Redigerat av Unregistered28641812, 18 December 2008 - 18:23.
Uncharted 2: Among Thieves (PS3)
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Uncharted 2: Among Thieves Tips&Trick (1 inlägg)
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16 år sedan |
Uncharted 2 - Among Thieves (13 inlägg)
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16 år sedan |
Postad 18 December 2008 - 18:23
Postad 18 December 2008 - 18:30
Haha nä självklart inte 2-3 timmar (förstår att du skämtade liteMen man vill ju inte pussel som är för svåra, att dom tar 2-3 timmar att klura ut. Det ska ta max. 10 min sen ska man vidare.
Postad 18 December 2008 - 19:16
Haha nä självklart inte 2-3 timmar (förstår att du skämtade lite
), och jag tänker inte främst på hur lång tid dem tar, men när dom är för enkla så är det bara ett jobbigt moment för mig, nåt man vill få överstökat så snabbt som möjligt. Gärna lite kluriga grejer gillar jag! Det behöver inte ta så lång tid att genomföra det när man väl kommit på det dock, runt 10min är kanske lagom.
Förstår hur du menar, och jag håller såklart med. Inte för lätta, men inte heller för svåra. Då är det perfekt!
Postad 18 December 2008 - 19:25
Postad 18 December 2008 - 19:27
...men helst lagomjag kan bli väldigt frustrerad på sånna pussel i spel, när man verkligen inte kommer på hur man ska göra,,hellre för lätta än för svåra tycker jag
Postad 18 December 2008 - 19:45
Det som kan vara lite dåligt med för många pussel i ett spel är att omspelningen blir lidande, man kanske drar sig att spela om det bara för att man måste lösa alla 'roliga' pussel igen, som nu bara är ivägen och dryga för att man vet exakt hur de löses. Uncharted är designat för att man ska spela det flera gånger på olika svårighetsgrader och fixa skillpoint (numera troféer).Gärna lite kluriga grejer gillar jag! Det behöver inte ta så lång tid att genomföra det när man väl kommit på det dock, runt 10min är kanske lagom.
Så i mitt tycke ska de nog implementera fler platformsmoment (som är svåra att utföra) istället för fler pussel som bara går ut på att dra i spakar eller rotera statyer efter nåt specikt mönster för att komma vidare. Den nya "free-climbing"-mekaniken kanske kan tillföra lite mer rolig platforming i tvåan. Stealthbiten har också potential tror jag - en kombo med stealth och klättring kanske...
Postad 18 December 2008 - 20:12
Det vore ju en dödssynd med så svåra pussel. Tempot var ju trots allt ngt som dom hade fått till riktigt bra i Drake's Fortune, så det får dom inte dra ner på.Men man vill ju inte pussel som är för svåra, att dom tar 2-3 timmar att klura ut. Det ska ta max. 10 min sen ska man vidare.
Postad 23 December 2008 - 18:28
Redigerat av Axxident, 23 December 2008 - 18:30.
Postad 24 December 2008 - 11:23
Postad 24 December 2008 - 12:21
?Just det! Om jag inte minns fel så var ettan ett av de första demona (?) som man kunde ladda ned. Back in the days när PSN var nytt och fräscht..
Var väl Genji, Ridge Racer, Resistance och lite annat som var de första demona på PS Store. Uncharted kom typ 1 år senare.
Postad 01 January 2009 - 13:40
Hehe, köpte det nr i helgen. Sitter och läser igenom artikeln just nu. Jag fick nämligen tummarna loss och köpte mig en 80gb PS3 i helgen som jag fick i tisdags. Känns riktigt härligt att kunna se fram emot Uncharted 2 nu.
Postad 01 January 2009 - 16:03
Välkommen till den mörka sidan.Hehe, köpte det nr i helgen. Sitter och läser igenom artikeln just nu. Jag fick nämligen tummarna loss och köpte mig en 80gb PS3 i helgen som jag fick i tisdags. Känns riktigt härligt att kunna se fram emot Uncharted 2 nu.
Verkar bli riktigt fett. Gillade 1:an skarpt.
Postad 14 January 2009 - 20:16
Som om inte fienderna var nog jobbiga på Crushing...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."
Postad 15 January 2009 - 18:37
When Naughty Dog does something, it aims to do it properly. That's what Uncharted 2: Among Thieves game director Bruce Straley told us and he wasn't joking - when he answers a question he does it properly.
That said, we have one hefty, internet-snapping interview right here, in which Straley spills the beans on absolutely shed loads of new gameplay mechanics and details and describes the new direction for Nathan Drake.
So many details in fact, that we've split it into two parts for easy digestion. So stop messing about and tuck in..
Uncharted2.1.jpg 105.24K
0 Antal nerladdningarDet är bara inledningen på intervjun, tycker det var ganska intressant. Tryck på länken för att läsa hela
http://www.computera...e.php?id=205920
Redigerat av bazookajoe_83, 15 January 2009 - 18:39.
Postad 15 January 2009 - 18:49
Nu har jag laddat ner demon till 1an. Det var riktigt kul! Det spelet måste man köpa. när 2an släpps ska man ju köpa det också!
Glömde att säga att jag har köpt spelet nu !
Postad 15 January 2009 - 20:09
Uncharted2.1.jpg 105.24K 0 Antal nerladdningar
Det är bara inledningen på intervjun, tycker det var ganska intressant. Tryck på länken för att läsa hela
http://www.computera...e.php?id=205920
Det mesta låter bra, men jag vill inte se att det blir som i Assassin's Creed där varenda fiende kan klättra lika bra som du...
Postad 15 January 2009 - 21:04
Among Thieves kommer bli grymt!
Postad 16 January 2009 - 00:40
Det beror ju på hur bra du ärDet mesta låter bra, men jag vill inte se att det blir som i Assassin's Creed där varenda fiende kan klättra lika bra som du...
Jag tror nog dom kan balansera det där ganska bra.Äsch då. Ska ju vara lite utmaning. Lite lökigt om du är någon sorts superhjälte medan alla andra är fumliga klantar som skjuter på varandra och inte kan klättra i träd, typ. Sitter själv och lurar på om jag ska köra om ettan en gång till. Klarade det 2 ggr innan de började med trophies, så blir tvunget att klara av allt igen för att få nått. Synd då jag hittat 55 skatter och så:/
Among Thieves kommer bli grymt!
Jag är lite sugen på att höra om dom kommer att lägga till nå online eller coop
Postad 16 January 2009 - 09:30
Jag är lite sugen på att höra om dom kommer att lägga till nå online eller coop
Finns andra spel för det. Jag hoppas att ND koncentrerar sig på single-player kampanjen så att den blir ännu bättre än första delen.
Postad 16 January 2009 - 14:23
Jag tycker första delen var skitbra, håller tvåan samma klass så är jag nöjdFinns andra spel för det. Jag hoppas att ND koncentrerar sig på single-player kampanjen så att den blir ännu bättre än första delen.
Postad 16 January 2009 - 16:32
Och idag kan man inte posta ens ett inlägg utan att haveristerna klagar på att conviction inte blir mörkersmygande...
Redigerat av simulacra, 16 January 2009 - 16:39.
Postad 16 January 2009 - 16:33
Nej , nej, nej, uncharted ska förbli oförstört, det ska inte gå samma öde till mötes som splinter cell, ett jättebra community tills de la till multiplayer, då vaknade trollen och loltöntarna.
Håller med, helst inget online.
Postad 16 January 2009 - 17:31
Postad 16 January 2009 - 18:06
Eller 4 stycken som ska förska överleva så länge som möjligt mot datorn..
Redigerat av bazookajoe_83, 16 January 2009 - 18:08.
Postad 19 January 2009 - 21:36
Here's the second half of our exclusive interview with Uncharted: Among Thieves game director Bruce Straley.
He reveals the intricacies and improvements of the new "stealth-action" gameplay, gives his take on the importance of stories in games, and his take on Lara Croft.
You can check out the first half of the interview here, if you haven't already. You naughty boy.
How does the new stealth mechanic work and how does it improve on the game's pacing?
Bruce Straley: Pacing is one of the keys elements we want to retain from Uncharted to Uncharted 2. We strive to achieve movie-like pacing to our games. We want the players to get into a flow and feel like they can't wait to see what happens next, which means avoiding those difficulty spikes that make players put the controller down and walk away from the game.
Action-stealth is meant to simply flesh out our enemy AI - we're not suddenly creating a stealth game as we've seen misinterpreted. "Action" representing the idea that we're trying to keep the pace up and "stealth" representing what we all know as taking out enemies unnoticed.
We don't want to introduce the frustration of being forced to move at the game's (presumably slower) pace by replaying and replaying a set-up due to failing a stealth-heavy situation.
We feel that providing the option of action-stealth improves upon the pacing by allowing the player the choice to get more invested in the set-ups and get to know more about the environments than a straight gunfight would allow. It also allows us to embed more narrative and story into the game play.
By showing what enemies are doing before you're engaged in combat and by overhearing some light conversations, you'll be able to see more of the story in context to the environment or situation. It also reinforces the story needs by allowing us to make set-ups more appropriate to the tone of the story.
Is Drake infiltrating an area? Are the enemies already in defensive positions? Whatever the story needs, we can have the enemies parallel that feeling now.
Choice is the other key word here. We've implemented the new action-stealth mechanics with the knowledge that not everyone likes stealth game play. We think it's fun, and it adds a lot to our ability to reinforce the story, but you should play the way you want. We're just giving the player the choices.
As a result of expanding our gameplay to account for action-stealth, there are two new behaviours added to enemies, "investigate" and "hunt." 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. Of course, that's why we've called it "investigate."
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. So, our battles can be switched up from straight forward gun fights to an action-stealth battle midway through, picking off each enemy one by one as they separate hunting for Drake. This just further reinforces our focus on creating player choice in Uncharted 2.
These new play styles also required us to change the AI's navigational abilities too. 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. If the enemies think it's to their benefit to get higher vertically to get an advantage on you, they have that ability now. If you decide to jump across a gap, it doesn't mean you're safe, the enemies can chase you down by jumping that same gap.
Vehicle sections are making a return. The jet ski sections in the first game, we thought, were great. How will the new vehicle sections differ from the original? Land, sea and/or air vehicles maybe?
Straley: Interacting with and being on moving vehicles is a gameplay mechanic that will definitely make an appearance in Uncharted 2, it's one of those hallmarks of the genre, let alone the franchise, but we're not quite ready to reveal in what way just yet.
You have been previously quoted as saying you want Uncharted 2 to be "true interactive storytelling". Have you been at all influenced by games like MGS4, which, in particular, has almost unrivaled commitment to storytelling?
Straley: Wow, I said that?! If I used the word "true" in that statement, that would imply that other forms of interactive storytelling were somehow "false", and I don't think that's the case. I love playing games and the beauty of this medium is that there are so many different games to be made.
Telling a story inside of a game is based on what that game requires, there is no real right way or wrong way, just different. Now that being said, what we're trying to do with the Uncharted franchise is really capture that movie feeling by implementing all of the aforementioned features and by trying to implement them in a way that really makes the player feel like they are truly playing one of their favourite action-adventure movies.
Every game is going to have their own agenda or "take" on interactive storytelling, reflective of the individuality of the person or persons responsible for creating that game.
At Naughty Dog we feel there are certain merits to be found in cutscenes - a certain level on intimacy with a character is only obtained be getting to see their detailed expressions.
The subtext of a statement is sometimes only told, or at least embellished upon, through facial expression. Taking away control for the sake of getting a really emotional take on someone, or cutting on something that needs to be seen by the player to help the narrative along is very important in storytelling.
I applaud everyone in this industry trying their different approaches to interactive storytelling - this is just how we're collectively trying to push the medium. It's a fun and very difficult challenge and I don't think there is one answer to how it's to be achieved.
Do you think Nathan Drake can ever be as big a star as Lara Croft?
Straley: Why do you think he's not already there, if not beyond that point already, in terms of popularity?
I feel that Nathan Drake can stand on his own in any line up of the video game pantheon. We've created something new with him by infusing him with traits more associated with a good movie protagonist than just a video game icon.
It's not just us drinking the kool-aid either - according to not an insignificant number of reviews, press, and forums, people have really taken to Nathan Drake's character. I think people like him because he's compelling, and a much needed breath of fresh air in an industry that's been a bit stale for a while, in terms of characters.
Have you ever considered multiplayer gaming of any kind for the sequel? Co-op maybe?
Straley: We've seen a lot of debate in the community - on various blogs and forums - about whether or not we should implement multiplayer or co-op in the Uncharted franchise. There are some very compelling points that are being discussed both in favour of and against adding these gameplay extensions to our game.
Our heritage at Naughty Dog means we are open to exploring just about any possibility to change, improve or enhance our games, but only if we feel it makes sense to what we're trying to accomplish with Uncharted and can achieve the level of quality we are known for.
For now, our main focus is on Nathan Drake as the central character - we want to be able to concentrate the story on his personal journey.
Can we expect Uncharted to always remain a Sony exclusive?
Straley: The Uncharted franchise is absolutely a PlayStation platform franchise. We have enjoyed a long, fruitful relationship with Sony Computer Entertainment, not to mention that we're a wholly owned subsidiary!
Beyond that one, minor technicality, it's important to remember that Naughty Dog has excelled at focusing on one platform and therefore maximizing the potential of that platform.
We've already discussed just how much we're able to achieve with the PS3 just 3 years into the console lifetime and there's always room to keep pushing ourselves and the console. Focusing on one platform has garnered incredible success for us and there's no reason we can dream of to even consider anything else.
Any plans for a demo?
Straley: We don't have any announcements to make at this time.
The first game got post-release trophies. Any planned downloadable content for the sequel?
Straley: We have not made any decisions about downloadable content at this time, but we are open to exploring potential opportunities to expanding the player's experience as long as it maintains the integrity of the Uncharted universe.
Det var andra delen från intervjun från cvg http://www.computera...e.php?id=206081
Postad 20 January 2009 - 14:07
Postad 24 January 2009 - 22:59
Postad 25 January 2009 - 21:56
//najkks
Postad 25 January 2009 - 22:09
Nån som fått reda på ungefär när spelet släpps? Maj, Juni, Juli, Augusti, eller vintern?
//najkks
Julhandlen 2009 är vad jag hört
Postad 25 January 2009 - 22:23
Redigerat av simulacra, 25 January 2009 - 22:23.
Postad 26 January 2009 - 02:24
Postad 04 February 2009 - 02:32






Gameplay Demo
The small section of gameplay they showed was in Nepal City, the same area seen in recent screen shots. The city is about 1/4 of the way through the game and it’s in the midst of civil war with ravaged buildings and burning vehicles. Nathan tries to sneak into the city by pretending to be a reporter, but when the guards get suspicious, he busts through the gate.
The beginning of the demo opens with a bunch of soldiers searching for Nathan, only to soon be run over by a runaway bus. The wrecked bus blocks the street, forcing Nathan to climb across some crumbling buildings, using shop signs and street lights to traverse and narrowly avoids impaling himself on some exposed rebar.
The developers then used this opportunity to show off some of the game’s expanded stealth gameplay – what they’re calling action-stealth since they don’t want the pacing to get slowed down. They hung just below one guy waiting for the right moment to grab and toss him off the side of a building. Then back on ground level they snuck up behind another soldier standing in a doorway, grabbed him and knocked him out on the brick wall. Stealth kills can apparently net you more grenades or better weapons in the right situations, and using cover keeps you safe from soldiers’ line of sight as well as bullets.
The other big gameplay feature that they talked about but didn’t really show is traversal gunplay – which basically means that Drake can now shoot back when he’s climbing on walls. They even talked about being able to hang from a sign on the side of a building, using it for cover, and peeking out over the top to fire.
They’re aiming for a much broader range of enemies and AI behaviors. Some enemies carry big shields, which you can also pick up for portable cover if you take them down. Soldiers will also hunt for Nathan and follow him to his last seen location if you try to run away, sounding like something you’d expect from Metal Gear or Assassin’s Creed.
[uc29]
Tech/Art
Unknown to many, one of Naughty Dog’s teams actually works full-time on tech for PS3 developers to get the most out of the system, giving the developer a bit of an advantage. They estimate that in the first Uncharted, they were only utilizing the SPUs to about 30% but now they’re actually running them at 100% which gives them a lot more processing power to work with.In the first game, they used two different character models for cut-scenes and gameplay, but now they have the same character model for both.They also proved to us that the scene in the VGA trailer was indeed real time, showing us the scene again and moving the camera around inside and outside of the train in 3D space.Patrick: The characters in Uncharted are some of the most impressive video game models to date. They look even more impressive up close in the cutscenes. Are the in-game models any different from the cutscene models?
Richard: Thanks! Nope, the in game models are the exact same models that are used in the cutscenes. They also use the exact same textures. There really is no difference between them at all.
The only difference between the cutscenes and in game is a little higher quality lighting and shadowing. Hopefully not too noticeably different. We really wanted to keep the players immersed as much as possible. This meant using the same assets across the board."
There are more interactive items in the environment, more animations for Drake for different situations (walking across the moving train, etc.), and new shaders for things like snow, ice, and fur (Nathan will be getting a coat to keep him warm). It sounds like they want the snow and ice to be just as impressive as the water was in the first game and they’re working on effects for footprints, sparkling, and translucence.
The art team is obsessively gathering references for all the different environments and thinking through back-stories for the use of every room in the game. One artist even ran to a house that caught on fire and asked the owner if he could take pictures for reference.
Redigerat av Unregisteredf64a5233, 04 February 2009 - 02:50.
Postad 04 February 2009 - 03:24
Senaste bilderna är förövrigt helt makalösa!.
Postad 04 February 2009 - 08:13
Postad 04 February 2009 - 10:03
Redigerat av Ghorun, 04 February 2009 - 10:03.
Postad 04 February 2009 - 10:45
Postad 04 February 2009 - 19:33
Redigerat av simulacra, 04 February 2009 - 19:36.
Postad 18 March 2009 - 19:36
Vem 17 är "paco" på sista bilden? Nån hjälpreda?
han är på andra å 3e bilden oxå så någon "vän" är det nog
Postad 18 March 2009 - 20:48
han är på andra å 3e bilden oxå så någon "vän" är det nog
Ser ut som han är med på bild 2 också. Vågar man hoppas på en co-op karaktär?
Vore nice.
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