Video PS3

Sony released an extended version of the demo of The Last of Us shown during last E3. Impressive stuff, to say the least.

Xion4360
Xion4360
Commented on 2012-09-05 18:41:40
Really looking forward to this, looks amazing.
In reply to
Frozpot
Frozpot
Commented on 2012-09-05 19:04:31
Wow.That was amazing. Graphically not blowing my socks off, but doing a fine job.

That cat and mouse game-play gave me a friggin' gamer-bone. I love all the context sensitive movement an dialogue. This has tons of GOTY potential...
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 19:20:31
Visually stunning, as ever. Looks amazin. Easy my most anticipated of next year. But dishonored, hitman and borderlands 2 are priority 1/2/3 atm.
In reply to
BLackHawkodst
BLackHawkodst
Commented on 2012-09-05 19:31:26 In reply to Frozpot
Posted by Frozpot
Wow.That was amazing. Graphically not blowing my socks off, but doing a fine job.

That cat and mouse game-play gave me a friggin' gamer-bone. I love all the context sensitive movement an dialogue. This has tons of GOTY potential...
Yeah cutscenes are great then the in game stuff is hit and miss, looking forward to seeing more of this, def on my radar..
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 19:45:20
As a side note, THIS is how you do ambient occlusion. Doesnt look like a photoshop drop shadow. AI looks super impressive and adaptive too. This plays out nothing like the other time this was shown. Should be fun screwing around with the AI.
In reply to
digi_matrix
digi_matrix
Commented on 2012-09-05 20:02:31
This seems like one of those games I have to play a demo of to test the limits of the AI and the dialogue, but has me curious.

The bandage health thing pulls me right out of the immersion. I hope he heals up in the appropriate areas. I wish it was like Call of Cthulhu health system where you heal different parts of the body, and locational damage affects your gameplay behavior in various ways.

The work of Enslaved's design (Mark Davies) is obvious with the ally behavior and overgrown urban setting.
In reply to
IRAIPT0IR
IRAIPT0IR
Commented on 2012-09-05 20:05:51
Looks great, but Im impressed the most by the animations.
In reply to
FormlessLikeWater
FormlessLikeWater
Commented on 2012-09-05 20:27:29
That was intense.
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 20:31:05 In reply to digi_matrix
Posted by digi_matrix
This seems like one of those games I have to play a demo of to test the limits of the AI and the dialogue, but has me curious.

The bandage health thing pulls me right out of the immersion. I hope he heals up in the appropriate areas. I wish it was like Call of Cthulhu health system where you heal different parts of the body, and locational damage affects your gameplay behavior in various ways.

The work of Enslaved's design (Mark Davies) is obvious with the ally behavior and overgrown urban setting.
I love the fact health items conflict with offensive items. Bandage and alcohol are healing, and/or molotov. Should keep things intense.
In reply to
SplitTongue
SplitTongue
Commented on 2012-09-05 20:34:05 In reply to IRAIPT0IR
Posted by IRAIPT0IR
Looks great, but Im impressed the most by the animations.
Thats why i always keep telling (mostly to the self-declared 'Leet'-PC-gamers) that sharp textures are nothing compared to a solid & sophisticated animation-system. It can do a superb job with almost no graphics at all. Remeber the very first Prince of Persia on PC ? It worked great for Another World and Flashback too. You could play Last of Us as some sort of flash-based Wireframe-Game and it would still look super impressive. Sound work is also very impressive. Did you listen to Joel's breathing when running or jumping over obstacles ?
In reply to
digi_matrix
digi_matrix
Commented on 2012-09-05 20:40:32 In reply to SplitTongue
Posted by SplitTongue
Thats why i always keep telling (mostly to the self-declared 'Leet'-PC-gamers) that sharp textures are nothing compared to a solid & sophisticated animation-system. It can do a superb job with almost no graphics at all. Remeber the very first Prince of Persia on PC ? It worked great for Another World and Flashback too. You could play Last of Us as some sort of flash-based Wireframe-Game and it would still look super impressive.
Seems like you're the kind of guy who'll love Connor's 5000 new animations in AC 3 :P
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 20:41:57 In reply to SplitTongue
Posted by SplitTongue
Thats why i always keep telling (mostly to the self-declared 'Leet'-PC-gamers) that sharp textures are nothing compared to a solid & sophisticated animation-system. It can do a superb job with almost no graphics at all. Remeber the very first Prince of Persia on PC ? It worked great for Another World and Flashback too.
Which is one of the reasons why flashback is my fave megadrive game, and one of my fave of all time. It's sadly an area that is often overlooked. Ico and shadow of the colossus where similar, they wern't poly heavy, high res titles, but their animations where among the best at the time and still hold up great today. Hell, even flashback holds up well today, you'd struggle to find a more natural, fluidly animating 2D game. Naughty dog somehow manages everything tho. Nothing is sacrificed for animations, they just show off the crazy good character models, facial animations, and texture work. Key factor in all those games tho...they're hand animated. Too many devs rely soley on MOCAP, which produces less then stellar results.
In reply to
SplitTongue
SplitTongue
Commented on 2012-09-05 20:53:07 In reply to digi_matrix
Posted by digi_matrix
Seems like you're the kind of guy who'll love Connor's 5000 new animations in AC 3 :P
Nah, the franchise is dead to me since the end credits of the very first and personally i'd like to stone the storywriter to death for what he did to this otherwise great game. So no, no money from me.
In reply to
IRAIPT0IR
IRAIPT0IR
Commented on 2012-09-05 20:53:47
Since teh very first video Ive been amazed by his freaking hands, I mean he closes them and stuff like that, he is like a living thing if you know what I mean.
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 20:58:09 In reply to IRAIPT0IR
Posted by IRAIPT0IR
Since teh very first video Ive been amazed by his freaking hands, I mean he closes them and stuff like that, he is like a living thing if you know what I mean.
Yup, lesson one to creating believable characters...always have them doing something, because real people never stop moving, even when they're "still". Twitching, fdggeting...sadly most game character animators seem content with a looped heavy breathing animation...
In reply to
SplitTongue
SplitTongue
Commented on 2012-09-05 21:01:15
Posted by IRAIPT0IR
Since teh very first video Ive been amazed by his freaking hands, I mean he closes them and stuff like that, he is like a living thing if you know what I mean.
Yea and head movement and stuff like that -> jump through window, quick look left and right -> Is someone near ? And stuff like when breathing heavily and an enemy is near he holds his breath or breathes more quietly. You can really feel the tension.
In reply to
IRAIPT0IR
IRAIPT0IR
Commented on 2012-09-05 21:05:44 In reply to SplitTongue
Posted by SplitTongue
Yea and head movement and stuff like that -> jump through window, quick look left and right -> Is someone near ? And stuff like when breathing heavily and an enemy is near he holds his breath or breathes quietly- You can really feel the tension.
Great stuff all around, Im playing Uncharted 2 at t he moment and this guys knows their stuff in terms of animations.

Also dat voice acting, when he said "find anything yet" out of the blue I smiled, love that shit.
In reply to
b0vril
b0vril
Commented on 2012-09-05 21:56:09
I think this game could be quite remarkable for it's player & A.I. cooperation. I don't think any game has really done that in any kind of meaningful way.
In reply to
Xoar
Xoar
Commented on 2012-09-05 22:12:14
Really looking forward to this although maybe not as much after how Uncharted 3 turned out.
In reply to
Frozpot
Frozpot
Commented on 2012-09-05 22:15:15
Love, love, love the AI interaction with each other. That player should really look around a bit more, lol. Nothing like getting your face into some furniture because you got flanked! The way they yell out to each other...
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 22:20:52 In reply to Frozpot
Posted by Frozpot
Love, love, love the AI interaction with each other. That player should really look around a bit more, lol. Nothing like getting your face into some furniture because you got flanked! The way they yell out to each other...
Yup, that AI communication is vital in making them seem believable. Games with heavily praised AI did the same, half life, fear etc. they called out player locations, what they where seeing...just made it more impressive. The amount of dynamic dialogue is cool to, love characters that talk outside of cutscenes, either to themselves or to each other. Uncharted was great for that too.
In reply to
IRAIPT0IR
IRAIPT0IR
Commented on 2012-09-05 22:23:45 In reply to KORNdog
Posted by KORNdog
Yup, that AI communication is vital in making them seem believable. Games with heavily praised AI did the same, half life, fear etc. they called out player locations, what they where seeing...just made it more impressive. The amount of dynamic dialogue is cool to, love characters that talk outside of cutscenes, either to themselves or to each other. Uncharted was great for that too.
I prefer them talkign than objects glowing, I hope we can disable that.
In reply to
KORNdog
KORNdog
Commented on 2012-09-05 22:39:50 In reply to IRAIPT0IR
Posted by IRAIPT0IR
I prefer them talkign than objects glowing, I hope we can disable that.
Yeah, i'm OK with bottles, bricks and the like, since they're small and could be easily missed or mistaken for non interactive scenery. But the ladder, bed, couple in the bath seemed excessive, especially since what joel says draws you to the object anyway. Hope you can turn it off.
In reply to
b0vril
b0vril
Commented on 2012-09-05 22:56:35
yea, the highlighting ladder and bed defiantly pulled me out a bit. It can be indicated much more naturally with dialogue &/or even clever lighting or particle effects.
In reply to
fabreezwait
fabreezwait
Commented on 2012-09-05 23:51:09 In reply to b0vril
Yeah thats a bit off putting.. but this is looking more and more interesting to me the more i see of it, it actually looks exciting and intense to play, unlike Uncharted which i just could never finish as gameplay just got boring to me after awhile.
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