt auch nicht mehr nur den Screen, sondern den Teaser allgemein. Und da auch z.B. Drakes unglaublich gut aussehenden Klamotten, sein wehendes Palituch usw. - das sieht alles richtig geil aus!
 
Doch, die Sequenzen, die als Video auf der Disc waren (und die gab es) sahen etwas schlechter aus, da es minimale Kompressionsartefakte gab. Und die waren im Vergleich zu den 100% verlustfreien Echtzeit-Sequenzen eben doch erkennbar. Ist aber normal, sonst wären die Videos wohl einfach zu groß.
 
Ok, jetzt bin ich auch schlauer.

Alle Cut Scenes laufen über die Spiel-Engine. Alle, die man im Spiel dabei abbrechen kann, kommen als vorgerendeter Movie von der Disk, um die Ladezeiten im Hintergrund zu ermöglichen, die anderen sind in Echtzeit.

Ich konnte ehrlich gesagt, Null komma Null Qualitätsunterschiede sehen, sonst wäre mir das ja schon im Spiel aufgefallen.
 
Echt? War das hier schon mal Thema? Kann mich da echt nicht mehr dran erinnern.

Mir sind da während des Spielens auch keine Unterschiede aufgefallen. Hab da aber auch vermutlich nicht so drauf geachtet. Muss ich beim nächsten mal Durchspielen mal wieder drauf achten.
 
Was machete ihr denn so ein Gewese deswegen? :D

Ist doch völlig normal, dass so verfahren wird. Die Spielengines sind eben für einige aufwändigere Einstellungen mit "unnatürlich" vielen Details und Geometrie nicht ausgelegt. Da kann die Engine nur auf der Workstation flüssig und mit vollen Details laufen und kommt daher als Video auf die Disc.
 
ja, das schaut sehr sehr gut aus... aber trotzdem auf einem anderen Level als das Dünen Photo da oben. Ich denke nicht daß das in Echtzeit läuft, sondern eben ein Film auf Engine Basis ist, das aber die Playstation nicht in Echtzeit berechnet... sondern eben auf einer Workstation berechnet ist. Das gibts bei anderen Spielen ja auch. Gears of War 2... usw. Die alle machen davon Gebrauch.
 
Morue schrieb:
There's a long interview of Christophe Balestra here.
http://www.jvn.com/jeux/articles/uncharted-3-interview-exclusive-de-christophe-balestra.html?page=3
It's in French so here's a translation I made (please, be indulgent, English is not my mother tongue^^)
Enjoy!

Exclusive for the Official Playstation Magazine and JVN.com, Christophe Balestra is spilling the beans about Uncharted 3 : Drake’s Deception!
Jean-Charles Daguinot, editor in chief of the Official Playstation Magazine, had the honor to discover Uncharted 3 : Drake’s Deception in Santa Monica. It was the occasion to get a lot of informations for the next issue of the Official Playstation Magazine that will be available on December 28, in which he will give the details of the incredible scenes that he was lucky to see. He also came back with a great interview with Christophe Balestra, the French co-president of Naughty Dog.

Jean-Charles Daguinot : How do you feel about Uncharted 2’s success?

Christophe Balestra : Uncharted 2 was kinda special to us because of the success we got. Everybody really liked it. That was not something we had expected because we don’t make games for the success they may get, but more to make games that we want to play. That was really special because we got some crazy scores and a lot of awards. I think we have beaten many records with that, which was kinda ridiculous actually. So, it was a little hard to get back into the swing of things. After Uncharted 2, we took some rest, but getting back to work after so much success was a little… There was a lot of distraction but we managed to go back on our feet and start working on the sequel which is Uncharted 3!

Jean-Charles Daguinot : What has Uncharted changed for you? More resources, more pressure?

Christophe Balestra : We moved right after Uncharted 2. We needed more space for many reasons. Testing the game, for the single and multi player requires a lot of people and we didn’t anticipate that on Uncharted 2, so that’s one of the reasons why we moved. During the last months, we often need a lot of people who come to work with us. In our previous place, we didn’t have enough space for them. But we absolutely wanted our own mo’cap studio at home to be able to perform small mo’cap sessions here and then for the gameplay and so on. Besides, it was part of a bigger project where we wanted our own mo’cap studio, which is much larger and which is situated very close to home, in Culver City, something like 15 minutes away. And so here we are. We also wanted a movie theater. If we want to show our game, we might as well do it in good conditions. Now, is there more pressure? Not necessarily, I don’t think so. We put it enough on ourselves anyway. We don’t need to have pressure from the outside. Actually, we know when we make things right as soon as we put ourselves in difficult situations, where we know it’s not easy. That’s the best pressure we can have. Trying to have goals that are hard to attain, that seem impossible at the beginning, is enough. It allows us to move forward. Outside pressure is not a big deal when compared to that.

Jean-Charles Daguinot : Uncharted 3 will partly take place in the desert. Was it a will to change the setting ?

Christophe Balestra : It’s true that we wanted to change the setting. It would be a shame to stay in a situation that people have already experienced. So yes, there is sand. We wanted the desert because there are a lot of things to do with it. We can’t talk about them today but that was a technical challenge, people will see how it integrates in the story. Everything will make sense when people know more. We like exotic places and since Nathan is a treasure hunter, he will necessarily go to exotic places, and desert is one of them. There’s also France : today’s demo took place in a castle in France. Nathan will travel quite a lot in Uncharted 3, he will go to the desert and the Middle East.


Jean-Charles Daguinot: The level we saw today showed a burning castle and was technically very impressive. How did you manage to improve since Uncharted 2?

Christophe Balestra : Sand is a new element in Uncharted but we’ve also worked a lot on fire. So, the burning castle you’ve seen in today’s demo is, technically, very hard to do. We’ve got a team of artists who always want to push things further, which makes the game run very slowly. Then, they go to the programmers who try to optimize things. There’s a constant exchange between the artists and the programmers, we really work as a team. What does that mean? It means we optimize things, it means we write new shaders, it means we work on new technologies. The wallpaper which will burn, will first wind around, then catch fire. There are many things like this where we get inspiration from each other. A lot of technologies are needed for this, but in the end, it’s not what people really appreciate. It’s rather the final result that creates an incredible experience and something we’ve never done in the previous Uncharted games.

Jean-Charles Daguinot : Multiplayer is a big stake in Uncharted 3, can you talk about it ?

Christophe Balestra : We can’t really talk about Uncharted 3’s multiplayer yet but we’ve got a lot of ambition. We really want to compete with the “big boys” and become one, if not the multiplayer reference on the Playstation 3. We put a lot of effort into it at the moment in order to get something that will more than hold water. No details yet but we’re very ambitious and multiplayer will be a big part of Uncharted 3.

Neogaf Part 1
 
Jean-Charles Daguinot : A lot of work has been done on animation and especially on contextual animations. Can you talk about that?

Christophe Balestra : We’ve been working on animation since the beginning. On the first Uncharted, we started with that. We’ve been developping our whole animation system for 5 years. Now, we’re trying to reach a new level : we want it to be as contextual as possible. For instance, when Nathan is in the castle with Sully, they cough, they have different animations where they bend, cough, stop, when they enter the fire, they step back. There are many things we do or that we haven’t shown today where Nathan places his hands on the walls and things like that. We really will make things a lot more contextual, which requires a lot of work because we need animations for almost every situation. Actually, this makes characters more attached to the world and that makes everything look more real.

Jean-Charles Daguinot : Speaking of characters, we’ve seen that Sully is there, are there other characters that will cross Nathan’s path ?

Christophe Balestra : Nathan’s companions are still there because if they weren’t, things would lose of their charm. It is through these other characters that we can talk about Nathan, that we can see his personality traits, through the history they share, through the way they interact. We’ll never make an Uncharted game where Nathan is alone, there will always be someone with him. He’s going to spend a lot of time with Sully in Uncharted 3, we want to develop their relationship. I think that’s also what fans wanted, they wanted to see more Sully than in Uncharted 2. So Nathan will always be with someone, sometimes with Sully, sometimes with other people, we’ll talk about this later. It is also part of the kind of game we make, where the main character is always with someone, whether they are of the same or the opposite gender, this makes things a little bit more interesting.
Jean-Charles Daguinot : The castle we’ve seen is a French castle. Is it a fictional castle and will we get the chance to visit a bit of France?
Christophe Balestra : It’s a French castle but we don’t know exactly where it is. It’s fictitious, we don’t want to get in trouble with some royal family or something. It’s completely fictitious but the place is in France. We adapted it to the Uncharted world but I think that people in France will be pleased because we’ll probably hear some french language in the game since there are French people around.

Jean-Charles Daguinot : So the quest is about a sand “Atlantis”. Did you get inspiration from a legend?

Christophe Balestra : We based our work on Lawrence of Arabia who was an archeologist before being a movie character, who has a real story and who travelled a lot in France and the Middle East, which will take Drake on his footsteps. As usual, we try to take elements from real historical events, adapt them to our world and ask “what if things had been different?”. It allows us to take a different direction for Nathan Drake’s universe.

Jean-Charles Daguinot : Is Nathan still looking for his origins and Francis Drake ?

Christophe Balestra : Nathan is still looking for his origins and we’ll say more about it in the future, but it is part of his past. And Francis Drake is a character he knows well because he is part of his life. And actually, there are also indirect connections between Lawrence of Arabia and Sir Francis Drake. It was perfect for us even if we hadn’t planned it at all. It’s when we were doing some research that we found out and it was great because we killed two birds with one stone. I think Nathan is also looking for what he is as a man, in relation to his past, to what he has lived. We’ll talk about this later.
Jean-Charles Daguinot : Is it possible to go further than Uncharted 2 on the PS3, technically ?

Christophe Balestra : Actually, we’re always trying to push technology as far as possible, that’s kind of our obsession. We did it on the Playstation One, on the Playstation 2 and we keep doing it on the Playstation 3. That’s a kind of trademark that we enjoy. We have really really good programmers. Actually, my vision is that, on Uncharted 1, we had a freeway with 6 ways but we only used 2 of them. On Uncharted 2, we managed to use the 6 ways but with regular cars, cars that anyone can afford. The idea for Uncharted 3 is to use the 6 ways but with Formula One type cars and to go full speed. The idea is to optimize the code for the SPU’s which are the core of the PS3 and to leave nothing behind. We don’t want to leave lost cycles behing, we want to optimize things as much as possible. I think people will see the difference, whether it is visually – I think we’ve proved it with today’s castle level, it’s not something we could have made in the previous game – but also for the gameplay. We don’t like to make technology just for the sake of it, it will be useful for the AI and will also allow us to have more characters on the screen. It’s something that will be useful for many parts of the game.

Jean-Charles Daguinot : Have you thought about working on the Playstation Move and 3D?

Christophe Balestra : We will support 3D in Uncharted 3, it is certain. We were a little skeptical at the beginning because we didn’t know much about it. 3D is a new thing. And then, we decided to try and we were impressed. It took some time to make sure that it could fit, that the camera would make the right things, that it would be the right 3D. It’s not about making some “in your face” 3D, the excessive thing. The goal is to make it right, like everything we do, we try to avoid making things that are too “over the top”. We were really impressed by the results and it is something we will support. As for the Move, we haven’t found a way to make it work with Uncharted 3 yet so, for now, nothing particular is planned. If we find something, then we may change our mind but for now, we’re going to focus on 3D.

Jean-Charles Daguinot : Will we get in Uncharted 3 some more elaborated stealth or platforming?

Christophe Balestra : For us, the core of the game is the « gunplay » but we can also give the players the choice to use stealth so that, if they don’t want to go berserk with their guns, they can go smoothly. We also have the puzzles which represent one third of the game. We’re going to keep going in that direction. What matters to us is to give players choices, new choices : the way they are going to deal with the different places where they will go. Story remains story, we don’t give them much choice there because we like to tell the story the way we want, but we give them a lot of possibilities with gameplay and many tools to play with and enjoy.

Jean-Charles Daguinot : On a personal note, you seem a lot more serene on Uncharted 3. What’s the reason to that ?

Christophe Balestra : Am I more serene and calmer ? (Laughs) Maybe, I don’t know. I think I’m calm today because we were quite happy with what we showed. So about this, yeah, I think I’m quite calm. As for the rest, the fear I had was that Uncharted 2 could change us, but we realized that it didn’t and that’s a good thing. We’re still working the same way, we take nothing for granted, we’re still putting ourselves in situations where we can outdo ourselves and create things that seemed impossible at the beginning. So I think that the quality of the games we’ve made so far will keep improving since we stay true to ourselves and we come here everyday to make games that we want to play. That’s the most important thing. I don’t know, I don’t think I am more serene. We’ve got a lot of work to do and the next months are gonna be hard, but in the end, it will be worth it, and after that, what must happen will happen. Uncharted 2’s success is not something we had predicted, we didn’t work for that. We’ll see how things go.

Jean-Charles Daguinot : Do you have a message for the numerous French players who support you ?

Christophe Balestra : Thank you for supporting us, for loving the game so much. And thank you for still playing the multiplayer that we try to improve all the time. We’re going to work hard here, at Naughty Dog, in order to not disappoint you. It’s gonna require a lot of work but it’s worth the effort and we’ll do our best to give you the best experience possible.

Neogaf Part 2
 
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