And the compressed version in one post for OP:
On kickbacks:
Not killstreaks. Not even close. Kickbacks are tied to your medal gain and you only get to pick ONE for the entire match.
The Kotaku line is a bit inaccurate - you get them from your overall medal gain.
unless something has changed recently - no, it's solely based on medal accumulation. the better kickbacks require a lot more medals and you're basically wagering that you can get that many medals to get the opportunity to activate the kickback not only during the match, but during a part of the match where it would actually be useful to you.
but that's an intriguing concept. i can't imagine we haven't discussed that, but i'll mention it regardless.
well, there's a big difference from the killstreak-type bonuses - is that the bigger the streak, the bigger the bonus. here you pick ONE bonus you can have for the match, and you have to decide how many medals vs. how much of a bonus you're shooting for. sure you can activate it multiple times a match, but unless you're going for some of the really low-level kickbacks, you're not going to be able to hit it more than a couple of times a match at best.
On Power Play:
If you're a good team, there's nothing in a Power Play that will let the losing team overcome their deficit. This makes the game closer in the case of a blow out, but unless the losing team is excellent and is just on a bad run, it will be very very difficult for them to take the lead just like that.
Power Plays are LIMITED in time. They're only active for a short period of time, not permanently for the rest of the match. So, for example, the Elimination-type sequence will only be active for 60 seconds. Then it's back to normal DM rules.
maybe you (on a losing team) can get a leg up and be within striking distance, but there's no way you can get a lucky win because of Power Plays - you have to still have to be a skilled player/team to claw your way back and win, as it always is and should be.
as far as Power Plays, it's built so that both teams can benefit from a Power Play - the losing team by kills, the winning team by cash or other non-score/non-kills gains. the Power Plays are also specifically designed so that the winning team is aware of the Power Play and what kind of Power Play, so they can employ strategies to effectively defend against whatever advantage the losing team has been temporarily given. a great, skilled team should be able to ride out the Power Play period.
On bullshots:
HARDLY.
Not only are they straight from framebuffer screenshots - there's some "free" AA going on
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
-- but really the only adjustments were contrast/gamma/color correction.
At worst, we don't render at anything higher than 2x, and that's almost always because we anticipate they will be used for print.
Yes, I realize you're going to nitpick the fuck out of this comparison, but really, are these two shots THAT significant? The most I've got is that of course, you're getting AA but it's not like unpossible vs. possible, eh?
http://www.naughtydog.com/images/1x-2x.jpg
I grew up on bullshot meaning some photoshop/CG trickery was going on that was wholly not representative of the final game to the point where they wouldn't even match up. There's some pretty well documented cases of this - and I'm sure games with PC components do this a ton because they can run the game it with all specs on beyond the processing and memory limits of consoles.
I (secretly, not anymore) take pride that we don't have to doctor our shots up with photoshop or texture/rending engine tweaking to make them look good. I don't think too many people can say the same. I could be wrong, but it seems that way in my limited game play.
But now I'll stop before this turns into a screenshot semantics thread.
On beta:
arne, will people in PAL regions get the beta too?
YES. Global beta.
On fps:
I just want to clarify, is this confirmed to be 60fps in multiplayer?
NO. somebody came up with that from I don't know where.
We're a 30 FPS game.
On SA and new SA-like abilities:
Maybe you should wait for the beta/final feature set and actually play it before passing a blanket, knee-jerk judgement? Maybe it'll be hate-worthy, maybe not. However, they are definitely significantly limited compared to SA.
well, it's more common sense. we've played these modes a ton with a bunch of boosters and nobody here seems to be abusing any of the boosters that much. and when they do, we tweak. we're still a whiles away before we tie a bow on the beta file, and even further away from GMing our final game. I can guarantee we'll be reviewing gameplay data and feedback internally and externally over that time.
It's just... a bit early.
At the end of the day, you run into, do you want lots of people playing or do you want only the hardcore skill players playing.
I prefer lots of people playing and not just because we want to be successful. More people means more interesting games, broad variety of skill and tactics, running into lots of new people all the time. To get tons of people playing, you need to find ways to keep things accessible so that the game remains fun. While I'm sure you'll say but but DTI, but but SA (and you do have a point), it's all about minimizing the frustrating moments.
I say it's the difference between, say, NASCAR, where everybody has the exact same specs to compete with and F1, where everybody has similar but not exact specs AND has options to try things a little differently to get the winning edge. although nobody gets Adrian Newey in Uncharted 3...
it's about finding that toughest of toughest points of balance of making as many people happy as possible - you can't please everybody, but let's do the best job of trying to achieve that.
I know what's listed in that (partial, incomplete, early, TBD, etc.) booster list, and the general dislike for wallhack-like features, but situational awareness as you've come to know it in Uncharted 2 is unequivocally gone.