Uncharted : Drake's Fortune*

Wow, you are really skilled player...
It took me around 12 hours (10,5 hour according to save game time counter which do not include section repeating after loosing life)
 
Wow, you are really skilled player...
It took me around 12 hours (10,5 hour according to save game time counter which do not include section repeating after loosing life)

I played it on normal. I went by the saved games. If that doesn't include death times, I'd say add another 30-45mins.

I think if you don't get stuck in any of the puzzles and play many FPS games, the cover system pretty much means you won't get killed much. Just roll out of nades and pick off your flanks. Go for headshots with the pistols or wait till you hear them say "flush him out!" which means they're about to toss a nade and shoot them. This will make em drop the nade. Now you can focus on the next guy.

I found the Pistol and M4 combo to be the best. Ofcourse use the Wes/Deagle/Sniper rifle every chance you get. One shot, one kill with all 3 of those.
 
A nice screen I found on a dutch website:

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Seeing stuff like this makes the week I still have to wait for the game to come out even harder...
 
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:)

Most indepth review I've read here, maybe outside of IGN. http://www.ripten.com/2007/12/01/uncharted-drakes-fortune-review/ 9.4/10

Oh and there are some good praise and some criticisms. Was thinking about the last level and how it could be better and i think ripten have it right when they say
"involve some platforming into it"....like climbing off the side of the boat to get to the next area, or swmming around. Or going into the boat etc...
 
Finally beat the game. Took a little under 8hours total.

The mummy stuff was a turn off. I'd say the last 20-25% of the game goes downhill due to the mummy stuff (reminded me how FarCry went down when the Trigen mutants were introduced). The whole real bad guy twist was unncessary. The English guy was a good villian and should've stuck it out with him. The puzzles difficulty remainded the same throughout the game, just you have to do a lot more jumping around. Pull a lever here, a lever there and so on. Still, the game was fun overall and certainly highly recommended to anyone who owns a PS3.
i have to agree, wasn't a big fan of the last few chapters and thought exactly what you thought. still, overall a great game.
 
I have to agree with everyone on the cons of the game. I still wish the game would've let me explore a bit instead of leading me around, but even still it wasn't that big an issue.

I guess these are the types of game (Heavenly Sword included) that will define and give the PS3 it's identity, especially SCEA published titles. Games that are technical show pieces made to give that movie experience. While short games make me a bit irked, as long as it's good, I'll enjoy it. Right now I'm playing through Heavenly Sword, and I'm enjoying it alot, just like Uncharted and I'm really digging them. Xbox 360 just seems so "game-ish", I don't know, but these PS3 games really feel like some thing else even if they are not absolute best. I'm quite refreshed thanks to them.
 
I like the later part of the game better simply because we have even more elements to play with (e.g, Enemies with laser sights, protective head gears, more powerful weapons, more difficult puzzles, better/faster jetski level,
creepiness, powerful and fast melee enemies
). The only thing I dislike is Navarro's Quick Time Events in the last level. In comparison, Heavenly Sword's QTE is a charm. The (too) many pirate encounters is pushing it, but the outstanding enemy AI saves the day.


The 2 things I hope they will improve on in Uncharted 2 are:

* Even more gameplay variety. Allow the player other ways to cross the level by evading gun fight (earlier in the game).
Even in the Vault level, I wished I was able to lure the enemies away to enter the vault instead of killing them

* Online versus treasure hunting


The enemy AI is the most memorable to me because besides being smart, they added quite a few things to make them more human (e.g., more variety in movement -- like baseball slides, emerging from covers in different positions, working together to corner me, dropping grenade when surprised/attacked, shouting "He's out of ammo !" and rush me when my gun made the empty clip sound, etc.).


All in all, Uncharted is one of the most well made games to date. ND has invested technologies in the right areas to make it stand out. I look forward to Uncharted 2 because they seem to have solved all the basic problems this time round. The next leap should be more gameplay focused. I don't really care whether the water is a shader effect or a full fluid dynamic simulation unless it makes a major gameplay difference.
 
Well, on "The 25 Go" you have to remove 102 minutes of HD Video (http://www.psu.com/PSU-talks-Uncharted-with-Naughty-Dog-Co-Vice-President--a0001851-p2.php) so depend of the codec and bitrate, it can take some amount of Go. 86min on Mpeg2 HD take all the blu-ray so 25 Go, in H.264 you can expect around a 2 times less, so 102 minutes on H.264 take around 15 Go, all right it's for 1080p so in 720p take 7,5 Go.
Seven langages and sound with no compression also more Go (base on the 1O Go of HS), take 5Go.
So you got only 12,5 Go for game and with redundancy for better loading times…

That last bit on redundancy to fight loading times is pure speculation on your part though. Naughty Dog didn't mention it, and I think they would have. And so, if just I take all your other factors at face value, then 12,5 GB is probably almost 100% texture and geometry. And as this maxes out at 5 GB (out of 6.8 on 360) on most DVD based games, then even if texture and geometry 'only' took up 10GB in Uncharted that is still twice as much as you can basically get on a DVD based game. GeOW in that respect already to me seemed to be DVD space limited (i.e. they were on a 'texture' budget)

I agree that part of it is also owing to developer talent - you have to have an engine that can actually display these wonderfully detailed textures and stream them in properly - but people also underestimate how much space textures take up, I think.

By the way, as someone pointed out somewhere else (I think gaf), not all cutscenes are pre-rendered. There are a couple where if you have a costume or a similar mod, it will show up in the cutscenes too. At least, so I read. So using that it's fairly easy to figure out which of the cutscenes are and which aren't prerendered.

That probably also explains the confusion some people have had on this.
 
Blu-ray speed is constant, there is no need for redundancy to "improve" load times.

Not quite true - transfer speed is constant across the disc, true, but you can improve performance somewhat if you put chuncks of data that you need to load next to each other on the disc (probably for seektimes). Insomniac did use this to improve load-times a bit for Resistance. However, this was before they had texture streaming and such up and running, and I don't think they've used the same technique for Ratchet.
 
Not quite true - transfer speed is constant across the disc, true, but you can improve performance somewhat if you put chuncks of data that you need to load next to each other on the disc (probably for seektimes). Insomniac did use this to improve load-times a bit for Resistance. However, this was before they had texture streaming and such up and running, and I don't think they've used the same technique for Ratchet.

Let alone that Naughty Dog said there's no repetition of data. Tis in a PSU interview.
 
Not quite true - transfer speed is constant across the disc, true, but you can improve performance somewhat if you put chuncks of data that you need to load next to each other on the disc (probably for seektimes). Insomniac did use this to improve load-times a bit for Resistance. However, this was before they had texture streaming and such up and running, and I don't think they've used the same technique for Ratchet.
All true, but I doubt they have done anything of the sort to be honest.

If you know you are going to need a lot of files over and over again, then these are the ones you whack into the cache on first load (I think I am right in thinking the PS3 can read data from blu-ray, put on on HDD and load it into memory at the same time - maybe thats just normal these days)

Anyway, if they have said there is no repeated data on the Blu-ray, then there is no real reason not to believe them.

I would think Naughty Dog and devs of that calibre would all not need much repeated data to avoid seek times, organise the files effectively on the disc and you can get rid of most of it anyway.

I always used to cringe when I heard my PS2 seeking every half second on some dodgy game. (and motorstorm on my PS3 to be fair)
 
I think the only reason why Insomniac set it up like this in the first place because they started with the game so early and the decision to include the HDD by default was made by Sony relatively late. Resistance, afaik, doesn't install pretty much anything at all on the HDD in terms of caching. This is of course very different for Uncharted, which uses the HDD extensively to almost completely hide load-times.
 
I just got word yesterday that my copies had shipped (Ratchet & Uncharted) ... only to be told that the expected delivery date would be the 12th! /gutted
 
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