Uncharted 3

The fight with Lazarevic was the worse boss-battle in the game. I loved tank battle, the whole train section along with the turret, and the with fight the armored soldier.

I liked the section with all the heavy armored guys with grenade/rocket launchers, at first I thought it was hard until I played on Crushing and realized that the key to beating them was using stealth.:D

Here's basically how I feel from a Kotaku's commenter pov (stuff in underline is my words):

*The same amount of combat (even a bit more) would be fine for me. To me that's the best part of the game. Skipping combat would be unthinkable. UC is first and foremost a cover-based shooter. What I would like is a bit more variety (see next point).

*Bosses have no real place in this series. A boss fight should instead be something like the helicopter fight in 2, or the roving tank battle. It needs set-pieces as boss fights. As Rich said, get creative with the environment to amp up the difficulty rather than make bosses bullet sponges. Bridge collapses, fires, crashes, sinking ships, fights against vehicles, etc. That's how I'd like to see UC3 deal with bosses. Use Nate's climbing and jumping abilities to the advantage of the combat more.


*Totally agree on your melee attack point. I was actually hoping they fully removed the slo-mo counter mechanic but it seems from the demos that it is still there, though to a lesser degree
(I never saw that issue during the E3 demo). I was hoping for a more free flowing melee system that didn't lock you into combat with a single opponent while another guy is filling you with lead. I totally want to run up to someone, bullets flying, crack the butt of my AK into his face, and then roll to cover. The melee system, as is was in 2, seems totally divorced from the gunplay.

*Platforming? Well, I have mixed feelings on this. There is no pathfinding in the UC series really. Everything is laid out in front of you and there is only one way to go. ND needs to either make more dead ends or, what I'd like to see, is open it up so that almost everything is climbable as in AC but make the hand holds less obvious.
 
Nah... weak enemies can be fun too. Getting chased by a huge swarm of small critters in RFOM Cathedral was interesting. A longer health bar does allow the enemies to introduce more tricks.

Enemies that do cascading damage could be interesting too (e.g., In RFOM, the Menial's energy ball could cause a chain reaction of explosions, the Widow Maker's poisonous blob, ...)

How 'bout smart and aggressive group AI (like in R2 co-op Hilltop level. *Holy Shit*)

Brilliant level design may be intriguing too (like Demon's Souls Prison world)

What is a huge swarm of small critters............but a bullet sponge ! ;)

Lazarvich battle was boring, yes, but I don't agree when they say that mini gun guys should not be bullet sponges, or the tank should not take a lot of rockets to kill, or the blue gaurdians are too tough, etc, etc.
 
The small critters are different because I can see their numbers decrease. For the U2 bullet sponges, very often I can't tell if they are close to dying. Worse if there are multiple enemies. I couldn't track their health individually.

I don't mind the armored guys.
The final boss and other Shambala villagers
are more tedious to fight.
 
Just try and remember the old gaming days ! When you had limited number of lives and no checkpoints, one hit off screen enemies.....and now people complain that the Gaurdians are difficult to fight ;) !

We are just getting used to putting in less effort and getting instant gratification. Lastnight I was playing Infamous and this enemy could turn invisible and creep up near me and kill me instantly. he killed me three times, but then I figured out that I could see him on the mini map and he can be seen as a fuzzy visual when invisible, and killed him. BUT , kids who were watching me play were pissed off to have to play the same area three times and said it was stupid of the game to have that enemy ;) ! Times have changed, people want more "cinema(tic)" and less of "game" !

Disclaimer: This is not a direct comment at you , patsu ;), its just a general trend I see around me ! People almost want the game to play itself and just want to reap the satisfaction of having accomplished something.
 
The small critters are different because I can see their numbers decrease. For the U2 bullet sponges, very often I can't tell if they are close to dying. Worse if there are multiple enemies. I couldn't track their health individually.

I don't mind the armored guys.
The final boss and other Shambala villagers
are more tedious to fight.

I personally hate little critter enemies that do nothing but run straight at you and melee. I hated them in Halo (the flood), i hated them in gears (those little gremlins and tickers), i hated them in resistance, i hated them in mass effect (the husks) and i would curse the sky if ND decided to put an equivalent into Uncharted games.

I think swarming, run-at-you-&-melee enemies are the most bloody lazy, boring, infuriating and uninspired enemy designs ever (bet you know what i thought of Serious Sam games ;-)). It's even worse if it's a game that's cover based, where most other encounters require you to take your time and be tactical about how you defeat your opponents. It completely wrecks the feel of any shooter, reducing any tactics or requirement for actual player thought into simple dumb "twitch gamer" run & gun. Cannot stand it at all.

Edit:
I just remembered the
zombie nazi trolls
in the first Uncharted. I hated them too.
 
:LOL: so much hate in one post !

The Cathedral fight was not so bad because the level was wide open with some obstacles to slow down the creatures. It's more about level design. Ultimately the way to beat that level is to stay calm and play tactically by taking advantage of the terrain.

I didn't have the cool to observe carefully, so I used a brute force approach. Used up almost all my ammo in the entire weapon wheel. With much luck, I finally cleared it. Felt stupid when I found out there are easier ways to clear the level.

That's why I remember this level. ^_^
 
@patsu: look at it this way too, just another POV: You say you don't get visual cues about the state of health of the bullet sponge enemies in UC2, so you find it wrong/tedious/irritating, but look at another game we have all enjoyed a lot this gen : God of War 3 Every other enemy is giant bullet sponge there, and except for some creatures where you can see how many of his heads you have ripped off, you have no clue as to how much health of the enemy is left, or how much damage have you done! Yet, we take it in our stride, don't we? Then why do we expect explicit help from the game in shooters?

Just a discussion, nothing else hidden in my words here.
 
GoW enemies react readily to Kratos' weapons. Most FPS sponges don't reach to every single bullet hit, especially the blue men.
 
Well, the enemies do stop shooting if shot at ! That is what enemies do GOW3. As for the Blue Gaurdians, they were shown as if they are on steroids with that sap of life stuff and were animalistic in nature. The trick to them was to pump everything into one of them and get his crossbow, after that, with the crossbow, they were pretty much one hit kill.
 
OTOH, when does the U3 beta start? Will it open up to all at a later date or is it available via codes only? I'll be getting my code with the Infamous 2 copy, but is it going to be open to all at a later date?
 
Well, the enemies do stop shooting if shot at ! That is what enemies do GOW3. As for the Blue Gaurdians, they were shown as if they are on steroids with that sap of life stuff and were animalistic in nature. The trick to them was to pump everything into one of them and get his crossbow, after that, with the crossbow, they were pretty much one hit kill.

They don't always stop shooting. Should give me clearer audio feedback to indicate that my bullets were deflected or "ignored". The blue folks were running circles around me. After a while, I forgot which one was hurt. :LOL:
 
Beta starts next week on the 28th. for those who got the code with Infamous 2 and for PS+ members.

Does that mean that since I am a PS+ member due to welcome back package, I don't need the code to play it early? Are you sure access to PS+ members has been mentioned?

EDIT: Ok ! It says so in the link by Patsu. Hmmm, that means I can gift the code away to my friend then.
 
RenegadeRock, you are back in action again ? I'll send you the GAF chatroom link. We usually have 6-12 people in the room 24/7. Although they play different games, most of them are still on U2 MP. I suspect they will jump at U3, beta or not, the first chance they get.
 
I just got a code from my IGN prime membership (don't know why I still have that, but I still do - only costs $19,95 because I'm a Prime 'Legend') ... I can probably gift it too as I'm also PS Plus? Mighty tempting though to cash it in now. ;)
 
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