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Uncharted 2: Among Thieves | The Official Thread

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NeoUltima said:
I remember that being a reference to UC1...
He says something about, girl trapped, electricity off, hope zombies don't come around the corner. Which is like in UC1, Elena was trapped in that control room while Drake left to turn on the generator and he was in those dark hallways with the zombie-things popping out of nowhere.

You're probably right. When Drake said it in game I had just took cover behind low stone wall and it instantly reminded me of Gears.
 
I actually thought the latter levels were some of the worst. The climbing/platforming bits just go on too long and it starts to be this kind of shoot 20 dudes, follow the yellow brick wall around this bottomless pit area, shoot 25 more dudes, rinse, repeat. The setpeices are nice and the game looks good and the combat is always dynamic and very different every time you fail and try again, but it does lose a little steam right around when you're going into the big final area, IMO.

I think that dynamic combat is the biggest improvement. Like every good shooter, RE4, Halo, Gears, etc. the shootouts seem to spiral into very different directions each time if you allow them to. The AI is mostly pretty good at reacting to you in a variety of ways. Stuff like that goes a long way towards chosing to give it one more shot vs just turning the game off after dying.

But those fuckers with the crossbows were pretty annoying.
 
ItsInMyVeins said:
I'm at chapter 15 now and mostly I've been enjoing the game a lot. The opening is just brilliant. Sadly it's followed by the most boring level in the game so far – the museum. I can't be the only one thinking that, right?
Well its certainly plays different compared to the rest of the game, but I still enjoyed it quite a bit. I love stuff like that.
 
I'm getting tired of the "it does nothing new" crowd.

Never have I had an experience like this in a game. It's so mind boggling. The game itself is fresh, even if you've come right off of Uncharted: Drake's Fortune. It doesnt nothing new ON PAPER. You can sit there and go through each feature and they've probably been done in other games before. But once you start actually playing it, it's like nothing before. You can sit here and call it a "Single player action-adventure game where you shoot people to no end" and that will sound boring as hell...actually playing it is totally different. It's that at the core but it touches on so many things that affect you subtly where it brings it to this whole 'nother level.

I dont remember any game making me feel like OMFG WTF IS THIS SHIT when I had the 1st real gunfight. Me and AssemblyRequired/MemoryCure just kind of looked at each other after that and didnt know exactly wtf just went on. It has a certain intensity. I cant even put my finger on what makes it soooo great to have gunfights in this game, I cannot pinpoint it. I can only say that it's all of the little things working together for the bigger overall effect. I cant even describe the feeling I get in the gunfights in this game. It's like nothing I've ever experienced before. You can sit here and say "this game" did "this feature" all you want but it's never felt like this to me, ever.
 
Rez said:
I thought the museum was a super-cool intro to all the basic mechanics of the game, but it's definitely going to be skipped once I've finished it on Crushing.

The thing that bothers me about the museum in my second playthrough is all the unskippable in-game cutscenes during that stage. I think it'd be a pretty cool level to replay and speed through but all of those cutscenes and tutorial shit really ruins the pacing.
 
sportzhead said:
It's during the level where Chloe is locked in the elevator and you have to find the circuit breaker to get her out. While running through the dark bombed out building Nathan says something like, "I'm in a dark building searching for a girl, this seems familiar. I hope monsters don't pop out around the next corner." I wish I could remember the exact joke.

Yeah, that's an Uncharted 1 reference.
"Girl's stuck in an elevator, power's out, if there are Zombies around the next corner...". In the first game you leave Elena in the room after you first meet the slippery naked men and have to go down into the tunnels to turn the power on again.

Edit - Beaten...
 
I really like that the game gives you options about going with stealth or combat, or starting with stealth and then if you're noticed, just being able to survive a shootout if you're smart.

It's a bit funny with how it does checkpoints though. It happened a few times that I'd be about halfway through a section on one side of an area and die with certain weapons, and the game would put me back in a completely different area with different weapons(and refilled ammo) and a different set of enemies in different locations than when I died, or anytime close to when I had died. I guess that's a trade off for having it be more open ended.
 
I adore the game, but I can see people who aren't usually grabbed by flashy presentation and in-game stories might be a bit indifferent to the whole thing.

The gameplay is fun, but that game is 'merely' good in that regard. It's the presentation and story that work in turn with the gameplay that push it up into "wow this thing is unbelievably good! how did they do all of this in 18 months!?"

Sean said:
The thing that bothers me about the museum in my second playthrough is all the unskippable in-game cutscenes during that stage. I think it'd be a pretty cool level to replay and speed through but all of those cutscenes and tutorial shit really ruins the pacing.
yep, totally agree. there are a hell of a lot of unskippable cutscenes throughout the game, which is a super-irritating when you're replaying the game while listening to a podcast or something.
 
Rez said:
I thought the museum was a super-cool intro to all the basic mechanics of the game, but it's definitely going to be skipped once I've finished it on Crushing.

No, the intro was a super cool intro to the mechanics, the museum came off as a poorly done stealth section with added platforming :/
 
SonOfABeep said:
I really like that the game gives you options about going with stealth or combat, or starting with stealth and then if you're noticed, just being able to survive a shootout if you're smart.
Yeah its awesome.
in ch.22 I stealth killed all the way until that part with that turret(though I admit I purposely killed myself a few times so I could do it). Crossbow definitely aids in stealth too :)
 
One thing that I can't get out of my head while playing this game is the disconnect between gameplay where (fortunately, mind you) you can take 3-4 gunshots and survive as long as you take some cover and story sequences where characters are threatened by a single gunshot wound or weapon. I don't know that there's any way to solve this for any game and it's not limited to Uncharted 2, but it just seems to stick out a lot more because the characters seem so real and in danger outside of gameplay.

It probably could have cut a little bit as the game is slightly bloated as is, especially in the latter areas. Make those co-op or challenge areas.

And seriously, the "platforming" sections should just be dropped or made optional, exploratory diversions. Using them as super-linear arena connectors just does not work. I dread having to go through them to get to the next awesome shootout.
 
ItsInMyVeins said:
No, the intro was a super cool intro to the mechanics, the museum came off as a poorly done stealth section with added platforming :/
I can see why it exists. You learn how to effectively move between cover, aim and shoot a weapon both from cover and from ledges, dodge laser sights, use stealth combat moves and search for key platforming points (with aid from Flynn), all in very low risk scenarios that require you to fully understand the mechanics to proceed.

but yeah, I guess it might have been a bit overbearing for you? I was so wrapped up in the story that I was okay with the length.
 
Finished the game...Simply an AMAZING experience!

Definitely one of the best single player campaigns I've played in a long time! Everything was incredible. Graphics: Amazing...Gameplay: Intense...Sound/ Music/ Cinematics/ Voice Acting: All top-notch.

There's really nothing else I could say that hasn't already been said here...This is one highly-polished BEAUTIFUL game!!
 
Speaking of boxart, holy shit is my Australian PAL box art cluttered with shit. There's the massive MA15+ label, the naughty dog logo, the Sony logo, the Playstation 3 banner, the PSN "ONLINE GUNFIGHTS FOR UP TO 10 PLAYERS" circle and finally the game's title. It's kind of like the television from Idiocracy, though less self aware.
 
Rez said:
I can see why it exists. You learn how to effectively move between cover, aim and shoot a weapon both from cover and from ledges, dodge laser sights, use stealth combat moves and search for key platforming points (with aid from Flynn), all in very low risk scenarios that require you to fully understand the mechanics to proceed.

but yeah, I guess it might have been a bit overbearing for you? I was so wrapped up in the story that I was okay with the length.

Yeah, but the stealth in this game kinda sucks and the museum level just shows some of the poorer aspects of the game. For instance, the stealth only works because the guards are blind as bats, and on top of that you fail instantely if they see you. I thought that whole section was kinda bad. It'd have been better had it been a lot shorter. To me it felt like it dragged on and on and on.
 
Put 2.5 hrs in last night, got to Chapter 5 iirc
Chloe just blew up a truck for me in Nepal (its the area at the end of the co-op in the demo)
- god this looks amazing, I played a few hrs of UNC1 the other day to get back into it and that is a good looking game, but my god this is just gorgeous - great improvements in the texture quality.

The beginning was amazing as well,
the way the first cutscene flows perfectly into the moment you can first control Nate, then the flashbacks syncing with Nate being knocked around, so goddamn awesome

Playing on Hard as I'd started UNC1 on Hard the other day, doesn't seem too bad so far, forcing me to play a bit smarter.
 
SonOfABeep said:
One thing that I can't get out of my head while playing this game is the disconnect between gameplay where (fortunately, mind you) you can take 3-4 gunshots and survive as long as you take some cover and story sequences where characters are threatened by a single gunshot wound or weapon. I don't know that there's any way to solve this for any game and it's not limited to Uncharted 2, but it just seems to stick out a lot more because the characters seem so real and in danger outside of gameplay.

It probably could have cut a little bit as the game is slightly bloated as is, especially in the latter areas. Make those co-op or challenge areas.

And seriously, the "platforming" sections should just be dropped or made optional, exploratory diversions. Using them as super-linear arena connectors just does not work. I dread having to go through them to get to the next awesome shootout.
You're not actually being shot. Your luck is running out and the last shot is what actually kills you.
 
Roxas said:
Has anyone who preordered from Amazon UK recieved their Revenge Perk code thingy?

I pre-ordered from Amazon US and just got a treasure map email. I forgot all about that preorder bonus, already got most of the treasures :lol
 
Now that I'm done with the game, I'd like to express my (few) complaints. They're spoiler free, so have no fear when reading them. I'll start with the only one that isn't nit-picking.

They REALLY need to separate the roll/jump down button from the take cover button. This issue didn't show its face as much in the single player due to the less aggressive AI, but it's a giant problem in the multiplayer. A million times I've tried to roll out of the way when I'm under fire or a grenade is lobbed my way, and my character will just stick himself to a wall. Once I'm on the wall, I'm stuck and I can't keep running. So when I desperately need to get my ass AWAY from where I am, I'm often times stuck to a wall and left as a sitting duck. And good luck trying to do a roll while you're near a cliff; your character is gonna jump off and grab the ledge.

Getting rid of Triangle as the "dodge" button is completely sensible, as it rarely came up in the single player, and is not even included in the multiplayer. If circle did rolls and jumped down ledges, while Triangle was a dedicated "take cover" button, the problem would be completely solved, and would even allow for more finite control in certain other aspects of the game. Imagine, if you will, a stone pillar that you want to take cover behind. You're currently stuck to one side of the pillar, at say, a 6 o'clock position, and suddenly the enemy is coming at you from 9 o'clock. What you really want to do is move from 6 o'clock to 3 o'clock so you'll be standing on the opposite side of your enemy. Currently, this is impossible to do without either taking your sweet time, or else catapulting yourself off the pillar in a somersault and then scurrying back to safety. It would be much better if Left Stick + Circle would let you roll away from a cover object, and Left Stick + Triangle allowed you to move to a different surface of the cover object your stuck to.

I really don't feel as though the melee combat is (or should be) complicated enough for it to require two different buttons.




And here's the rest of my complaints. Take them with a grain of salt because they're really nitpicky.

First off, why the fuck did Sully get swept under the carpet for this game? He's a cool guy who doesn't afraid of anything, and I think he and Drake play off each others' personalities very well.

Secondly, I feel like Naughty Dog was trying way too hard to make me laugh throughout this game. Certain bits were hilarious and well placed, but some of it started to wear on my nerves after a while, and this is coming from a guy who derives great enjoyment from Spider-man comic books. Not every word out of Drake's mouth needs to be sarcastic and hilarious, although I really like how the dialogue was kept up the entire time you played. While I'm on the subject, Drake says "shit" and "crap" waaaaay too much. :lol

Third, the grenade arc. Oh god, what a hassle this is. The camera always aims at the top of the arc, so if you wanna lob the grenade a long distance, you're not gonna be able to see where it's gonna land. I tried the motion sensor throw, but it's finicky, and the thing still travels farther if I aim further up, which will again stop me from seeing where it will land. At least I can aim it from behind cover, but still, it's a big pain. The analog stick should aim the landing point, NOT the camera itself.

Lastly, there was not enough puzzle solving for my tastes. Gunfights and platforming are all well and good, but puzzle solving is the final piece of the holy trinity, and it was grossly underused in Uncharted 2, and in Uncharted 1 for that matter. They even had a great concept like Nate's journal in this game, but they just threw away all that potential and asked you to use it like two or three times throughout the game. And the puzzles that WERE there were piss easy, even if Drake wasn't holding your hand and telling you how to solve the puzzle. Most of it was just "climb this ledge and pull this switch, then shimmy over to that ledge and pull that switch." It was just an excuse to do more platforming. I'd really like to see some challenging stuff in the future, such as Zelda style moving block puzzles, or even just really tricky classic adventure game puzzles. You know, the kind you'd find in games like Monkey Island or Indiana Jones. I'm not saying that I wanna be carrying around a sack full of context sensitive items, but something that makes me scratch my head would be nice.



Sorry for being long winded. These are my thoughts. What do you guys think?
 
aeolist said:
I'm not to that part yet, it still has me running through linear corridors. There's one part where you kill two guys in an enclosed area, the tank shoots a shell behind you which blocks the path with debris, and then plants itself directly in front of the only exit.

If I try to run around it I die in seconds and there's nothing else in the area. Maddening.
Right after you killed the 3 guys standing there(just shoot without aiming while running) make a right, there's a path, you don't need to face the tank
 
I wouldn't say the stealth sucks. I personally think its good. True the guard is blind as a bat when it comes to dead body, but you can't hide bodies in this game nor do you have the time to when there is 5 more soldiers walking around.

An improvement to the stealth that I think would satisfy a lot of people is make it so the enemy can forget where you are in the midst of battle or they think you're in one area but you are really in another spot so you can sneak up on them in middle of battle. The enemies will have to search the whole area or try to in a dynamic route. Maybe the game could have some stealth distractions like knocking or something from Metal Gear Solid.

Edit: Auto just turn on the motion control grenade throwing or just use L1+L2 to throw it's much simpler and more efficient.
 
deepbrown said:
Damn just watched the Gametrailers review. They literally include ALL the game in their review. What the hell is the point of that?

Yeah i also just watched it after playing through the game, happy I didn't watch that shit before playing it.
 
I wouldn't mind them making the puzzles harder, but unless they decide they want to put a heavy focus on them and introduce some new elements to the very, very old and dusty style of puzzles in adventure games, then I certainly don't want more. They're fine as quick intermissions among other things but the last thing I want is a game full of the same problems that have weighted down Zelda's dungeon designs for the past decade.

Video game puzzles are drastically overdue for a make over.

Personally, I just want more platforming. And maybe some tools for the platforming. If they HAD to do more puzzles though, I'd want it to be largely be riddles involving research from Nate's journal or something like that.

I don't really have much wants outside of campaign co-op still. I did after Drake's Fortune, but with the way they've fleshed out the pacing and gunplay, it's gone in a different direction than I had anticipated, but I'm still very pleased with it.

Still amazed at the multiplayer, I was a huge naysayer of this, but it's turned out to basically be the sole console competitive game I've ever really enjoyed like this.
 
autobzooty said:
Lastly, there was not enough puzzle solving for my tastes. Gunfights and platforming are all well and good, but puzzle solving is the final piece of the holy trinity, and it was grossly underused in Uncharted 2, and in Uncharted 1 for that matter. They even had a great concept like Nate's journal in this game, but they just threw away all that potential and asked you to use it like two or three times throughout the game. And the puzzles that WERE there were piss easy, even if Drake wasn't holding your hand and telling you how to solve the puzzle. Most of it was just "climb this ledge and pull this switch, then shimmy over to that ledge and pull that switch." It was just an excuse to do more platforming. I'd really like to see some challenging stuff in the future, such as Zelda style moving block puzzles, or even just really tricky classic adventure game puzzles. You know, the kind you'd find in games like Monkey Island or Indiana Jones. I'm not saying that I wanna be carrying around a sack full of context sensitive items, but something that makes me scratch my head would be nice.

I think Naughty Dog should just remove puzzles completely in the next one. In both Uncharted games the puzzles felt tacked on and simply there for a bullet point on the back of the box. You're told the solution instantly so it's not even difficult/satisfying/fun to "solve" them. All they do is kill the pacing imo.

Chapters
8 and 9
felt exactly like "Dude Raider", that light beam shit was just shameless.
 
At about chapter 15, I got to say that I could do with a fair bit less cutscene interruptions. Especially the chase sequence are each only about 20 seconds long preceeded and followed by a minute of cutscene. Having played them back to back now, somehow the first game flowed better for me.

It is true that they have interactive scenes where other games would have cutscenes but at the same time, they have cutscenes for trivial exposition that might as well have been done better in game.
 
autobzooty said:
Now that I'm done with the game, I'd like to express my (few) complaints. They're spoiler free, so have no fear when reading them. I'll start with the only one that isn't nit-picking.

They REALLY need to separate the roll/jump down button from the take cover button. This issue didn't show its face as much in the single player due to the less aggressive AI, but it's a giant problem in the multiplayer. A million times I've tried to roll out of the way when I'm under fire or a grenade is lobbed my way, and my character will just stick himself to a wall. Once I'm on the wall, I'm stuck and I can't keep running. So when I desperately need to get my ass AWAY from where I am, I'm often times stuck to a wall and left as a sitting duck. And good luck trying to do a roll while you're near a cliff; your character is gonna jump off and grab the ledge.

Getting rid of Triangle as the "dodge" button is completely sensible, as it rarely came up in the single player, and is not even included in the multiplayer. If circle did rolls and jumped down ledges, while Triangle was a dedicated "take cover" button, the problem would be completely solved, and would even allow for more finite control in certain other aspects of the game. Imagine, if you will, a stone pillar that you want to take cover behind. You're currently stuck to one side of the pillar, at say, a 6 o'clock position, and suddenly the enemy is coming at you from 9 o'clock. What you really want to do is move from 6 o'clock to 3 o'clock so you'll be standing on the opposite side of your enemy. Currently, this is impossible to do without either taking your sweet time, or else catapulting yourself off the pillar in a somersault and then scurrying back to safety. It would be much better if Left Stick + Circle would let you roll away from a cover object, and Left Stick + Triangle allowed you to move to a different surface of the cover object your stuck to.

I really don't feel as though the melee combat is (or should be) complicated enough for it to require two different buttons.




And here's the rest of my complaints. Take them with a grain of salt because they're really nitpicky.

First off, why the fuck did Sully get swept under the carpet for this game? He's a cool guy who doesn't afraid of anything, and I think he and Drake play off each others' personalities very well.

Secondly, I feel like Naughty Dog was trying way too hard to make me laugh throughout this game. Certain bits were hilarious and well placed, but some of it started to wear on my nerves after a while, and this is coming from a guy who derives great enjoyment from Spider-man comic books. Not every word out of Drake's mouth needs to be sarcastic and hilarious, although I really like how the dialogue was kept up the entire time you played. While I'm on the subject, Drake says "shit" and "crap" waaaaay too much. :lol

Third, the grenade arc. Oh god, what a hassle this is. The camera always aims at the top of the arc, so if you wanna lob the grenade a long distance, you're not gonna be able to see where it's gonna land. I tried the motion sensor throw, but it's finicky, and the thing still travels farther if I aim further up, which will again stop me from seeing where it will land. At least I can aim it from behind cover, but still, it's a big pain. The analog stick should aim the landing point, NOT the camera itself.

Lastly, there was not enough puzzle solving for my tastes. Gunfights and platforming are all well and good, but puzzle solving is the final piece of the holy trinity, and it was grossly underused in Uncharted 2, and in Uncharted 1 for that matter. They even had a great concept like Nate's journal in this game, but they just threw away all that potential and asked you to use it like two or three times throughout the game. And the puzzles that WERE there were piss easy, even if Drake wasn't holding your hand and telling you how to solve the puzzle. Most of it was just "climb this ledge and pull this switch, then shimmy over to that ledge and pull that switch." It was just an excuse to do more platforming. I'd really like to see some challenging stuff in the future, such as Zelda style moving block puzzles, or even just really tricky classic adventure game puzzles. You know, the kind you'd find in games like Monkey Island or Indiana Jones. I'm not saying that I wanna be carrying around a sack full of context sensitive items, but something that makes me scratch my head would be nice.



Sorry for being long winded. These are my thoughts. What do you guys think?

What's this bullshit about using triangle for cover? Triangle is already used for picking up ammo and interacting with objects.
Indifferent2.gif
 
Kittonwy said:
What's this bullshit about using triangle for cover? Triangle is already used for picking up ammo and interacting with objects.
Indifferent2.gif

There's still two free buttons on the D-pad, too. Not quite sure why we have to reload buttons right now....
 
some of you want more puzzles. some of you want less.
some of you want more gunfights, some of you want less.
some liked the stealth missions, some didnt.
some liked.... well, you see where i'm going with this.

really, some of you guys are acting like the game should be tailored to your personality. :lol
you can't win them all, naughty dog.

autobzooty said:
Sorry for being long winded. These are my thoughts. What do you guys think?
hmmm....
autobzooty said:
I really don't feel as though the melee combat is (or should be) complicated enough for it to require two different buttons.
I think you're nuts. :lol it's two fucking buttons. thats...not a lot.
 
we're in a forum entitled "gaming discussion".

in these threads, we discuss what we like and dislike about games.

yeah.
 
SonOfABeep said:
One thing that I can't get out of my head while playing this game is the disconnect between gameplay where (fortunately, mind you) you can take 3-4 gunshots and survive as long as you take some cover and story sequences where characters are threatened by a single gunshot wound or weapon. I don't know that there's any way to solve this for any game and it's not limited to Uncharted 2, but it just seems to stick out a lot more because the characters seem so real and in danger outside of gameplay.

It probably could have cut a little bit as the game is slightly bloated as is, especially in the latter areas. Make those co-op or challenge areas.

And seriously, the "platforming" sections should just be dropped or made optional, exploratory diversions. Using them as super-linear arena connectors just does not work. I dread having to go through them to get to the next awesome shootout.

You're nitpicking on things you have absolutely no fucking clue how to fix. Platforming has to be there because otherwise you would be traveling via fucking stairs all the time, which would be fucking boring and the environment would feel like corridors with invisible walls around it, which would be the worst thing one can do to a game.
 
autobzooty said:
There's still two free buttons on the D-pad, too. Not quite sure why we have to reload buttons right now....

Because it would be utterly retarded to use the d-pad for reload, R2 for reload is quick and especially important when it comes to MP. Unless Sony makes a new controller with an additional button, there aren't enough buttons to do what you want them to do. Mapping important functions on the d-pad takes the player's left thumb away from controlling movement, which is something you don't want to do.
Indifferent2.gif
 
Kittonwy said:
You're nitpicking on things you have absolutely no fucking clue how to fix. Platforming has to be there because otherwise you would be traveling via fucking stairs all the time, which would be fucking boring and the environment would feel like corridors with invisible walls around it, which would be the worst thing one can do to a game.
I love platforming, but come on, you couldn't have picked a weaker counter here. RE4 and Gears show that TPS work pretty damn well with or without platforming.

the better argument is that the platforming is damn fun and helps better pace the game. =p
 
Rez said:
we're in a forum entitled "gaming discussion".

in these threads, we discuss what we like and dislike about games.

yeah.
True, but some of these requests are kinda retarded. Like removing the puzzles altogether in uncharted 3? I could see if it were said to make them better.

It's like saying, hey I think they should just get rid of boss battles in game X. Lets not make them better, but lets just get rid of them.
 
Rez said:
we're in a forum entitled "gaming discussion".

in these threads, we discuss what we like and dislike about games.

yeah.

You are free to discuss what you don't like but it doesn't mean people can't voice their disagreements with you and counter your complaints.
 
Bad_Boy said:
True, but some of these requests are kinda retarded. Like removing the puzzles altogether in uncharted 3? I could see if it were said to make them better.

It's like saying, hey I think they should just get rid of boss battles in game X.

I think they should get rid of the combat in Tomb Raider. TR is a better traversal and puzzle game than Uncharted, but its shitty combat really holds it back. Make it all about the archaeology and the exploration Eidos, leave the pistols at home.
 
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