[PS3] Uncharted 2

Discussion in 'Console Gaming' started by DieH@rd, Dec 1, 2008.

  1. djskribbles

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    Uncharted 2 Bundle?

    link

    If this is for North America, smart move by Sony. With the FFXIII bundle in Japan, this Uncharted 2 bundle in NA, and possibly a GT5 bundle in Europe (or just a GT5 release period), Sony would have one hell of a holiday season.
     
  2. Cheezdoodles

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    Really?

    All i noticed from AI in Uncharted 1 was:

    1 set of enemies are coded to stay behind some designated cover spot.

    2nd set will charge you and sometimes randomly take cover.

    Imo,neither was particularly impressive for anybody that has played a couple decent shooters over the years. Dont get me wrong, it wasn't bad, but it certainly wasn't anything exceptional.
     
  3. patsu

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    Ha ha, I kinda expected you to pop up when I posted that comment. Yeap, I liked the path finding of the AI and the way they dodged bullets. The pirates were able to keep pace with me when I played hide and seek with them. The only problem I had was that there were too many of 'em.
     
  4. L. Scofield

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    :?:
     
  5. E2K

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    It was compared against similar games, for example, against gears of war. That why it was perceived as impressive.
     
  6. nightshade

    nightshade Wookies love cookies!
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    Clean Edges,No Tearing all with good framerates & nice use of effects.
     
  7. Oninotsume

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    Hi,

    I noticed the FilePlanet deal for receiving Beta codes.
    Are there any sites accessible outside of the U.K.,
    which are providing a similar deal?

    I tried stealing some from Geoff Keighley's twitter,
    but they were gone in 2sec. flat.

    Thanks in advance,
    Oninotsume
     
  8. L. Scofield

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    Those screens say no AA though.
     
  9. patsu

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  10. TheAlSpark

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    No, it's 2x still. They just have the usual issues with post-processing effects/alpha/lighting.
     
    #1151 TheAlSpark, Sep 17, 2009
    Last edited by a moderator: Sep 17, 2009
  11. ultragpu

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    Ah I see, I just thought the greenscreen function might yield something greater, but yeah if they can include something like KZ2's offline mode with that function in then it'll be seriously fun.
     
  12. _Enigma_

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    What are those issues?
     
  13. E2K

    E2K
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    for one, the characters look blurry as f***
    http://i27.tinypic.com/t9dzyx.jpg
    :D

    But seriously, I'm also interested at those issues. Played the game yesterday for 1 hour, sitting 1 meter from my hdtv.
     
  14. (((interference)))

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    Some of the multiplayer environments, reminds me of Gears 2.

    Will download the demo and see if the MP is any good, is it better than KZ2 (not that i'm a big fan of KZ2)
     
  15. Arwin

    Arwin Now Officially a Top 10 Poster
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    I like the MP for the simple fact that it makes such nice use of space, in that you can climb everywhere, kick people off when they climb to your platform, throw people down when you climb up to them, shoot while you're climbing (though only pistol), and have some varied and fun melee options in regular hand-to-hand as well. There is much more to it, but this is the largest contributing factor that makes it so much fun for me.
     
  16. Phil

    Phil wipEout bastard
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    Does anyone from the UK who owns Uncharted 1 know if the language German is on the disc?
     
  17. ShadowRunner

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    You can throw grenades while climbing also which is very nice! Game really comes to life once you start jumping around all over the place definately gives it a unique feel, and adds a lot to the central gameplay and tactics aswel rather than feeling like a bit of a gimmick.
     
  18. TheAlSpark

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    Example: Resolving a 2xAA buffer, but the post-processing effects or alpha buffers or lighting accumulation buffers aren't 2x to save on memory and performance (who knows how they've actually set it up). Any of these done post-resolve (i.e. post-process blend) will over-write the MSAA'd edges.

    Looks like they're using depth of field there.
     
  19. Arwin

    Arwin Now Officially a Top 10 Poster
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    I made some nice shots of where I managed to get the replay camera out of the geometry, which seems to enable you to see that all moveable objects (at least players, objects and some lights e.g. torches) seem to be drawn separately.

    He was joking - that shot was from the replay mode where you can mess around with the depth of field. In the actual gameplay depth of field and motion blur effects are only used for stuff like when a grenade hits close to you or fast camera movement and such (pretty neat effect by the way when a grenade hits close to you)
     
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