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Uncharted Comicon Impressions

Wollan said:
At Gamers Day the aiming seemed a bit problematic as there was no auto-aim/gravity whatsoever. They said they were going to add this, was it in the build you played?
That's probably the case. That seems to be what Sony is doing with their Gamer's Day demo, giving them back to the devs for a little more polish and then putting them at other venues, and then eventually on the PSN.
 
Wollan said:
At Gamers Day the aiming seemed a bit problematic as there was no auto-aim/gravity whatsoever. They said they were going to add this, was it in the build you played?

No IRRC you have to manually aim whenever you want to fire. It zooms in to an over the shoulder camera. You can still strafe and move when aiming. I didn't think it was problematic. It felt like RE4 (with strafing) or Gears. Popping out from beind cover to fire then snapping back in was very logical. I just sort of went right into it.

Good crisp SFX as well. Bullet hits register near you with a scary thunking sound. Makes you want to stay hunkered down when they are firing even though you can take a few hits.
 
I mean, when you were aiming over the shoulder, did you over-aim a lot..etc? It seemed pretty stiff at Gamers Day.
 
Wollan said:
I mean, when you were aiming over the shoulder, did you over-aim a lot..etc? It seemed pretty stiff at Gamers Day.

It was a tiny bit tricky to nail a headshot on a moving enemy versus say something like GOW but then I was using the default pistol most of the time. Maybe it's not supposed to be as accurate as the asault rifles (or more powerful pistols).

Also ammo is kind of limited. You really have to pick up your enemies guns to have a good ammo supply.
 
I think I'd prefer it if the camera snapped back to the centre, so the aiming was like RE4. It seems more appropriate considering you should be aiming at specific body parts and the pistol and single shot weapons seem to be the focus

jetjevons said:
Also ammo is kind of limited. You really have to pick up your enemies guns to have a good ammo supply.

Do ammo boxes still have those out of place looking arrows above them?
 
Yoboman said:
I think I'd prefer it if the camera snapped back to the centre, so the aiming was like RE4. It seems more appropriate considering you should be aiming at specific body parts and the pistol and single shot weapons seem to be the focus



Do ammo boxes still have those out of place looking arrows above them?

Yeah! But rather that then miss them in the grass. Also you don't autopick up ammo or weapons. You had to tap the Triangle Button. X is jump. Square is melee. O is cover and dive.
 
Yoboman said:
Do ammo boxes still have those out of place looking arrows above them?
I just watched a video not too long ago (from E3 I think) and the arrows were gone. The weapons themselves would glow white from left to right instead, makes me think the build jetjevons played was rather old
 
Salazar said:
This is a feature I definitely like and want to see in more games - different and inventive ways of representing injury and fatigue and danger make things so much more interesting. I still have some use and affection for the other indication: how many lives, as opposed to how much life, but I'm totally keen for this to keep moving. Not just with the visuals and rumble, either - playing with the sound as your character or their situation deteriorates.
Really? I freaking hate this feature. Im playing rainbow 6 vegas and whenever you get shot the screen blurs, its so damn annoying it hurts my eyes looking at completly blurry image.
 
captive said:
Really? I freaking hate this feature. Im playing rainbow 6 vegas and whenever you get shot the screen blurs, its so damn annoying it hurts my eyes looking at completly blurry image.

yeah i dont like that screen blurry crap either-_-
 
kenta said:
I just watched a video not too long ago (from E3 I think) and the arrows were gone. The weapons themselves would glow white from left to right instead, makes me think the build jetjevons played was rather old

Actually I think that was right. The ammo boxes flashed. When you walk over a weapon there was a Triangle button prompt.

I saw some people taping the screen so their should be footage somewhere if you want to check.
 
Got to check it out for a bit at Comic-Con as well... the game is shaping up really nicely... I really hope a similar build comes out for PSN!!
 
jetjevons said:
Actually I think that was right. The ammo boxes flashed. When you walk over a weapon there was a Triangle button prompt.

I saw some people taping the screen so their should be footage somewhere if you want to check.
That's different then, back at Gamer's Day in May they had these large white obtrusive arrows pointing to all the ammo that has dropped.

BTW, is there any camera centering option... Can you lock it to your back?
 
calder said:
Sweet, thanks for the impressions. In my perfect world it would have more exploration and adventure elements, but everything about it sounds great. With GTA, my most anticipated game this year.

During their live Gamespot demo, the Naughty Dog guy said that the game would be 33% action, 33% traversal, and a third puzzle solving. They didn't want one element to overwhelm the others.
 
Mifune said:
During their live Gamespot demo, the Naughty Dog guy said that the game would be 33% action, 33% traversal, and a third puzzle solving. They didn't want one element to overwhelm the others.
I believe there's over an hour of mo-capped cinematics as well. This game just might have it all. I wonder how long it will be.
 
Pretty cool, although the game seems to look better right now in screens than in motion, particularly due to the poor animation. It does look epic, though.
 
Jonnyram said:
Pretty cool, although the game seems to look better right now in screens than in motion, particularly due to the poor animation. It does look epic, though.

Poor animation? You're joking right?
 
Nice impressions, glad to hear thats its getting better. The gamers day footage was a little rocky but showed tremendous potential.
 
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