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Uncharted 2: Among Thieves


James Ape

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  • 1 month later...
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but with 'slightly' improved graphics :wub:.

It doesn't look that much better to be honest. I'm more interested in new features and abilities - the graphics were already shit hot in the first anyway.

I hope there's not any monsters/zombies in this either. That nearly ruined the first.

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Looks even more like Tombs of War then the first one.

I am actually the first one at the moment. Too much shooting though. It's bloody annoying when to get about thirty yards forward you need to kill about 20 guys or something that keep jumping off handily placed ledges and the like when you kill the first four or so. Get's pretty tiring. Looks pretty though, although it has been surpassed now.

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Looks even more like Tombs of War then the first one.

I am actually the first one at the moment. Too much shooting though. It's bloody annoying when to get about thirty yards forward you need to kill about 20 guys or something that keep jumping off handily placed ledges and the like when you kill the first four or so. Get's pretty tiring. Looks pretty though, although it has been surpassed now.

Too much emphasis on shooting is indeed the biggest flaw of the first one, I hope the devs manage to strike a better balance this time - more platforming/exploring and less shooting please. Another thing thing that bugged me about the first Uncharted is that you were asked to solve ancient puzzles to enter rooms that haven't been opened for centuries according to the storyline - but when you finally manage to enter that room it's invariably filled with loads and loads of enemies.

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Looking good :wub:

This game's problem won't be looking good, it'll be avoiding the extremely repetitive combat, very weak platforming sections (it's just move from here to here, no skill or thinking involved), poor AI and so on of the first one.

Clearly it looks great, but then again so did the first, and it was far too gimmicky and....underdeveloped.

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This game's problem won't be looking good, it'll be avoiding the extremely repetitive combat, very weak platforming sections (it's just move from here to here, no skill or thinking involved), poor AI and so on of the first one.

Clearly it looks great, but then again so did the first, and it was far too gimmicky and....underdeveloped.

Fair enough, but I'm not sure how it was gimmicky. It was an action shooter with (a little too much) emphasis on the shooting, a good cover mechanic, lovely graphics and great characters. I think it was a romp from start to finish and although the twist was a bit naff at least it gave some variety.

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Good counter-argument!

The game looks stunning, and I'm looking forward to the return of Nathan and some more action-adventure, but don't see how it can be denied the first game has serious issues.

I'm sure the devs will realise that 50 almost identical gun battles with retarded goons, peppered with some jump-from-one-ledge-to-the-next level of platforming, won't be sufficient this time round.

I personally i'm not going to drop £40 on this if it's too much like the first.

I loved the feel of the combat, I enjoyed the weapons, and is distinctly different from GOW, but there's far too much of it. It's against enemies that aren't particularly interesting to fight, and there's not enough variety. The game keeps chucking the same setpeice at you - 20 guys attack you. They mix it up with the snipers later on, that was fine, but generally speaking it's just a bit boring fighting the same fight, when it's just so samey. I played it on hard, so I got something out of it, but there's a lot of room for improvement.

I also think that it really ends up feeling like one a manifestation of that videogame cliche of the the one man killing hundreds of goons. It doesn't feel right in this instance. What is Nathan, a supersoldier? I think they should focus on the difficulty of staying alive, of the fights being rough and ready, of facing challenging enemies over facing fuck-tonne loads of mediocre ones. Instead of 15 guys swarming you, how about having 3 or 4, who are really dangerous, who work together and that sort of thing. Make it feel more down to luck, speed and some good timing that you manage to beat them, as opposed to just constant slaughter. These are mercs or soldiers and, whilst being extremely aware that is a necessary thing in games to some degree, should Nathan be able to dispatch guys like that with such ease?

I want it to feel desperate. More like Die Hard than Commando, if you see what I mean. Get Nathan interacting with the environment, out-smarting the bad guys, rather than *always* directly out-fighting them, despite being constantly outnumbered.

The game was also very nice visually, the animation was superb, and despite them being cliches all the way, I warmed to the characters and the slim plot.

But by the end it had started to outlive it's welcome.

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It was an action shooter with (a little too much) emphasis on the shooting, a good cover mechanic, lovely graphics and great characters. .

I would say more than a little too much.

Fair enough, but I'm not sure how it was gimmicky.

The platforming was so basic as to be essentially a gimmick in my opinion.

It was a romp, but it's very game-lite in some aspects.

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But anyway, positivity and all that, this looks gorgeous, the animation in particular is fantastic and clearly improved from the already impressive stuff seen in the first game.

That leap from the house to the street sign, that looks great, like he's really just flinging himself at the sign.

Certainly impressive visually with the lighting and textures it's putting out there.

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But anyway, positivity and all that, this looks gorgeous, the animation in particular is fantastic and clearly improved from the already impressive stuff seen in the first game.

That leap from the house to the street sign, that looks great, like he's really just flinging himself at the sign.

Certainly impressive visually with the lighting and textures it's putting out there.

Agreed on all of that :wub: .

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