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Talk:Uncharted 4: A Thief's End: Difference between revisions
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:*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. | :*Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones. | ||
:A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST) | :A rather substantial amount of work for a small element. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 17:42, 4 January 2015 (EST) | ||
::Again, though, this is the same team that put procedurally generated waves in Uncharted 3 and made sure every object on the cruise liner moved in relation to the angle of the deck rather than just having them slide back and forth on fixed tracks. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 18:49, 4 January 2015 (EST) | |||
=Wrong Reloading Animation!?= | =Wrong Reloading Animation!?= |
Revision as of 23:49, 4 January 2015
A SLING on the rifle!
Some people might not think this is anything to nod about but seeing so many Uncharted games and even recently the MGS5 gameplay trailers...I see a fucking sling on the SIG rifle that Drake takes and uses. He throws it to his back and we actually see the weapon's sling! See how hard is that Konami? I am weird out that Snake is carrying around his rifle dangling in the air like there SHOULD be a sling and motion capture for Snake most likely did but they couldn't animate a sling because some say it might be too hard and here's Uncharted having one. Excalibur01 (talk) 20:57, 6 December 2014 (EST)
I don't see any sling. You sure you aren't confusing Drake's shoulder holster for one? Spartan198 (talk) 23:06, 6 December 2014 (EST)
I saw the sling too. You can see it hanging below the rifle when he fires it and when he talks to his brother at the end of the gameplay trailer. It's a beige sling going across his chest which contrasts with the brown shoulder rig he's wearing. Sorry I don't have an image, I can't screencap to save my life. Also worth pointing out, the 1911A1 he picks up holds 9 rounds so it must replace the Colt Defender from the previous games. --Bad Boy (talk) 01:32, 7 December 2014 (EST)
Ah, I see. Well, I still feel slings to be a largely unnecessary detail due to the amount of programming needed to make them "work" that otherwise doesn't add anything to gameplay. In as many third person shooters as I've played since the days of PS1, I've never even noticed the absence of a sling. Spartan198 (talk) 03:06, 8 December 2014 (EST)
- A sling isn't that hard to do if you're treating it like it's nailed to the character's shoulder (you can just point one handle on the character model and two others on the gun and use them to define its length) and you could use canned animations for it swinging around rather than physics if you want (the cut animations in MGS Rising are all pre-made because they couldn't get a dynamic system to work), but yeah, it'd be quite a lot of work to get a proper sling with physics. It's the same reason a lot of lazy FPS games use wheeled vehicles instead of tracked ones, and nobody tries to make tank treads with modelled individually articulated links (they usually just use a scrolling texture and a bump map). Evil Tim (talk) 03:35, 8 December 2014 (EST)
- Then tell me, how often did you pay attention to the treads on Lazarevic's T-62 as it was demolishing that Tibetan village in Uncharted 2? Or were you like me and too preoccupied with the fact that it was shooting at everything that moved? Just like articulated tank treads, it's a nice detail but still largely unnecessary and doesn't really add anything to the game because nobody's going to pay much attention to it. Unless you intend to play through the game staring at the sling the entire time. Spartan198 (talk) 11:03, 8 December 2014 (EST)
- I'm with you that it is unnecessary, but like you say it is a nice touch, and Naughty Dog is good at putting small little details into their games that if you don't keep your eyes you for you will miss. Either way I don't see why anyone would be against this small touch being in the game, unless they intend to have it hold real world properties and make it so you can snag it on a protruding branch or something. (Which personally I think would add much more tension to tough gun fights, but also be annoying as hell if it wasn't to be programmed exactly right).RedRobinAlpha (talk) 01:00, 9 December 2014 (GMT
- To be fair, they did kind of draw your attention to the treads in that part where you'd shimmying along the ledge and it decides the best way to scare you is to almost drive off a cliff :P And they are known for some wonderfully unnecessary flourishes like the procedurally generated ocean in the ship level of Uncharted 3, or the sand physics later on (which were also used in Journey). Evil Tim (talk) 21:07, 8 December 2014 (EST)
- An accurately-modelled, dynamically animated sling for a long gun that moves realistically requires a lot of work for not much benefit, as I've said before. You need (an incomplete list follows below):
- A collision system around the body of the character, the gun, and the sling itself (to stop it from passing through itself).
- A physics system to make it move around realistically under its own weight (given how many videos there are out there showing ingame physics engines bugging out, this isn't easy).
- Stock animations (such as putting the long gun on your back or bringing it to the ready) and a way to make sure that the dynamic animations don't interfere with the stock ones.
- A rather substantial amount of work for a small element. --Mazryonh (talk) 17:42, 4 January 2015 (EST)
Wrong Reloading Animation!?
Does it bother anyone else that Drake reloads the SIG as if it has an AK style mag release, (pressing the fresh magazine against the release and then knocking the empty one off with one motion) when the SG556 has a button release housed above the trigger guard? (I've watch closely and he doesn't press the release before doing so.) I am however loving the small addition of racking the bolt after picking up the rifle. RedRobinAlpha (talk) 01:00, 9 December 2014 (GMT
No more than it bothered me in the previous four Uncharted games. They've always used AK-based animations for all assault rifles. Spartan198 (talk) 02:40, 9 December 2014 (EST)
Hasn't the whole focus of the series been on the "high adventure" aspect rather than the combat and firearms accuracy? It would be nice to see more accurate animations in future installments, but that's unlikely given that this is supposed to be the last one for Nathan Drake. --Mazryonh (talk) 17:15, 4 January 2015 (EST)
- Because the older consoles had very little in the way of RAM and slow loading, they tended to take a lot of shortcuts: one frequent one was reusing animations in third-person games, as with Nico Bellic using the same hand positions for every weapon of a given type. Two weapon inventory in shooters was for that reason too, so the game only had to have two high-res weapon models loaded at once (the MGR: Revengeance team said the reason there's no quick-select for weapons in that game is they had to pause it to dump the old weapon's files out of memory or the game would crash). So in theory they shouldn't have to use one reference animation for all ARs anymore. Evil Tim (talk) 17:35, 4 January 2015 (EST)