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Uncharted 2: Among Thieves | The Official Thread

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nelsonroyale said:
most memorable final boss by far this gen was in MGS4 in my opinion...may be the most epic final battle ever actually
Yep. Incredible battle. Lots of great ones in there. I mean the final MGS4 one is similar to this one in a way..similar to U1 too. But just so well done (even though simple) Though i think it has a lot to do with the relationship with the two guys.
 
TTP said:
Yeah. Now, imagine if
the boss didn't die there but rather followed you during the collapsing bridge scene and was him to actually grab Chloe at the very end rather than a random blu dude
. Now that would have been much better ending. Still not as good as I'd wish, but better than what it is.
Oh yuh, that would've been good :O Bit cheesy though :P
"Nooooooooo!" *splash*
 
Dear NaughtyDog,

Please release a 500 page art book that is of the same quality as the ballistic publishing series of books. I will give you all I have.

- Love Jebus.


P.S. One of the greatest games i've ever played.
 
Lince said:
there's no final boss in Resistance 2, there's a joke instead, not a funny one, but a joke after all.

The boss battle in Resistance 2
is almost identical the one Uncharted 2. You run around in circles and eventually you'll turn around to shoot to damage your enemy.

The main difference is that turning in Resistance 2 is not as easy so the battle felt more dramatic and clunky at the same time.

It's a joke that GAF hates Resistance 2 and loves Uncharted 2 when both games have so much in common (heavily scripted sequences, lots of sponge enemies, throws a lot of shit at you at once, heavily scripted sequences, etc).
 
MarkMclovin said:
For the love of God, stop doing a fucking forward dive roll when I want you to stick to the wall.

This game is awesome!

I know... This really annoys me, especially in multiplayer. I miss in gears of what when you just slam onto the wall :lol
 
George Broussard (of Duke Nukem fame) went gaga over this on the shacknews forums. Considers it up there with Half-Life/Half-Life 2.

http://www.gamezine.co.uk/news/games/u/uncharted-2/3d-realms-uncharted-2-on-par-with-half-life-$1335157.htm


"Amazing single player experiences, nearly, if not, on par with Half-Life 1/2. I haven't felt this giddy over a game series since Half-Life," Broussard writes on the ShackNews Forums. "This is epic badassery right here. Believe the hype."

"Scope-wise it's not even fair. Uncharted 2 *does* so much it's just intimidating. It's going to ruin gaming for me. No way this game can ever be the baseline for games. It's like you go see movies and they are ok, then every 5 years something like Lord of the Rings comes out.

"It's rare that I like games this much. There's virtually no fail in them. Very polished and well done on every level. These are master works, up there with the tops games being made. You may as well be playing great Indiana Jones movies."

"Finished it. Jesus Christ. This is one of, if not the, most amazing games I've ever played. It deserves every game of the year award. What they achieved is unbelievable. It's seriously hard to think about playing another game after this. It'd be like watching some random movie after just having seen Star Wars.

"It's certainly in the top running for "best action game ever" with Resident Evil 4/5, Metal Gear 4, Half Life 2, and you know...the best games basically ever made."

I am DYING to play :(
 
MarkMclovin said:
For the love of God, stop doing a fucking forward dive roll when I want you to stick to the wall.

This game is awesome!
I had sort of the opposite problem, with Drake sticking to random walls when I wanted to roll away from gunfire :lol

EDIT:
gofreak said:
George Broussard (of Duke Nukem fame) went gaga over this on the shacknews forums. Considers it up there with Half-Life/Half-Life 2.

http://www.gamezine.co.uk/news/games/u/uncharted-2/3d-realms-uncharted-2-on-par-with-half-life-$1335157.htm

I am DYING to play :(
Mentioning MGS4 among the best games ever made makes his point automatically invalid :P
I still like it, but I consider it vastly inferior to MGS1 and 3.
 
Massa said:
It's a joke that GAF hates Resistance 2 and loves Uncharted 2 when both games have so much in common (heavily scripted sequences, lots of sponge enemies, throws a lot of shit at you at once, heavily scripted sequences, etc).

Uhh no, it's because Resistance 2 was a sloppy work of a game. Uncharted 2 is just superior in pretty much every way, the way R2 handled similar things was just pathetic. U2 takes these concepts and just make it work in a far smoother fashion and it all is just more cohesive.

Also your comparing a game that is largely hated due to it's shitty ideas from the 1st game, while U2 is an improvement over the original U1 which we know what we are getting. ND didn't shit on their own franchise with U2, they made it better. R2 did not make R1 better, and they did a poor job in the process.
 
gofreak said:
George Broussard (of Duke Nukem fame) went gaga over this on the shacknews forums. Considers it up there with Half-Life/Half-Life 2.

http://www.gamezine.co.uk/news/games/u/uncharted-2/3d-realms-uncharted-2-on-par-with-half-life-$1335157.htm








I am DYING to play :(


NO ONE CAN ESCAPE DRAKE.
 
KEnEunnKt.jpg


:D
 
Massa said:
The boss battle in Resistance 2
is almost identical the one Uncharted 2. You run around in circles and eventually you'll turn around to shoot to damage your enemy.

The main difference is that turning in Resistance 2 is not as easy so the battle felt more dramatic and clunky at the same time.

It's a joke that GAF hates Resistance 2 and loves Uncharted 2 when both games have so much in common (heavily scripted sequences, lots of sponge enemies, throws a lot of shit at you at once, heavily scripted sequences, etc).
indeed. but the one in resistance 2 is much easier imo.. i didn't even understand why it was the way it was...

but WHAT?.. just because two games have similar elements doesn't mean they are of the same quality.... wtf?
 
I beat it over the weekend and I thought the final boss/section was fine. I think it fit with the story direction and characters. I think most people are forgetting that Nate is supposed to be more of a normal guy. He was there for final standoff but won in a way that he used the environment to his advantage against a self healing final boss dude. He didn't have to use any crazy hero like acrobatics and shooting skills. It's alot like Indiana Jones. Indy always got up to the final battle but never had to do anything too insane to get out alive.

I thought the actual fight was fairly easy so I don't know why people would have to redo it 10 times playing on normal difficulty.
 
I didn't have any problem with UC2's boss. I don't know what everyone was expecting, but I had a great time running from him, dodging the grenades and luring him near the blue stuff.

50x better than UC1's boss, that's for damn sure.
 
I'm still not done with the game, stupid work and weekend committments.

But I plan on knocking it out tonight. But man, is it a fun ride so far.
 
BattleMonkey said:
Uhh no, it's because Resistance 2 was a sloppy work of a game. Uncharted 2 is just superior in pretty much every way, the way R2 handled similar things was just pathetic. U2 takes these concepts and just make it work in a far smoother fashion and it all is just more cohesive.

Also your comparing a game that is largely hated due to it's shitty ideas from the 1st game, while U2 is an improvement over the original U1 which we know what we are getting. ND didn't shit on their own franchise with U2, they made it better. R2 did not make R1 better, and they did a poor job in the process.
while ill agree that uncharted 2 is a better game than resistance 2.... wtf everyone hates r2? i loved that game.

lovin uncharted 2 right now. im near the end i think.
 
Always-honest said:
indeed. but the one in resistance 2 is much easier imo.. i didn't even understand why it was the way it was...

but WHAT?.. just because two games have similar elements doesn't mean they are of the same quality.... wtf?

I don't think they're of the same quality, I think the SP campaign is better in Uncharted 2. My point is that Uncharted 2 is a lot more similar to Resistance 2 than the first game was, a lot of the things people had on their lists of why they hated R2 are the exact same things Naughty Dog introduced in Uncharted 2.
 
btkadams said:
while ill agree that uncharted 2 is a better game than resistance 2.... wtf everyone hates r2? i loved that game.

lovin uncharted 2 right now. im near the end i think.

Not everyone, just a lot of people on GAF.

Zeliard said:
Did someone just try to compare Resistance 2 with Uncharted 2?

lol.

At least I backed up the comparison with arguments better than "lol".
 
Chorazin said:
SNIP SNIP.

50x better than UC1's boss, that's for damn sure.



The above posts are now SO spoilerific that they're about the end boss and describing the actual gameplay mechanics. You guys need to be a lot more considerate! Yikes!



I don't know how you guys are playing this... I gotta say.

Maybe I'm good but I killed him and he never had the distance/time to spam grenades. So I've never actually seen him do the spam grenade animation.

/shrug


btkadams said:
while ill agree that uncharted 2 is a better game than resistance 2.... wtf everyone hates r2? i loved that game.

lovin uncharted 2 right now. im near the end i think.


go read the resistance 3 thread. I hate on it. A lot. Its G A R B A G E.

Massa said:
The boss battle in Resistance 2
is almost identical the one Uncharted 2. You run around in circles and eventually you'll turn around to shoot to damage your enemy.

The main difference is that turning in Resistance 2 is not as easy so the battle felt more dramatic and clunky at the same time.

It's a joke that GAF hates Resistance 2 and loves Uncharted 2 when both games have so much in common (heavily scripted sequences, lots of sponge enemies, throws a lot of shit at you at once, heavily scripted sequences, etc).

resistance 2's bosses are all stupid.
Daedaelus
didn't even injure me. Pointless end boss. Stupid game
 
Who else thinks Uncharted somewhat suffers from "Is that a ledge? Oh, it's not" syndrome? The amount of times I've jumped at a wall and he's done his whole Assassin's Creed thing...
 
gofreak said:
George Broussard (of Duke Nukem fame) went gaga over this on the shacknews forums. Considers it up there with Half-Life/Half-Life 2.

http://www.gamezine.co.uk/news/games/u/uncharted-2/3d-realms-uncharted-2-on-par-with-half-life-$1335157.htm








I am DYING to play :(
Highway 17's bridge and Sand Traps are infinitely more engaging than any puzzle I've encountered in the Uncharted universe. HL2 remains the better 'adventure game', but the Uncharted games are much better shooters.
That said, holy hell, the texturing in Monastery is out-fucking-standing. I've read countless complaints and arguments from certain folks at beyond3d about PS3 being a memory starved system incapable of this and that, but what I'm seeing with my own two eyes is a triple buffered game with big, expansive levels, and unique, diverse, beautiful, crisp textures.
LULZ said:
Bwahahahahahah.
 
Forsete said:
Äntligen! :D
I knoooooow :lol Blame the GotY for being so delayed (GotY being Demon's Souls :D)!
 
Finished the game this weekend on hard.

I thought the boss was 10x better then the first games boss. I didn't think he was rather hard either. I just found the ending to me much more enjoyable and heart pumping then the first. I like having him at my back at all times yelling at me while I rand and spun around to fire off a shot at the blue sap. Maybe its just me though.

I thought the game was beautiful, well paced and a great successor to the first. I didn't want the story or the game to end. I thought they did a good job of adding some feeling and punch to the weapons. I just had a total blast. Can't wait to play the game on Crushing after a little stint in the MP. :D
 
TTP said:
I didn't like the boss fight either. I actually thought first one was better after all. Besides, IMO the last boss should be everything Uncharted merged into one epic moment. Traversal gameplay, puzzle, platforming.

Imagine a Radec like set up (but less chaotic) where you have to climb stuff to reach some mechanisms in various places while enemies come at you and boss is taunting from afar. Once you are done with the mechanism + enemies part, situation changes, different enemies come in and different mechanism have to be activated in order to hurt the boss. Once the boss is near death, a final showdown begins.

Or something like this.

I would agree. The current boss fight as the last part of your final boss fight description would have been fine. Do you get the feeling they just ran out of steam and time just before the boss fight? Nevertheless, outstanding game even with this small quibble. But it was pretty easy getting through the boss fight, especially after the insanely difficult Radec in KZ2.
 
Played a little MP this morning. Fun, but I doubt i'll play it once MW2 arrives. I was troubled to see only 9,000 people logged on. It was early; but that still seems very low.
 
word the mp number online is troubling. there is mad noobs online though. i mean your cock will fell 4 feet long right now if you play online. big time
 
It's a joke that GAF hates Resistance 2 and loves Uncharted 2 when both games have so much in common (heavily scripted sequences, lots of sponge enemies, throws a lot of shit at you at once, heavily scripted sequences, etc).
Seriously? So much in common? Resistance 2 was, in my opinion, one of the most disappointing releases of this generation. It felt incredibly unpolished and unfinished. It was just a sloppy game across the board. It didn't FEEL good to play, it didn't look particularly good, the gunplay was less than exciting, and the level design was dull. I couldn't even be bothered to finish it. It also had one of the most vague, poorly told stories in modern gaming.

I enjoyed the first game, but felt the series had a lot of potential that was yet untapped. The sequel actually ended up falling short of the original even, for me at least.

I can't even imagine comparing the two.

Highway 17's bridge and Sand Traps are infinitely more engaging than any puzzle I've encountered in the Uncharted universe.
Heh, Sand Traps was the beginning of the end for me and HL2. The idea was fantastic, but the end result was, perhaps, the least interesting chapter in the game.

I didn't actually enjoy the latter half of HL2 all that much, unfortunately. After Sand Traps, things really just stopped clicking for me. :(
 
Let us post our ideas about what the final boss fight could have been.

for me they could have done more with the tree pulling away when u blow up the sap, altering the level somehow. making it more treacherous. This would have to be 50:50 scripted/non scripted, meaning it changes depending on which ones u blow up.

disclaimer its a cold Monday morning at work and I could just be batshit insane. :/
 
lawblob said:
Played a little MP this morning. Fun, but I doubt i'll play it once MW2 arrives. I was troubled to see only 9,000 people logged on. It was early; but that still seems very low.
I'm not into FPS, Killzone 2 and CoD4 did nothing for me, but I love the MP in this game. Is it because of the view? You guys who are used to online shooters, what do you think is done right in Uncharted 2's MP?
 
lawblob said:
Fun, but I doubt i'll play it once MW2 arrives. I was troubled to see only 9,000 people logged on. It was early; but that still seems very low.

Early monday morning that sounds pretty good.

But really does the player number somehow change the game experience? As long as the game works and people are playing, it should be fine.
 
I bought a PS3 for Uncharted 1.

Just finished this tonight - what a journey seriously. Like it wasn't just the story but it felt like everyone had been through hell and back.
 
marc^o^ said:
what do you think is done right in Uncharted 2's MP?

Heavy weapons and how hard it is to down a fast moving opponent are the only things i don't like in UC2 MP. I would have preferred a slower gameplay, more based on moving from cover to cover instead of running around at max speed.

Having more vulnerable and slower players could have attained what i would like.

Anything else for me is gold. level design, controls, sound clues.
 
Well, I already have one, but use it mainly for blu-ray due to having issues with the online service and trouble with the smallish controller.

The exclusives I tried were a no-go for me so far (Socom and Killzone 2 - liked R2 but friends didn't), and I really wasn't impressed with the Uncharted 1 demo. (Beautiful for sure, but I got bored before finishing it.)

I framed my question this way as I've almost written off gaming on the PS3 for now (still feeling the burn for $60 on KZ2), but if you guys say this game is worth the price of admission for the game and a console, I'll probably give it a shot.
 
Massa said:
At least I backed up the comparison with arguments better than "lol".

Yeah. "Heavily scripted segments" is a strong argument. That merely makes Uncharted 2 have something in common with, oh, nearly every shooter that has ever been made.
 
arne said:
I realize I'm a little late to this firestorm but I had other things I needed to do. I wouldn't necessarily interject because people are supposed to draw their own opinions and let the discuss go from there, but I had some things I wanted to debate here. in some cases i feel you're basing your breakdown on what you want games to be, rather than what our game attempts to be. how can you judge something on criteria you've selected that it doesn't exactly aspire to fall within? isn't the point to look at a game and break down what it's trying to do and figure out whether it did it successfully? and then take a look at the landscape of what else is out there and compare it on that? i think you've done some great thinking, but on the flipside I think you've done your own opinions a little bit of disservice by what you do point out.




the key to this game wasn't in creating discrete sections of exploration ("platforming") and combat and problem solving, etc. there are times where you focus on one over the others, but the point is try to to blend as much of these as possible. to break them down discretely is a little shortsighted over how the game is built at it's core. there's plenty of choice and exploration, vertical, horizontal, etc., in many of the combat setups. to continue to think of these as only discrete sections doesn't really consider how we blended all of those different elements into a good portion of the game. that's not to say that we didn't focus on the exploration or problem solving at times, because those are aspects of one of the genres we chose to work within, so we will include them.




again i think you're a little shortsighted in how you are breaking down our game. you said in a later post that these sequences were traditionally handled in cutscenes. we chose not to do it that way, we gave you control, even if you specifically felt limited in it how it was handled. but to say that what you're doing doesn't really amount to much isn't quite fair. we've done something few games have done in most of our setpieces! and when you do talk about the particular sequences, I think you're missing the point. that sequence isn't ONLY about
jumping out of the building at the right time, the setpiece begins as soon as the helicopter shows up and ends when the building collapses. it's about the mini scripted sequences that surprise you like when the helicopter blows the wall out, and it's about PLAYING the sequence when the building starts to tilt and go down and shit is flying everywhere. it's not about the 1 second piece at the end. the truck down the alley, for most people, isn't as simple as you put it, you're an expert gamer -- seeing people who aren't expert gamers and have to learn what we're trying to teach them in that sequence, the light clicks on for them how that's different, how that's an experience they haven't played before when they finally accomplish it. you can fail there, if you just run and don't shoot, if you stop, there's more to that sequence than running and hitting R1 and closing your eyes.

heck,
the train level is more than what you mention -- it's about the fact that the entire train IS the dynamic environment -- things on the train have momentum and you have to account for that, you also have to account for the fact that it goes around bends when aiming or jumping, etc. i can tell you no other game can even come close to touching this right now because sequences like these aren't created as discrete entities in a 3D space, so there are a lot of tricks needed which limit how over the top it can be, it limits the physics and how you interact with entities outside of the train space

while we are trying to progress the medium and tell stories in our own way, we never said we were trying to reinvent the wheel with telling a story. we just wanted to tell our story better within the way we wanted to and with what we feel fits our story and the genre we sought to define. I don't think it's exactly fair to judge the game on your opinion of how you feel story should be innovated in interactive entertainment when that wasn't our goal. in a more extreme analogy, it's like looking at a impressionist painting and saying, i don't like it, they didn't try to post-modernist enough. we know we wanted ot tell the story by embedding the narrative within the gameplay (banter between characters, details in the environment), we also wanted to do those mini-cutscenes
after the truck chase, to tell you where to go and to show you soliders were after you
to further certain aspects of the story and create situations for the player, and we wanted to do full fledged cutscenes to reveal pivotal pieces of the narrative. we knew we were doing cutscenes, so we looked at how to innovate within that -- by shooting on almost a tv show schedule, week after week, by doing rehearsals and table reads to get the actors invested in their characters, by recording the voice acting simultaneously with mocap performances to get natural voice and physical performances, etc. and I don't have a doubt in my mind that was exactly the direction we wanted to go, because the performances we got are currently head and shoulders above anything else. yet, at the end, we didn't try to find a new way entirely to do this, and we never said we would. so i am puzzled as to why we would be held to that standard.

i find it kind of ironic when asked about a-grade franchises, many of the ones you mention do little to innovate the storytelling medium, in some cases they don't do a very good job at telling the story they aim to tell. what that reveals is that i think you can judge a game on the merits of what it tries to do and not by what it doesn't try to do. why wasn't that the case here?

i couldn't really gather my thoughts, but I hope it makes at least a little sense what I'm trying to get at.


Wow epic post! Always great to get an insight in to a developers own take on things. Thanks for posting mate. Have to agree with many of the points you made, though naturally, as I wasn't a developer of the game, my ideas of what was being intended in specific segments of the game might differ from your own, but I'd imagine on the whole, thanks to the brilliant integration of all the amalgamated facets of the game (VA, narrative, set pieces, action sequences, exploration etc) most gamers probably aren't far off.
 
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