[PS3] Uncharted 2

Uncharted 2 is the cover story with (what I believe is) the first screens of the game.

- The biggest thing in the article IMO is that there's a new girl named Chloe Frazer. GI asked about Elena and Sully's return but they had no comment.
- The story is about looking for the ships that Marco Polo "lost" while returning home to Italy.
- Melee combat is more dynamic now.
- They mentioned they were using only 30% of the PS3's power with Drake's Fortune and are planning to use nearly 100% with Among Thieves.
- A demo was shown to GI with Drake going through a city (I believe in Nepal), and he's stealthily taking out guards and escaping the city.
- Nolan North returns to be Drake and Chloe Frazer is played by Claudia Black (Stargate SG-1, Fargate).
- The Sixaxis mechanics were ditched for such things as throwing grenades.
- One of the weapons revealed is a rocket launcher that Chloe uses (might only be for the cinematic).
- There are no load screens.
- The score is being composed by Greg Edmonson (same guy from the first one).
- Weapons can be used in any stance (running, behind cover, hanging, climbing a wall, etc.).
- You can now move while aiming behind cover.

ModNote: no scans or links to links of scans and so forth allowed.
 
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Anytime where the player has to fight against the controls takes the fun out of the game by adding a level of unnecessary frustration, especially when it comes to "slippery ice" which has NEVER been fun. EVER. Presenting environmental obstacles when the player has on-the-dime controls is one thing, hindering responsiveness is a no-no, fighting to regain control of character is one of the most annoying thing that a developer can ever put in a game, it's only cool when YOU don't have to play it.

Have you ever played an ice hockey videogame?
 
Have you ever played an ice hockey videogame?

Ice hockey isn't platforming, I really don't think the two are comparable.

Kittonwy has a point. Mario isn't enjoyable because it's Mario, it's enjoyable because it's accurate. You know how high you will jump, how far you will jump, how fast the jump will happen when you hit the buton, etc.

In order for any game to have good platforming elements, you have to make sacrifices with animation.

Assassins Creed handled platforming by making it all automatic, you simply control the direction of movement, which means there is no need for jarring animation. This is the easiest way to create convincing animation with accesable platforming, however, it is the least engaging, and IMO, the least fun.

The problem with some of the 'climbing' in Uncharted was that the levels were built separately from the animations, so Drake looked unnatural when climbing terrain. if the different types of terrain had different animations for different situations, then it would be much more satisfying. I think they can pull it off.
 
Ice hockey isn't platforming, I really don't think the two are comparable.

Kittonwy has a point. Mario isn't enjoyable because it's Mario, it's enjoyable because it's accurate. You know how high you will jump, how far you will jump, how fast the jump will happen when you hit the buton, etc.

In order for any game to have good platforming elements, you have to make sacrifices with animation.

Assassins Creed handled platforming by making it all automatic, you simply control the direction of movement, which means there is no need for jarring animation. This is the easiest way to create convincing animation with accesable platforming, however, it is the least engaging, and IMO, the least fun.

The problem with some of the 'climbing' in Uncharted was that the levels were built separately from the animations, so Drake looked unnatural when climbing terrain. if the different types of terrain had different animations for different situations, then it would be much more satisfying. I think they can pull it off.


But Mario has some wicked ice levels.
 
But Mario has some wicked ice levels.

It does, but even that is 'accurate'. You know if you're going full speed and jump, you're only going to slide a set distance, and if you jump, you can jump instantly. If Mario had a slipping animation before he jumped in an ice level, how much would THAT suck?
 
I think they might try some more 2d/3d(fixed cam) Side scrolling portions in the game (sort of like the 1st one where you swing/climb the sea wall), it will make it the animations less awkward...
 
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Mod Note: Links to scans not allowed.

Hi res scans! You can actually READ the writing! fancy that.

Some of the shots look absolutely fabulous! I await direct feed shots! You can also make out a few of the quotes regarding how much better it looks!
 
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Mod: GuestLV is clearly having trouble understanding the rather simple policy of 'no scans or links to scans as it's copyright violation' in effect.
 
clearly having trouble understanding the rather simple policy of 'no scans or links to scans as it's copyright violation' in effect
Thanks ,at last I have read it:)

Mod : Good. Now the thing with magazine scans is, yes they are posted for all to see over the internet, but that's unfair on the magazines and we aren't condoning that action. If you want to share the goods, you are only allowed to say 'I found these great scans on the internet' and leave other people to go searching themselves. Providing links is no different to saying 'here's a great place to buy pirate videos/games'.

Two weeks from now, these images may well be public domain. If you can't wait until then, pay GameInformer for their exclusive content. Otherwise don't trample on their livelihood because you don't want to pay to see what they are offering!
 
Ice hockey isn't platforming, I really don't think the two are comparable.

They definitely are. Players can accept 'slipping', or 'falling', or difficult movement if it's presented in a believable fashion. Random acts of trouble cause frustration but when the motive of an act is obvious and understandable, the user will believe in the act.

Walking though water in a game sucks because it slows you down, but it's understandable unless you're forced to do it for extended periods of time. If a user is offered three different paths, one sluggish water, one slippery climb, and a flat surface, each with its own mechanics and rewards, the user will relish the different experiences.
 
They definitely are. Players can accept 'slipping', or 'falling', or difficult movement if it's presented in a believable fashion. Random acts of trouble cause frustration but when the motive of an act is obvious and understandable, the user will believe in the act.

Walking though water in a game sucks because it slows you down, but it's understandable unless you're forced to do it for extended periods of time. If a user is offered three different paths, one sluggish water, one slippery climb, and a flat surface, each with its own mechanics and rewards, the user will relish the different experiences.

No, they still are not comparable.

A good platforming game has consistent platforming. Throwing in animations that will restrict your ability to react quickly and accurately. It doesn't matter how believable it is, if it makes the game frustrating for me, it sucks.
 
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