Quantcast
The Last of Us 2 Gameplay and Death Stranding Trailer

Forums - Sony Discussion - The Last of Us 2 Gameplay and Death Stranding Trailer

LethalP said:
Anyone else think Naughty Dog are in a leauge of their own in terms of gameplay animations? How no matter what you choose to do in the gameplay, it all contextually blends together. There's almost no seam in animation transitions. Ever since The Last Of Us on PS3, they've been in a leauge of their own.

Yes. They've been that way since Uncharted 3, when they ramped up the blending.



                                                                                                                                            

Around the Network

Death Stranding right now gives me Alien and Silent Hill vibes of horror. Everything around it looks amazing, just need to see how it plays.

Last of Us looks like Naughty Dog once again improves on their Uncharted / LoU formula. Part of me wants this to continue and part of me hopes they do another new IP on PS5. For now I am pumped to play as Ellie...next year?



TLOU2 started off a bit familiar, but the more that unfolded, the more amazing it became. Melee combat seems the most improved with useful dodges, reactive enemies, and nasty combos. AI could also be a big leap if this all remains intact in the final game, with impressive contextual interactions and convincing behaviors. Presentation is obviously gorgeous with rich foliage and sophisticated lighting and animation. Then there's all the little things in Naughty Dog's attention to detail; the continuity in your equipment and ammo, physically grabbing a bundle of loose arrows off the floor, pulling one out of a corpse or your bloody shoulder, the viscera of a nasty kill, knocking against and being thrown around the environment in a desperate brawl. Of particular note is the quality of facial animation on every character even during normal gameplay (pause the video in a fight and note all the expressions), which again I hope will be representative of the final game. Damn fine stuff.

Don't sleep on Kojima. He loves misdirection and hasn't made a bad game in ages. I'm sure there's a lot more meat to DS's gameplay that he just, frustratingly, hasn't shown yet.



Nymeria said:
Death Stranding right now gives me Alien and Silent Hill vibes of horror. Everything around it looks amazing, just need to see how it plays

Everything is possible with Death Stranding : D So exciting : )

TallSilhouette said:
TLOU2 started off a bit familiar, but the more that unfolded, the more amazing it became. Melee combat seems the most improved with useful dodges, reactive enemies, and nasty combos. AI could also be a big leap if this all remains intact in the final game, with impressive contextual interactions and convincing behaviors. Presentation is obviously gorgeous with rich foliage and sophisticated lighting and animation. Then there's all the little things in Naughty Dog's attention to detail; the continuity in your equipment and ammo, physically grabbing a bundle of loose arrows off the floor, pulling one out of a corpse or your bloody shoulder, the viscera of a nasty kill, knocking against and being thrown around the environment in a desperate brawl. Of particular note is the quality of facial animation on every character even during normal gameplay (pause the video in a fight and note all the expressions), which again I hope will be representative of the final game. Damn fine stuff.

Don't sleep on Kojima. He loves misdirection and hasn't made a bad game in ages.

I could not have said that better - good words, my thoughts =) Thanks for your comment!



Death Stranding, PS4-Release: November 8! The Last of Us 2, February 21 https://www.youtube.com/watch?v=XvG-EpPoCCA


Trumpstyle said:
BraLoD said:
If they want me to think Death Stranding is a walking simulator they've done a good job.
The Last of Us Part II tho... the gameplay looks great, but I do want the hearing skill back.
Playing TLoU on survivor was great but the only issue I had was the lack of the hear function, that was definitely a great gameplay mechanic.

Hearing function shouldn't exist in any difficulty level at all, what are u about. Don't you hate that every character in every game has some kind of x-ray vision?? Like why does Lara in tomb raider have x-ray vision?

The ability is great to create strategies and keep the stealth, it's also a great way to use sound as locatization in a game.

What I'm in about is to have an even better game to play.



Around the Network

^ I'd rather a stealth game rely on good sound design than wallhacks for sneaking around enemies. Fortunately ND keeps improving in this area as well. Hopefully the game employs some sort of 3D audio to take it to the next level. Wouldn't complain about the 'sound vision' returning for easier difficulties, though.



Xxain said:
twintail said:
I think ppl are going to be legit surprised by Death Stranding.

Yep. I think that everybody should be reserved about DS trailer. Kojima is definitely being a troll 100%.

Yes, it seems pretty obvious. The end of the trailer already shows something else, it's sure that Kojima is just playing with people expectations for now. Who thought that we would get a clear and straightforward trailer from him? 



CGI-Quality said:
LethalP said:
Anyone else think Naughty Dog are in a leauge of their own in terms of gameplay animations? How no matter what you choose to do in the gameplay, it all contextually blends together. There's almost no seam in animation transitions. Ever since The Last Of Us on PS3, they've been in a leauge of their own.

Yes. They've been that way since Uncharted 3, when they ramped up the blending.

Well, they are good, but not wizards. The gameplay was very scripted and stage.

There are things in this demo that are basically impossible to implement as a generic pick up or reaction movement.
p.e:  The way Elie removes the arrow from the corpse and how it reacts is very impressive.  

Here is a more broad discussion of the telltales of a scripted vertical slice.

https://www.reddit.com/r/PS4/comments/8qhoeb/the_last_of_us_2_demo_was_not_scripted/



Dark_Feanor said:
CGI-Quality said:

Yes. They've been that way since Uncharted 3, when they ramped up the blending.

Well, they are good, but not wizards. The gameplay was very scripted and stage.

There are things in this demo that are basically impossible to implement as a generic pick up or reaction movement.
p.e:  The way Elie removes the arrow from the corpse and how it reacts is very impressive.  

Here is a more broad discussion of the telltales of a scripted vertical slice.

https://www.reddit.com/r/PS4/comments/8qhoeb/the_last_of_us_2_demo_was_not_scripted/

Much of this is either totally irrelevant or incorrect. Besides, I've been through this with you before. You need a better understanding of how it works before you start trying to tell people what is "impossible" or not.

Last edited by CGI-Quality - on 13 June 2018

                                                                                                                                            

CGI-Quality said:
Dark_Feanor said:

Well, they are good, but not wizards. The gameplay was very scripted and stage.

There are things in this demo that are basically impossible to implement as a generic pick up or reaction movement.
p.e:  The way Elie removes the arrow from the corpse and how it reacts is very impressive.  

Here is a more broad discussion of the telltales of a scripted vertical slice.

https://www.reddit.com/r/PS4/comments/8qhoeb/the_last_of_us_2_demo_was_not_scripted/

Much of this is either totally irrelevant or incorrect. Besides, I've been through this with you before. You need a better understand of how it works before you start trying to tell people what is "impossible" or not.

Off course, it is not impossible. They did it in the demo.

The "impossible" part is making that animation, the inverse kinematics and the skeleton mesh react to any possible angle.

Unless the game is even more linear than part I. When those interactions are few and far between. 

***
what we´ve been through,  it was because of the "Hey Ass hole", isn´t it?

Take a look at the E3 demo

https://www.youtube.com/watch?v=fsKtRgfDImE

Now, what the retail

https://www.youtube.com/watch?v=MF19DFyIJEo

Can you see the difference? 

I will help you.

1- In the demo Elie moves her legs in a natural movement away from the cover.
    In the retail, she slides backwards.

2- The enemy reacts to Elie call and turns to her.  
     The enemy doesn´t react to her.

3-  The brick hits perfectly in the head and carries moment to the enemy, that turns in a natural movement.
     The glass bottle triggers the standard enemy animation.

4- There is no skip animation from Joe getting out of cover and pressing the enemy on the wall.
    Em Joe trigs the bashing animation there is a skip to place both models in the correct position. 

This video shows more of how the animations are blended. 

 https://www.youtube.com/watch?v=zxttwBkIEDQ

I´m not undervaluing ND work. It is a pain in the ass blend those animations and trick the player not to notice.