The twitter thing's been disabled Arwin, though there's plans to patch it back with a limit on the frequency of tweets.
http://blog.us.playstation.com/2009/09/twitter-update-uncharted-2/
Works for me
The twitter thing's been disabled Arwin, though there's plans to patch it back with a limit on the frequency of tweets.
http://blog.us.playstation.com/2009/09/twitter-update-uncharted-2/
Sounds like they have matchmaking based on skills. They mentioned that the game gathers detailed stats, so matchmaking should be a natural extension. Whether it works well or not, I guess we'll have to play more to find out.
Is it only me (this is a rhetorical question, as it's pretty clear that this is the case ) that is being left a little cold by this game? I've only played SP so far, and the game is beautiful looking as expected. But for the most part it feels like I'm playing Dragons Lair, interspersed by some "by numbers" shooting sections.
It could be that my expectations were too high and I was led astray by some promises of less linearity, but to me this game feels even more linear than the last. Don't get me wrong, my fave games tend to be linear, but linear as in "there's a path to follow, but with good design we will get you to go down it but let you feel as though you are making the decisions as a player."
In U2 I don't feel involved. I haven't squirmed in my chair, my pulse hasn't raised and I haven't madly twisted the controller as though it will magically get me out of a sticky situation. I've thought (many times), "woah, that looks cool," but not because of anything I've done. I feel disassociated from the avatar and never entirely in control. To me, many, many sections feel like expanded QTE's, no onscreen button highlights, but clearly designed to take me from one scripted sequence to the next..... of which, imho, there are far too many.
I know (and knew before hand) that ND are aiming for the ultimate cinematic experience. Which is maybe why I feel this U2 is the gaming equivalent of a Michael Bay movie... pretty with lots going on, but ultimately unsatisfying. It's a McGame maybe?
Odd. Even on the train section?
To be fair (and I should have put it in the previous post) I'm only up to chapter 9 so far. Not sure when I'm expected to get to the "train section", but I ain't there yet.
And yes, it's entirely possible that my views will change as I get further into the game. One thing is for certain, I am more likely to finish U2 than not. Halo 3: ODST hasn't been started since I bought it. I've only put a couple of hours into it and have little desire to go back.
To be fair (and I should have put it in the previous post) I'm only up to chapter 9 so far.
So what do people think about the animations? Is it improved upon in comparison to the prequel?
So far i haven't really noticed much of a difference, drake still warps around whenever you want to climb something, unless you position your character in the right position with relation to "where" drake can climb stuff (there are only one\few places where drake can actually climb\grab a ledge\rock, if your not close to them, drake will magically fly in position to be able to climb).
Im a little dissapointed by this as AC1 had much more fluent motion in this regard, and i kinda thought ND would improve upon the prequel in this regard, as the warping extremely obvious in the first title.
I like the hand over hand climbing in the game, means they can hide the platforming sections better.
No more sliding in the animation, which is great. And loads more variation to everything - so many different animations. And I like the different moods to the animation (eg. Stealth) which creates different behaviour. I don't think there's a game that expresses emotion, location, context through gameplay animation as well as Uncharted 2.
No more sliding in the animation, which is great..
Uh the sliding\warping effect is still there, but less pronounced.