Uncharted : Drake's Fortune*

Just when I thought Ratchet was the best looking console game, I played this demo. Wow. I'm starting to believe the PS3 actually has some juice in it based on some recent titles.
 
My take on the demo.

+ the pace of the game is perfect for me.
+ Shadows, never seen better on a console
+ lighting, top notch, not over done.
+ Replay value, such a short demo but i've logged many hours on it.
+ AI on Hard seems like a perfect difficulty to play the game through the first time.
+ Animation, love how Nathan climbs and jumps onto things.
+ Controller layout is perfect.
+ Of course the graphics as a whole are awesome.

- The jungle for the most part was just scenery. Hopefully the full game has parts where your actually in the forest.
- A few minor glitches such as the leaves floating in the air not moving, just hanging.
- bullets dont make marks on some walls or dead bodies.


I really like this game, gotta be the best demo i've ever played. I love how you can go from stealth--> FPS--> duck and cover tactics--> hand to hand combat all in one battle. Approaching the game this way is extremely fun and rewarding. Not many games can blend these elements together so well. It's just fun to play. :D
 
My take on the demo.

+ the pace of the game is perfect for me.
+ Shadows, never seen better on a console
+ lighting, top notch, not over done.
+ Replay value, such a short demo but i've logged many hours on it.
+ AI on Hard seems like a perfect difficulty to play the game through the first time.
+ Animation, love how Nathan climbs and jumps onto things.
+ Controller layout is perfect.
+ Of course the graphics as a whole are awesome.

- The jungle for the most part was just scenery. Hopefully the full game has parts where your actually in the forest.
- A few minor glitches such as the leaves floating in the air not moving, just hanging.
- bullets dont make marks on some walls or dead bodies.


I really like this game, gotta be the best demo i've ever played. I love how you can go from stealth--> FPS--> duck and cover tactics--> hand to hand combat all in one battle. Approaching the game this way is extremely fun and rewarding. Not many games can blend these elements together so well. It's just fun to play. :D

I agree. Best demo I've played all year.
 
I agree. I think this and HS are the best action games this year, although I think that my favorite game overall will be Mass Effect.
 
I've checked out Gamersyde's 10 minute video and it's quite an amazing game as it seems. It's good that I have space for 2 more devices in my TV cupboard... :)
 
anyone figure out the hand-to-hand combat? like how do you do those flying kicks, and when you execute combos, are you supposed to press the buttons right after the next, or do you time the button pressing with Drake's actions? and are [ ] and /\ the only buttons involved? i've done a few different combos but i was pretty much button mashing. some of the combos i've done were pretty satisfying, but i don't know how i did them. i like how when they're close to a wall, Drake's set of moves changes and when you catch them from behind, you snap their neck. :smile:
 
anyone figure out the hand-to-hand combat? like how do you do those flying kicks, and when you execute combos, are you supposed to press the buttons right after the next, or do you time the button pressing with Drake's actions? and are [ ] and /\ the only buttons involved? i've done a few different combos but i was pretty much button mashing. some of the combos i've done were pretty satisfying, but i don't know how i did them. i like how when they're close to a wall, Drake's set of moves changes and when you catch them from behind, you snap their neck. :smile:

From my experience button mashing doesn't help at all.
Press it sequentially would make your combo much better.
important thing is to push the buttons one time each, and try to time them nicely.
 
From my experience button mashing doesn't help at all.
Press it sequentially would make your combo much better.
important thing is to push the buttons one time each, and try to time them nicely.
so you're supposed to time your button pressing, not just one right after the other? for example, the combo they tell you to do is [ ], /\, [ ]... do you just press the buttons quickly or do you press [ ], wait for him to punch, then press /\ etc.?

edit: i guess you're supposed to time it. i wonder how you do other combos though.
 
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From experience, pressing them quickly ends up in you being punched, so yes, you press □△□ in order, and timed. Other combos.... well we might only have one combo lol.

if you attack from behind, you get rid of the combo system altogether. Strangling doesn't require comboing.
 
I'm waitting for the manual (RTFM!!!) for the combos. I'm not into button mashing, I don't have the patience to die a million times in order to learn them. I'm guessing that the manual will at least explain the way you need to press the buttons if not some of the combos themselves.
Besides, from up close, it's really easy to either group your shots or take them with a headshot. I guess though that reserving ammo is important in this game.

I played the demo a few more times last night, I have to say that I was a bit wrong about hard. I must have been lucky the first time, 'cause I died a few times and needed to be carefull. I'm guessing that later in the game hard could be REALLY hard!
 
i've done at least 2-3 different combos but i don't know how i did them.

Sure it's different combos as in button presses? Personally I thought the combo portrayed is context sensitive, but the button sequence remained the same.

On a side note, my favorite thing to do on hard difficulty at the moment is to take out the batch of enemies (the ones in the first major area you drop into) by stealth.
 
http://www.psu.com/PSU-talks-Uncharted-with-Naughty-Dog-Co-Vice-President--a0001851-p1.php

A big part of our systems is running on SPU's: scene bucketing, particles, physics, collision, animation, water simulation, mesh processing, path finding, etc. For our engine, the cool thing about having the SPU's is the fact we can minimize what we send to the RSX (the graphic chip), it allows us to reject unnecessary information and get the RSX to be very efficient.

As expected then!

Also, if there had been any doubts before, it's now confirmed that while all the movies have been rendered on the PS3, they are included and played back as movie so they can stream in game data during the movie playback.

Talking about movies, I wanted to mention they are pre-render using our engine on the PlayStation 3. The only reason we did this was to eliminate any loading time before or after a movie and make our memory management easier.

Here's some more information on how they managed to fill the BluRay disc:

To get such high-resolution textures and movies, a Blu-ray was indispensable to achieve the graphic quality of Uncharted. We fill the disc at 91 percent and it's optimized, meaning we don't duplicate any data. That includes all our game data, sounds, 7 spoken languages and 102 minutes of movie.
 
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