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UNCHARTED 4: A Thief’s End

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  • The Kid 24
    It's Show Time!
    • Jan 2007
    • 14773

    #331
    Re: UNCHARTED 4: A Thief’s End

    Originally posted by rudyjuly2
    You won't be lost at all although there is a major spoiler in the first one that was great when I played it. Playing anything after that sort of ruins that surprise. Everything else very minor as there isn't really any lore that is required.
    Great, thanks!

    Think I might just dive in with this one.

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    Comment

    • Picci
      MVP
      • Feb 2003
      • 4517

      #332
      Re: UNCHARTED 4: A Thief’s End

      Some interesting info from ND to DualShockers regarding the jeep, length of game, photo mode, game difficulties, and more.......Some captured below.

      <ul>
      <li>Driving on rocks, grass, water and mud feels different.</li>
      <li>The developers created a sort of “interrupt system” for conversations on the jeep. It stops conversations when you leave the vehicle, and then they restart naturally when you come back. Conversations can start and stop over and over, and it feels very natural.</li>
      <li>If you want to go around on foot you can go really far, and leave the vehicle behind by quite a lot. It depends on where you are in the level, but the developers want to encourage player choice on whether to move on foot or drive.</li>
      <li>If you leave your companions behind, they’ll comment about it. They won’t just sit on the jeep, but they will walk around it, kick the tires, inspect it and more. They will be active.</li>
      <li>The game has a “pretty significant length.” In most cases you’ll be playing longer than in the first three games. It’s a “pretty meaty game” and since when it went gold, it’s been taking Meyer a long time to play through it, longer than he expected.</li>
      <li>It’s very hard to pin down the length of a typical playthrough because there is no typical playthrough. There are too many options and choices, and certain players can explore more or less in the more open levels.</li>
      <li>A “lot more” about the multiplayer is gonna be revealed before the release of the game.</li>
      <li>Photo mode can be accessed with R3+L3, and can be turned off.</li>
      <li>Difficulty settings can actually add different types of enemies. For instance at the tower in the Madagascar demo there are only snipers on normal difficulty, but Hard and Crushing add enemies with RPGs, which are particularly lethal in combination with snipers. In harder difficulty settings enemies are also more accurate, they’re quicker to see you, and stealth is harder.</li>
      <li>Enemies on Crushing difficulty are also much more aggressive in following you and finding you if you try to get back into stealth.</li>
      <li>Sam and Sully are really helpful in combat scenarios. They don’t shoot blindly. They’ll spot enemies for you. If an enemy grabs you they’ll come and take him off you. There are team takedowns where you can take down an enemy together with them. When you’re in stealth, they will take down enemy stealthily as well.</li>
      <li>If you don’t do certain actions or don’t explore certain locations you can miss some conversations and banter between the characters. A lot of dialog is dependent on how you play and where you go.</li>
      <li>Control schemes are “highly customizable.” The team has done a lot of work so that players can customize controls in accordance with their gameplay style and preferences.</li>
      <li>You can skip cinematics if you so choose.</li>

      </ul>

      Comment

      • daniel77733
        Banned
        • Nov 2011
        • 3544

        #333
        Re: UNCHARTED 4: A Thief’s End

        Read that dualshockers article last night. I came away very happy to know that the marking and arrows on enemies has an on/off option because this isn't MGS. That option will be off baby!!!

        Comment

        • daniel77733
          Banned
          • Nov 2011
          • 3544

          #334
          Re: UNCHARTED 4: A Thief’s End

          Below is the entire list for those who don't want to go through the link -

          •Since early playtests, the developers wanted a very accessible handling for the jeep, but the initial feedback wasn’t very good, so a lot of iteration was done for it.

          •Driving on rocks, grass, water and mud feels different.

          •The developers created a sort of “interrupt system” for conversations on the jeep. It stops conversations when you leave the vehicle, and then they restart naturally when you come back. Conversations can start and stop over and over, and it feels very natural.

          •A lot of iteration was done with this, tuning priorities on what could interrupt a conversation, and what needed to be said “now,” and take priority over the ongoing conversation. For instance reacting to a sudden situation.

          •Around the time in which Uncharted 3 was shipped, Naughty Dog had a very scripted prototype of a vehicle. It didn’t really look like what Uncharted 4 has, but it allowed the developers to start determining what they wanted from adventuring with a vehicle in an Uncharted game.

          •Lots of layers of animation go into things like the bridge that almost collapses in the Madagascar level.

          •There was a lot of testing on how big the open spaces where, in order set objectives for those spaces.

          •If you want to go around on foot you can go really far, and leave the vehicle behind by quite a lot. It depends on where you are in the level, but the developers want to encourage player choice on whether to move on foot or drive.

          •If you leave your companions behind, they’ll comment about it. They won’t just sit on the jeep, but they will walk around it, kick the tires, inspect it and more. They will be active.

          •The game has a “pretty significant length.” In most cases you’ll be playing longer than in the first three games. It’s a “pretty meaty game” and since when it went gold, it’s been taking Meyer a long time to play through it, longer than he expected.

          •It’s very hard to pin down the length of a typical playthrough because there is no typical playthrough. There are too many options and choices, and certain players can explore more or less in the more open levels.

          •A “lot more” about the multiplayer is gonna be revealed before the release of the game.

          •Meyer teased that if you like taking screenshots of the game and of the beautiful environments you will like what the team set up for it. They “definitely” tried to support taking really nice screenshots.

          •Photo mode can be accessed with R3+L3, and can be turned off. You can see the full pause menu below.

          •The team thought a lot on how to help players think about stealth from the beginning, because they knew many would just drive the jeep into the enemies and get shot up. They started by adding some approach paths for the jeep that are a bit more hidden, so you don’t need to walk all the way down.

          •The towers in Madagascar are an ideal environment for enemy snipers.

          •Control schemes are “highly customizable.” The team has done a lot of work so that players can customize controls in accordance with their gameplay style and preferences.

          •Naughty Dog worked with someone that helped them making sure that people with certain disabilities won’t have problems controlling the game.

          •You can drive off a cliff, and that kills you and respawns you at the latest checkpoint.

          •Naughty Dog isn’t showing the menus because there are spoilers there.

          •There’s a lot yet to be revealed about the game.

          •Some of the trophies will be revealed before the game comes out, since they normally leak anyway.

          •Sam and Sully will shoot while you’re driving. The team experimented with allowing the player to shoot while driving, but there were all sorts of control problems, and it also encouraged players to never leave the vehicle, so it was removed.

          •Difficulty settings can actually add different types of enemies. For instance at the tower in the Madagascar demo there are only snipers on normal difficulty, but Hard and Crushing add enemies with RPGs, which are particularly lethal in combination with snipers. In harder difficulty settings enemies are also more accurate, they’re quicker to see you, and stealth is harder.

          •On Crushing you get less information on who is seeing you and where they are (you don’t see the threat indicators showing who is about to notice you. They will still give audio clues though). One of the developers took over an hour to beat the tower encounter on Crushing difficulty.

          •Enemies on Crushing difficulty are also much more aggressive in following you and finding you if you try to get back into stealth.

          •Enemies have different behaviors depending on whether you’re on the jeep or on foot.

          •There is more than one situation in which you can sneak through an encounter and not kill anyone. There’s even a trophy bound to this. There are also times in which combat is unavoidable. It depends on what makes sense for the pacing and the story of the game.

          •Sam and Sully are really helpful in combat scenarios. They don’t shoot blindly. They’ll spot enemies for you. If an enemy grabs you they’ll come and take him off you. There are team takedowns where you can take down an enemy together with them. When you’re in stealth, they will take down enemy stealthily as well.

          •Co-op would take away from the crafted experience of following Nathan Drake’s adventure. There will be no campaign co-op.

          •There will be a soundtrack released for the game, in both digital format and CD.

          •Both markings and threat indicators can be turned off in the menus.

          •If you don’t do certain actions or don’t explore certain locations you can miss some conversations and banter between the characters. A lot of dialog is dependent on how you play and where you go.

          •Markings carry over even if you die. When you come back enemies that you marked are still marked.

          •A lot of iteration has been done on friendly AI to make sure that they don’t get spotted by the enemies, but they’re still near you, active and helpful. The team also worked on balancing how much they’ll take down enemies without being too invasive (making you feel they’re taking down enemies that you wanted to take down yourself).

          •The reticles give you information. There’s a dot in the reticle that bounces around showing where your bullets are actually hitting. All guns have peculiar patterns that you can get used to.

          •You can skip cinematics if you so choose.

          •There was a lot of iteration for melee looking at previous games of the series. The developers tried to incorporate melee into everything, allowing you to attack enemies while vaulting over obstacles, swinging with the grapple hook and more. Every action you can do during exploration can actually be changed into melee.

          •There’s no sprint button, but in combat you move a little bit faster than you normally do.

          •The Jeep can’t be destroyed by enemies, but it can take damage.

          •In the next few weeks there will be more videos. Naughty Dog will talk about a few details like control options and more.

          Comment

          • Cowboy008
            MVP
            • Mar 2012
            • 4574

            #335
            Re: UNCHARTED 4: A Thief’s End

            Can't wait. I like that the game will be longer than the previous games. Am also excited to hear more about the MP.

            Comment

            • dickey1331
              Everyday is Faceurary!
              • Sep 2009
              • 14285

              #336
              Re: UNCHARTED 4: A Thief’s End

              That's awesome the story mode will be longer. This game just looks amazing.
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              I own a band check it out

              Comment

              • youvalss
                ******
                • Feb 2007
                • 16598

                #337
                Re: UNCHARTED 4: A Thief’s End

                Sounds really good. I only played the first UC, but since my PS3 is still connected (next to my PS4), I might get 2 and 3 at some point.

                I noticed the interrupted conversation system while watching the last gameplay video, and really liked it. Reminds me of NBA 2K's commentary, when they get interrupted by the action, then go back to the conversation.

                I wonder what the driving feels like...hopefully it's satisfying enough. With where the game is going, I can't help but thinking that if there was another UC game, it could have been something really close to an open-world game...if that makes sense. But I guess we'll never know...
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                Comment

                • DickDalewood
                  All Star
                  • Aug 2010
                  • 6263

                  #338
                  Re: UNCHARTED 4: A Thief’s End

                  Open world Uncharted? Hell no and no thank you. There are enough damn open world games out there, that concept doesn't need to be forced into yet another series. Uncharted is gaming's version of the summer blockbuster; great writing, tightly crafted, and action packed. Keep it that way.

                  Comment

                  • Blzer
                    Resident film pundit
                    • Mar 2004
                    • 42577

                    #339
                    Re: UNCHARTED 4: A Thief’s End

                    Originally posted by DickDalewood
                    Open world Uncharted? Hell no and no thank you. There are enough damn open world games out there, that concept doesn't need to be forced into yet another series. Uncharted is gaming's version of the summer blockbuster; great writing, tightly crafted, and action packed. Keep it that way.
                    Well, if it's open-world like Tomb Raider is open-world, then I would take that.
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                    Comment

                    • DickDalewood
                      All Star
                      • Aug 2010
                      • 6263

                      #340
                      Re: UNCHARTED 4: A Thief’s End

                      Still doesn't fit or belong IMO. If I want Tomb Raider I'll play Tomb Raider.

                      Comment

                      • 49UNCFan
                        MVP
                        • Aug 2010
                        • 2460

                        #341
                        Re: UNCHARTED 4: A Thief’s End

                        You have to try it first.It may tie in
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                        • daniel77733
                          Banned
                          • Nov 2011
                          • 3544

                          #342
                          Re: UNCHARTED 4: A Thief’s End

                          I don't mind the more "open ended" style of Uncharted 4 ala ROTTR but to go full open world - hell no. That ruined MGSV. The areas being bigger in Uncharted 4 was necessary due to the vehicles that are in the game so in that regard, it makes perfect sense.

                          My main problems with Uncharted 4 are the marking of enemies (which thankfully, can be turned off completely) and the narrative choices (which also thankfully, doesn't affect anything but where Drake starts his story from).

                          Like most, I want games to stay true to what they are. Uncharted 4 will for the most part still be what it was but it's bigger and the linear areas are simply more open due to them being bigger. And even though the areas are more open, there aren't any NPC's that are going to give you side quests or anything like that so no biggie. It's more due to the vehicles in the game and you being able to drive them.

                          Comment

                          • CMH
                            Making you famous
                            • Oct 2002
                            • 26203

                            #343
                            Re: UNCHARTED 4: A Thief’s End

                            I think open world is being used too literally when describing the game. I think they mean bigger maps for areas.

                            It's not a sandbox game. We should be safe.
                            "It may well be that we spectators, who are not divinely gifted as athletes, are the only ones able to truly see, articulate and animate the experience of the gift we are denied. And that those who receive and act out the gift of athletic genius must, perforce, be blind and dumb about it -- and not because blindness and dumbness are the price of the gift, but because they are its essence." - David Foster Wallace

                            "You'll not find more penny-wise/pound-foolish behavior than in Major League Baseball." - Rob Neyer

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                            • Cowboy008
                              MVP
                              • Mar 2012
                              • 4574

                              #344
                              Re: UNCHARTED 4: A Thief’s End

                              Sounds like I will be playing this game on normal and then after I beat it I'll go back and play it again on harder difficulty since it seems like it'll be a little different.

                              Comment

                              • The Kid 24
                                It's Show Time!
                                • Jan 2007
                                • 14773

                                #345
                                Re: UNCHARTED 4: A Thief’s End

                                I thought this was a pretty cool video...

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