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Naughty Dog Shows The Secrets & Tricks of The Last of Us' Bloody Melee Combat and Synced Animations

One of the most spectacular aspects of The Last of Us and The Last of Us Remastered is its synced animation for melee combat, allowing two characters to fight against each other in spectacular and brutal execution-style performances. Naughty Dog explained the tricks behind those at PAX.

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nX1197d ago

I think it's amazing how often these guys talk indepth about the tricks and methods they use. You don't see this (or very rarely) coming from Rockstar, Bungie or other top developers. Goes to show how genuine and passionate they are about this industry.

GameSpawn1197d ago (Edited 1197d ago )

And it's not just NaughtyDog, but many of Sony's first party studios. This is the factor that sets Sony's first party apart from Nintendo or Microsoft. Sony understands the "philosophy of create" and the need to share information so creation and innovation can flourish.

There is no point to holding programming techniques back and making them proprietary secrets. All this does is stifle innovation.

Sony even formed their ICE Team in order to facilitate the information exchange between first and third parties.

Anonagrog1197d ago

Actually, it really isn't as uncommon as is being made out here.

Over the years I've accrued well over a thousand presentations and white papers from within the industry, the majority of which are publicly available if one knows where to look. This also includes sharing from hardware vendors, middleware providers, 'indies', other related industries, and universities.

You'll be hard-pressed to find any developer against knowledge-sharing, especially as it's been the driving-force behind the industry's growth.

rainslacker1197d ago

Developers often talk among themselves, and tricks aren't kept secret after a game is released, and certainly not within a publishers portfolio of studios.

The information is pretty readily available for any new trick that comes along. Most devs don't really go out of their way to address the general gaming audience though.

Anonagrog1197d ago (Edited 1197d ago )

Looking at the 'disagrees' on my above comment I'm yet again surprised at how some N4G'ers seem to struggle at coping with facts and/or positive statements.

I'm pointing out just how much more open the industry is than some may think. Most of this stuff isn't even private either, as lot of it is publicly available. What about this isn't great? I can't quite get my head around how some here can disagree with what can only ever be considered a good thing... surely!? :/

ShowGun9011197d ago

oh man the stuff they show off here is AWESOME! really lifting the curtian so to speak.

gotta love ND, able to laugh about their difficulties and compromises!

Dan_scruggs1197d ago ShowReplies(6)
incendy351197d ago

It is more scripted than I imagined, I figured most of the animations were generated on the fly and not canned. Same with cameras. Not a bad thing though, definitely lets the developer fine tune what the user will see.

BitbyDeath1197d ago

Everything is always scripted, if there was no script they would stand still.

incendy351197d ago (Edited 1197d ago )

No haha. Scripted means it has a set script it runs through for the animation sequence. Animations are either scripted or dynamic. In this case dynamic code is running set scripts. Like I said, it isn't a bad thing, in fact it is a lot more work for the designers since each animation is created by hand. The alternative of dynamically generated animation is to let physics and code patterns animate the players based on collisions between the players, weapons and their environment.

@RevXM: The gameplay isn't scripted but the animation sequences are "watch the video". Like I said, it isn't a bad thing. I mean obviously, Last of Us is one of the greatest games ever created.

RevXM1197d ago (Edited 1197d ago )

It is not scripted. Game doesn't line up enemies at certain spots and force you to do these like QTE.

The combat animations are on the fly contextualbased.
The players engage and push the chain of possible animations forward based on timing and two action buttons being pressed Melee and counter vs enemies health, pose/physics, inventory, distance and position in the world and in context to the player and world objects such as walls, tables, bricks etc...

The camera is controlled showing of some animations, but it truly is fluid and uniqe.

hkgamer1197d ago

it is very scripted in a sense. but the animations involved especially in naughty dog games can hide a lot of it.

if devs choose not to use scripted animations then you get ragdoll animations which i believe is generated through physics, but they do not have the visual impact or reliability whcih scripted provides them

or i could be talking complete bullshit, but thats what i currently understand. dont blame me if i am wrong.

rainslacker1197d ago (Edited 1197d ago )

It's more a combination of a set of animations that are blended together to look natural based on the user input and position.

Performing non scripted animation that has to match up to look natural on the fly was beyond last gen processing power(possibly beyond current gen as well), but it was possible to use certain aspects like that. Animation blending is much less resource intensive, and is pretty common in heavily animated rigging.

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theshredded1197d ago

best devs.
I see FuturLab to become like them in the future

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