The Last Of Us Official Nazi Thread of No Review Talk No Uncharted Comparisons

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TheFallenDemon

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#351 TheFallenDemon
Member since 2010 • 13933 Posts

[QUOTE="TheFallenDemon"]That's what I did when I played that section.c_rake

Same. Brutal stuff.

To tell the truth I tried to do him in with the brick but the game auto switches you to the scripted kill if you try to them in with a brick or melee weapon.
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_Dez_

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#352 _Dez_
Member since 2006 • 2398 Posts

[QUOTE="dvader654"]

[QUOTE="TheFallenDemon"]The Last of Us alternate ending sort ofTheFallenDemon

You can do that with the knife?!

That's what I did when I played that section.

Neat, didn't know you could do that.

[spoiler] I didn't give him the chance to grab a knife. I just saw him running for a weapon and shot him down and grabbed Ellie. Didn't bother with the other two. I tried shooting him in the foot on my next playthrough just to see if I could incapacitate him, but alas, a single bullet anywhere will do him in. Kind of feel sorry for the guy. [/spoiler]

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Shame-usBlackley

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#354 Shame-usBlackley
Member since 2002 • 18266 Posts

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted. 

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

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contracts420

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#355 contracts420
Member since 2008 • 1956 Posts

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

Shame-usBlackley

The aiming certainly feels off in Uncharted 3 however "absolute trash" seems like an over exaggeration. The only real issue is diagonal movements seem to have a slight delay or dead zone. When holding L1 and rotating the analog stick in a circular motion you will find that it creates a square rather than a circle. This is why it feels sluggish. Everything else is actually quite solid, not exceptional but solid. Mind you they did patch in a new aiming configuration which fixes the problem but you need to go into the options menu and apply the change yourself.

This was most likely caused by some sort of bug or programming error late in the project. Motion blur was also meant to be in the final product but had to be patched in later. Just days before the game was to go Gold Master the devs found an issue that caused the entire game to crash part way through. The fix they implemented could have had some effects that ND did not foresee.

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S0lidSnake

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#356 S0lidSnake
Member since 2002 • 29001 Posts

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted. 

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

Shame-usBlackley

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

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S0lidSnake

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#357 S0lidSnake
Member since 2002 • 29001 Posts

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

contracts420

The aiming certainly feels off in Uncharted 3 however "absolute trash" seems like an over exaggeration. The only real issue is diagonal movements seem to have a slight delay or dead zone. When holding L1 and rotating the analog stick in a circular motion you will find that it creates a square rather than a circle. This is why it feels sluggish. Everything else is actually quite solid, not exceptional but solid. Mind you they did patch in a new aiming configuration which fixes the problem but you need to go into the options menu and apply the change yourself.

This was most likely caused by some sort of bug or programming error late in the project. Motion blur was also meant to be in the final product but had to be patched in later. Just days before the game was to go Gold Master the devs found an issue that caused the entire game to crash part way through. The fix they implemented could have had some effects that ND did not foresee.

Nah, there was a huge aim assist added to the aiming to make it easier for casuals. Players playing on Hard and Crushing did not have a lot of trouble with the aiming because the auto-assist was toned down on harder difficulties. They did have to rush the product so that explains the other bugs, but the game's main problems were a shitty story, the aim-assist and terribly desinged encounters (RPG and armored enemies, yay?) and those had nothing to do with the game not running on older PS3 SKUs.

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contracts420

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#358 contracts420
Member since 2008 • 1956 Posts

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

S0lidSnake

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

I completetly disagree with the encounters being terrible. They were easily improved over Uncharted 2. With UC2 you have the same problem the most recent Tomb Raider had which was enemies pouring in from a single direction and no reason to utilize the space provided. In UC3 they do a much better job of pushing the player out of cover to use their environment which in turn also motivates the player to mix and match elements like fisticuffs, traversal, takedowns as well as gunplay.

I find that UC2 abandoned its strengths in favor of an almost pure TPS design which completetly neglects what makes this series stand out and that is the variety in mechanics and space to utilize them. I'd also argue that the enemy A.I in UC2 was built for a pure cover shooter and toned down for UC3 to help alleviate any problems for the player when trying to utilize all of its mechanics.

And to end this off, UC3's multiplayer is a case of quantity over quality. It's got more bells and whistles but breaks the fundemental gameplay with latency issues as well as less accurate movement and mechanics as well as plenty of glitches.

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contracts420

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#359 contracts420
Member since 2008 • 1956 Posts

[QUOTE="contracts420"]

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

S0lidSnake

The aiming certainly feels off in Uncharted 3 however "absolute trash" seems like an over exaggeration. The only real issue is diagonal movements seem to have a slight delay or dead zone. When holding L1 and rotating the analog stick in a circular motion you will find that it creates a square rather than a circle. This is why it feels sluggish. Everything else is actually quite solid, not exceptional but solid. Mind you they did patch in a new aiming configuration which fixes the problem but you need to go into the options menu and apply the change yourself.

This was most likely caused by some sort of bug or programming error late in the project. Motion blur was also meant to be in the final product but had to be patched in later. Just days before the game was to go Gold Master the devs found an issue that caused the entire game to crash part way through. The fix they implemented could have had some effects that ND did not foresee.

Nah, there was a huge aim assist added to the aiming to make it easier for casuals. Players playing on Hard and Crushing did not have a lot of trouble with the aiming because the auto-assist was toned down on harder difficulties. They did have to rush the product so that explains the other bugs, but the game's main problems were a shitty story, the aim-assist and terribly desinged encounters (RPG and armored enemies, yay?) and those had nothing to do with the game not running on older PS3 SKUs.

I have yet to notice the aim-assist in Uncharted 3's single player mode. Then again I still use the default settings for aiming rather than the updated controls. The story of UC2 was certainly more consistent and was expertly paced, however there were a few notable improvements to UC3's story as well. I'd also like to point out that many of UC3's narrative problems can also be levied at UC2.

You complain about RPG's and armored enemies yet both of these were present in UC2 and just as prevalent. Nothing wrong with having these enemies at all. They actually add a strategic wrinkle to the gameplay forcing the player to prioritize specific enemy types and their weapon variations.

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Shame-usBlackley

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#360 Shame-usBlackley
Member since 2002 • 18266 Posts

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

S0lidSnake

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

I didn't see the option for High Precision in the options. I'll look again. I restarted on Hard this time, and it did download some massive patch for the game, but I didn't check to see what it was.

And yeah, the encounters seemed like they were sort of messy; none of the thoughtfulness of the design in TLOU.

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S0lidSnake

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#361 S0lidSnake
Member since 2002 • 29001 Posts

[QUOTE="S0lidSnake"]

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

contracts420

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

I completetly disagree with the encounters being terrible. They were easily improved over Uncharted 2. With UC2 you have the same problem the most recent Tomb Raider had which was enemies pouring in from a single direction and no reason to utilize the space provided. In UC3 they do a much better job of pushing the player out of cover to use their environment which in turn also motivates the player to mix and match elements like fisticuffs, traversal, takedowns as well as gunplay.

 

I find that UC2 abandoned its strengths in favor of an almost pure TPS design which completetly neglects what makes this series stand out and that is the variety in mechanics and space to utilize them. I'd also argue that the enemy A.I in UC2 was built for a pure cover shooter and toned down for UC3 to help alleviate any problems for the player when trying to utilize all of its mechanics.

 

And to end this off, UC3's multiplayer is a case of quantity over quality. It's got more bells and whistles but breaks the fundemental gameplay with latency issues as well as less accurate movement and mechanics as well as plenty of glitches.

Well I suppose you and I differ on what makes Uncharted a good shooter. It is and always will be a shooter. They can try and shove the melee down our throats all they want but shooting is the core aspect of the combat in the game. If you want them to force a clunky melee system on us then U3 is your game. I personally believe that if you are making a shooter, you dont purposefully GIMP the shooting mechanics just so you utilize all the gaming mechanics.

Even if they wanted us to use all the mechanics, they could've done it without respawning enemies BEHIND you. Or respawning enemies period. Or suicidal enemies who charge straight at you trying to make you leave cover when an RPG guy, a sniper AND a armored guy has you in their sights. That;s just poor design.

Uncharted 2 embraced what it was. A TPS with puzzles. It gave you relatively large enviornments to play in with lots of room to flank your enemies and for them to flank you. See it had an enemy A.I that didnt just charge straight at you. Or sit there waiting for you to leave cover. They worked together to flank you. The RPG guys did NOT spawn behind you. And there were never more than one. You entered an area and you knew who was carry an RPG. IT wasnt some guy who spawned on the third enemy respawn. U1 was like this and everyone hated it. They got rid of it and U2 became one of the best reviewed games of all time. So why bring it back?

And lol at you saying U2's combat completely negates what this series is all about. The sequel is the highest rated PS exclusive ever. U2 IS what this series is and should be about.

I agree with you on the mp. They went a bit too overboard with the perks, but the full health alone makes it a million times better than post 1.05 Patch U2.

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contracts420

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#362 contracts420
Member since 2008 • 1956 Posts

[QUOTE="S0lidSnake"]

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

Shame-usBlackley

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

I didn't see the option for High Precision in the options. I'll look again. I restarted on Hard this time, and it did download some massive patch for the game, but I didn't check to see what it was.

And yeah, the encounters seemed like they were sort of messy; none of the thoughtfulness of the design in TLOU.

Solid has no idea what he's talking about. When he says "High Precision" aim settings what he really means is Alternate Aim Settings which can be accessed in the options menu under CAMERA.

But if you're playing ANY of the Uncharted games expecting something more along the lines of TLOU than I can tell you right now that you will be dissapointed. They are very different games and as such are design in very different ways.

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IndianaPwns39

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#363 IndianaPwns39
Member since 2008 • 5037 Posts

[QUOTE="S0lidSnake"]

[QUOTE="Shame-usBlackley"]

Just went back to replay Uncharted 3 right after beating The Last of Us, and.....

Hooooooly shit, Uncharted 3's aiming feels like absolute trash compared that in TLOU. I remember thinking U3's aiming sucked, but man, it's like the two games were made by different companies from a mechanical perspective. Naughty Dog really upped their game with the mechanics in TLOU; it is, literally, light years better than Uncharted.

Not to stir up a shitstorm here, but damn, it really took me by surprise. U3 feels like class A gar-bage in comparison, even with the sensitivity turned all the way up.

Shame-usBlackley

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

I didn't see the option for High Precision in the options. I'll look again. I restarted on Hard this time, and it did download some massive patch for the game, but I didn't check to see what it was.

And yeah, the encounters seemed like they were sort of messy; none of the thoughtfulness of the design in TLOU.

Go to options, camera, and then turn on "Alternate Aiming" which makes it play much better.

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contracts420

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#364 contracts420
Member since 2008 • 1956 Posts

[QUOTE="contracts420"]

[QUOTE="S0lidSnake"]

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

S0lidSnake

I completetly disagree with the encounters being terrible. They were easily improved over Uncharted 2. With UC2 you have the same problem the most recent Tomb Raider had which was enemies pouring in from a single direction and no reason to utilize the space provided. In UC3 they do a much better job of pushing the player out of cover to use their environment which in turn also motivates the player to mix and match elements like fisticuffs, traversal, takedowns as well as gunplay.

I find that UC2 abandoned its strengths in favor of an almost pure TPS design which completetly neglects what makes this series stand out and that is the variety in mechanics and space to utilize them. I'd also argue that the enemy A.I in UC2 was built for a pure cover shooter and toned down for UC3 to help alleviate any problems for the player when trying to utilize all of its mechanics.

And to end this off, UC3's multiplayer is a case of quantity over quality. It's got more bells and whistles but breaks the fundemental gameplay with latency issues as well as less accurate movement and mechanics as well as plenty of glitches.

Well I suppose you and I differ on what makes Uncharted a good shooter. It is and always will be a shooter. They can try and shove the melee down our throats all they want but shooting is the core aspect of the combat in the game. If you want them to force a clunky melee system on us then U3 is your game. I personally believe that if you are making a shooter, you dont purposefully GIMP the shooting mechanics just so you utilize all the gaming mechanics.

Even if they wanted us to use all the mechanics, they could've done it without respawning enemies BEHIND you. Or respawning enemies period. Or suicidal enemies who charge straight at you trying to make you leave cover when an RPG guy, a sniper AND a armored guy has you in their sights. That;s just poor design.

Uncharted 2 embraced what it was. A TPS with puzzles. It gave you relatively large enviornments to play in with lots of room to flank your enemies and for them to flank you. See it had an enemy A.I that didnt just charge straight at you. Or sit there waiting for you to leave cover. They worked together to flank you. The RPG guys did NOT spawn behind you. And there were never more than one. You entered an area and you knew who was carry an RPG. IT wasnt some guy who spawned on the third enemy respawn. U1 was like this and everyone hated it. They got rid of it and U2 became one of the best reviewed games of all time. So why bring it back?

And lol at you saying U2's combat completely negates what this series is all about. The sequel is the highest rated PS exclusive ever. U2 IS what this series is and should be about.

I agree with you on the mp. They went a bit too overboard with the perks, but the full health alone makes it a million times better than post 1.05 Patch U2.

If you watch the initial target video for what ND had envisioned UC as then you would know that UC3 was the closest the series had come to realising it. They had planned a more fluid hand to hand system where you could combat multiple enemies at once and with UC3 they pulled it off. It's easily an improvement over UC2 in this regard wether you agree or not.

They never meant to "GIMP" the shooting aspects. They had no idea that their was a problem with them and actually asked players to drop by the studio and show them what went wrong. But then again you believe that UC3 has aim assist outside of multiplayer, which it doesn't.

Please, tell me all of these areas where they spawn enemies with RPG's, Sniper Rifles as well as Armored enemies behind you? I can only think of a single area and that is the Ballroom in the Cruise Ship but not one enemy had an RPG in that section. But you also bring up that enemies are suicidal yet completely neglect to bring up that those EXACT same enemies make an appearance in UC2 as well. I literally just played through all 3 Uncharted titles in the past 2 months so don't tell me that this isn't found in UC2. Don't even try to tell me that enemies worked together as EVERYTHING the enemies do in Uncharted 3 is also present in Uncharted 2.

I'd also like to point out that they spawn multiple waves of enemies in the 2nd entry as well during many sections of the game... yes, even behind the player at some points. I can think of one in Nepal right now. A very open space where they spawn a truck of enemies with a Turret after you mow down a small army and then once you kill those enemies they spawn another wave behind the player yet again. They even do this in the falling building, they do this many times throughout the game. This has been done in every Uncharted entry. I also remember an area in Uncharted 2 where they tossed you up against two massive enemies with Gatling guns and smaller armored enemies as well. While fighting these guys they spawn two enemies on the far side that start shooting you with RPG's, you want to talk about overkill huh.

They do have waves in UC2 as well. Obviously you need to go back and play the game again. Also don't twist my words. I said that UC2 neglects what makes this series stand out, the variety in its gameplay mechanics. It is what makes it unique. Max Payne 3 is a superior TPS at the end of the day. But what makes Uncharted special is that it's not a pure shooter, it has other elements and can offer the player variety in mechanics and scenarios. Uncharted 3 does this best.

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Shmiity

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#366 Shmiity
Member since 2006 • 6625 Posts

I really liked this game. Nothing goes well in it, and it makes for a very miserable, sad-sack experience. However, it falls into the same horror trap as every horror game. You get too many guns/equipment and the game stops being scary/stressful. It becomes a pump-fest/Uncharted: Zombies. 

But I really liked it. Im a sucker for horror theme though, so I can forgive a lot.

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contracts420

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#367 contracts420
Member since 2008 • 1956 Posts

[QUOTE="contracts420"]

They do have waves in UC2 as well. Obviously you need to go back and play the game again. Also don't twist my words. I said that UC2 neglects what makes this series stand out, the variety in its gameplay mechanics. It is what makes it unique. Max Payne 3 is a superior TPS at the end of the day. But what makes Uncharted special is that it's not a pure shooter, it has other elements and can offer the player variety in mechanics and scenarios. Uncharted 3 does this best.

dvader654

Max Payne 3????? That repeptive, boring game is better than a masterpiece like U2? You seem to completely ignore the single most important aspect of what makes UC2 a masterpiece, the setpieces and pacing of them. The core shooting doesn't matter all that much, its fun, it gets the job done. Where the game shines is the incredible gameplay scenarios the game presents you. Something new every area, something that makes you go wow every few minutes. Compare that to MP3 where all you do is enter a room and shoot the same bland enemy over and over the exact same way for 10 hours. There is no depth what so ever in Max Payne, melee is useless, no stealth, no way to use the environment in any meaningful way outside of the normal chest high cover.

Also Uncharted 2 blows Uncharted 3 out of the water in gameplay variety and setpiece design. U3 is like a bad U2 clone, it tries to out do itself but reverts to mistakes made in uncharted 1, mainly unbalanced firefights and bad pacing including many moments where you simple walk foward with nothing to do.

It does not blow Uncharted 3 out of the water by any means. If it's better, it's not by a whole lot. People seem to look at UC2 as a masterpiece but place Uncharted 3 somewhere between alright and trash. The simple fact that you even try to tell me that it "blows Uncharted 3 out of the water" tells me a lot. I'd even argue that Uncharted 3 is better in a number of areas. While I'm by no means saying it's the better title, nor have I said that, I am saying that it stacks up far better than you and others give it credit for.

Those "unbalanced" firefights are just as numerous as Uncharted 2 so don't give me that crap. After 6 playthroughs of Uncharted 3 I can tell you the only firefight that you could even consider unbalanced are on the Cruise Ship in the Ballroom and in the Cargo area. Both of which I believe are some of the best designed shooting sections of the game because they force the player to prioritize and move all while half the play space is filling with water causing the environment to tilt while in combat.

Now, I do agree that the pacing of Uncharted 2 is better in gameplay and in terms of narrative. This isn't even debatable. I certianly enjoyed the down time that UC3 would provide but I did find it was a bit too much during the Chateau section which certainly took its sweet *** time. However I can safely say that I also felt like the last hour or so of Uncharted 2 grew tedious. This was just my own personal experience though.

By the way, I never stated that Max Payne 3 was better than any of the Uncharted titles. I simply said it was a better Third Person Shooter and you know what... it is.

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#369 S0lidSnake
Member since 2002 • 29001 Posts

[QUOTE="Shame-usBlackley"]

[QUOTE="S0lidSnake"]

lol you are a year late on the shitstorm. They really truly f*cked up the aiming in Uncharted 3. They did fix it btw. Did you turn on the 'High Precision' aiming by any chance? It's ridiculous that they didnt make that the default aiming option.

The worst thing about Uncharted 3 were the encounters. They went back to respawning enemies in arena enviornment and my god that made for some frustrasting fire fights with enemies literally spawning behind you. Uncharted 3 SP remains to this day one of the biggest f*ck ups by Sony this gen.

MP saved it though. They really outdid themselves with the competitive mp.

contracts420

I didn't see the option for High Precision in the options. I'll look again. I restarted on Hard this time, and it did download some massive patch for the game, but I didn't check to see what it was.

And yeah, the encounters seemed like they were sort of messy; none of the thoughtfulness of the design in TLOU.

Solid has no idea what he's talking about. When he says "High Precision" aim settings what he really means is Alternate Aim Settings which can be accessed in the options menu under CAMERA.

 

But if you're playing ANY of the Uncharted games expecting something more along the lines of TLOU than I can tell you right now that you will be dissapointed. They are very different games and as such are design in very different ways.

lol I mixed up the Alternate Aim setting name with high precision setting from KZ2 and that means i have no idea what im talking about?

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#370 S0lidSnake
Member since 2002 • 29001 Posts

 

If you watch the initial target video for what ND had envisioned UC as then you would know that UC3 was the closest the series had come to realising it. They had planned a more fluid hand to hand system where you could combat multiple enemies at once and with UC3 they pulled it off. It's easily an improvement over UC2 in this regard wether you agree or not.

 

They never meant to "GIMP" the shooting aspects. They had no idea that their was a problem with them and actually asked players to drop by the studio and show them what went wrong. But then again you believe that UC3 has aim assist outside of multiplayer, which it doesn't.

 

Please, tell me all of these areas where they spawn enemies with RPG's, Sniper Rifles as well as Armored enemies behind you? I can only think of a single area and that is the Ballroom in the Cruise Ship but not one enemy had an RPG in that section. But you also bring up that enemies are suicidal yet completely neglect to bring up that those EXACT same enemies make an appearance in UC2 as well. I literally just played through all 3 Uncharted titles in the past 2 months so don't tell me that this isn't found in UC2. Don't even try to tell me that enemies worked together as EVERYTHING the enemies do in Uncharted 3 is also present in Uncharted 2.

 

I'd also like to point out that they spawn multiple waves of enemies in the 2nd entry as well during many sections of the game... yes, even behind the player at some points. I can think of one in Nepal right now. A very open space where they spawn a truck of enemies with a Turret after you mow down a small army and then once you kill those enemies they spawn another wave behind the player yet again. They even do this in the falling building, they do this many times throughout the game. This has been done in every Uncharted entry. I also remember an area in Uncharted 2 where they tossed you up against two massive enemies with Gatling guns and smaller armored enemies as well. While fighting these guys they spawn two enemies on the far side that start shooting you with RPG's, you want to talk about overkill huh.

 

They do have waves in UC2 as well. Obviously you need to go back and play the game again. Also don't twist my words. I said that UC2 neglects what makes this series stand out, the variety in its gameplay mechanics. It is what makes it unique. Max Payne 3 is a superior TPS at the end of the day. But what makes Uncharted special is that it's not a pure shooter, it has other elements and can offer the player variety in mechanics and scenarios. Uncharted 3 does this best.

 

 

contracts420

I would call the melee in U3 anything but fluid, but thats just me. It made no sense that Drake would get locked into a fist fight in the middle of a gun fight getting shot by the rest of enemies, but whatever.

 They CHANGED the aiming. It didnt happen due to a bug. The aiming in multiplayer and coop is exactly the same as it was in U2. Thats why it was so obvious to everyone that something was wrong. There has always been aim assist in Uncharted but nothing as big as in U3 where you are actually struggling with the aim assist trying to switch from one enemy to the next. There are dozens of videos on youtube on this. I dont know what else to tell you.

 You are right. Uncharted 2 did have waves, but here is the thing. They never felt cheap. In that truck area outside the hotel, the game clearly shows you where the enemies are coming from. They are NOT spawned behind you. In the Shipyard, cargo area, ballroom, armored enemies and RPG or Grenade Launcher guys are spawned BEHIND you right when you think you have cleared all of them. Again, it was never cheap. It was never an issue with U2. If I stealthd a section in U2, they didnt start throwing more waves at me like in the Cargo section. That heavy gun enemies section you are talking about, they respawned a total of two enemies. In U3 there are upto three waves.

 In the end you and disagree  on what makes a good Uncharted game. I think U2 is the best Uncharted game which you seem to think Uncharted 3 is the real deal.

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HipHopBeats

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#371 HipHopBeats
Member since 2011 • 2850 Posts

If ND has two teams, Uncharted 3 team should be restructured. That game was crap. Co-op was pretty cool though.

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#372 StickyTripod
Member since 2013 • 25 Posts
Hey I am a A level student studying ICT and a part of the course is about video games and do audience research. So if you could fill in this quick 5 mins survey then I would be very grateful, thank you. http://www.surveymonkey.com/s/YDXGTQ6
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#373 Grammaton-Cleric
Member since 2002 • 7515 Posts

It does not blow Uncharted 3 out of the water by any means. If it's better, it's not by a whole lot. People seem to look at UC2 as a masterpiece but place Uncharted 3 somewhere between alright and trash.


contracts420

Agreed.

I actually preferred Uncharted 3 and to this day I cannot fathom why there is so much derision levied against it given how it is a clear extrapolation on UC2.

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#374 contracts420
Member since 2008 • 1956 Posts

[QUOTE="contracts420"]

[QUOTE="Shame-usBlackley"]

I didn't see the option for High Precision in the options. I'll look again. I restarted on Hard this time, and it did download some massive patch for the game, but I didn't check to see what it was.

And yeah, the encounters seemed like they were sort of messy; none of the thoughtfulness of the design in TLOU.

S0lidSnake

Solid has no idea what he's talking about. When he says "High Precision" aim settings what he really means is Alternate Aim Settings which can be accessed in the options menu under CAMERA.

But if you're playing ANY of the Uncharted games expecting something more along the lines of TLOU than I can tell you right now that you will be dissapointed. They are very different games and as such are design in very different ways.

lol I mixed up the Alternate Aim setting name with high precision setting from KZ2 and that means i have no idea what im talking about?

That was meant to come off as playful and sarcastic but given the context of the situation I can see why that didn't come through. Let me rephrase "Solid has no idea what he's talking about :P"

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#375 contracts420
Member since 2008 • 1956 Posts

[QUOTE="contracts420"]

If you watch the initial target video for what ND had envisioned UC as then you would know that UC3 was the closest the series had come to realising it. They had planned a more fluid hand to hand system where you could combat multiple enemies at once and with UC3 they pulled it off. It's easily an improvement over UC2 in this regard wether you agree or not.

They never meant to "GIMP" the shooting aspects. They had no idea that their was a problem with them and actually asked players to drop by the studio and show them what went wrong. But then again you believe that UC3 has aim assist outside of multiplayer, which it doesn't.

Please, tell me all of these areas where they spawn enemies with RPG's, Sniper Rifles as well as Armored enemies behind you? I can only think of a single area and that is the Ballroom in the Cruise Ship but not one enemy had an RPG in that section. But you also bring up that enemies are suicidal yet completely neglect to bring up that those EXACT same enemies make an appearance in UC2 as well. I literally just played through all 3 Uncharted titles in the past 2 months so don't tell me that this isn't found in UC2. Don't even try to tell me that enemies worked together as EVERYTHING the enemies do in Uncharted 3 is also present in Uncharted 2.

I'd also like to point out that they spawn multiple waves of enemies in the 2nd entry as well during many sections of the game... yes, even behind the player at some points. I can think of one in Nepal right now. A very open space where they spawn a truck of enemies with a Turret after you mow down a small army and then once you kill those enemies they spawn another wave behind the player yet again. They even do this in the falling building, they do this many times throughout the game. This has been done in every Uncharted entry. I also remember an area in Uncharted 2 where they tossed you up against two massive enemies with Gatling guns and smaller armored enemies as well. While fighting these guys they spawn two enemies on the far side that start shooting you with RPG's, you want to talk about overkill huh.

They do have waves in UC2 as well. Obviously you need to go back and play the game again. Also don't twist my words. I said that UC2 neglects what makes this series stand out, the variety in its gameplay mechanics. It is what makes it unique. Max Payne 3 is a superior TPS at the end of the day. But what makes Uncharted special is that it's not a pure shooter, it has other elements and can offer the player variety in mechanics and scenarios. Uncharted 3 does this best.

S0lidSnake

I would call the melee in U3 anything but fluid, but thats just me. It made no sense that Drake would get locked into a fist fight in the middle of a gun fight getting shot by the rest of enemies, but whatever.

They CHANGED the aiming. It didnt happen due to a bug. The aiming in multiplayer and coop is exactly the same as it was in U2. Thats why it was so obvious to everyone that something was wrong. There has always been aim assist in Uncharted but nothing as big as in U3 where you are actually struggling with the aim assist trying to switch from one enemy to the next. There are dozens of videos on youtube on this. I dont know what else to tell you.

You are right. Uncharted 2 did have waves, but here is the thing. They never felt cheap. In that truck area outside the hotel, the game clearly shows you where the enemies are coming from. They are NOT spawned behind you. In the Shipyard, cargo area, ballroom, armored enemies and RPG or Grenade Launcher guys are spawned BEHIND you right when you think you have cleared all of them. Again, it was never cheap. It was never an issue with U2. If I stealthd a section in U2, they didnt start throwing more waves at me like in the Cargo section. That heavy gun enemies section you are talking about, they respawned a total of two enemies. In U3 there are upto three waves.

In the end you and disagree on what makes a good Uncharted game. I think U2 is the best Uncharted game which you seem to think Uncharted 3 is the real deal.

The hand to hand element has been a part of the series since its inception. It's there for the player to use when they want and/or see fit. You can deny these other pillars of gameplay if you wish but at the end of the day the game allows the player to utilize the different mechanics at their leisure. Wether you find them fluid or not is irrelevant as they are a huge improvement over Uncharted 2's hand to hand mechanic.

The aiming could very well be a bug or mishap. The mechanics actually change from mode to mode. The movement and aiming mechanics as well as the move sets are all determined by the mode you're playing. The campaign handles differently in terms of movement, aiming, hand to hand and so forth. There is also a slight mishap in the animation for blind firing in the campaign that is not present in the multiplayer... but I suppose that was intentional as well :roll:

The Shipyard only spawns enemies behind the player once they have reached the far end and is given more than enough time to react within such an open environment. This is also used during a section in Nepal for Uncharted 2 as well. In the Ballroom the player is made aware of the enemies on the Balcony due to their laser sights. They don't fire before the player has a chance to notice these. Same can be said for the Cargo Hold in the Cruise Ship where enemies spawn behind the player but are made aware of this and are forced to move before enemies jump down to engage. I'd only consider this bad design and cheap if the player is given no space or room to react. But in both of these cases the player is given time and space to react.

Take the train sequence in Uncharted 2. You can complete much of this section using stealth. However a scripted sequence which triggers just two steps before the player can kill the last remaining enemy in one of the sections of train cart will cause the player to be instantly killed everytime. Now this is cheap. This is bad design.

Oh and they don't throw more waves of enemies at the player unless they fail a stealth section or unless the section is actually not meant to be completed in such a way. Much like the opening of Borneo.

But once again, I never said Uncharted 3 was the better title. Sure, it's my favourite game in and out of the series but that is simply my opinion. My opinion and what is can absolutely be two different things.

EDIT - I also just checked multiple areas and weapons in Uncharted 3's single player mode... no aim assist. The only time the game has aim assist of any sort would be multiplayer.

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#376 F1Lengend
Member since 2005 • 7909 Posts

If SP and MP have different handling than its most assuredly a bug and not intentional.  Personally I think U2 is the better game but U3 did some great things that make me optimistic about the next, inevitable sequel.  Puzzles were quite simply on a whole new level, challenging but fun and meant to be solved relatively quickly which helps with replays.  They are clever but not hard. 

Then you have the more open levels like the shipyard which use the limber mechanics to their fullest, setting the game apart from the likes of other shooters not named vanquish.  Story was also better than U2 until the script falls apart thanks in part due to actor schedule conflicts, such a shame because it was developing very nicely.  I would love to see the original script. 

Multiplayer was heads and shoulders above U2, much tighter controls and weapon feedback and great modes.  The coop is a massive step back though.

Where U3 succeeds imo is that it stands on its own, its not a bigger badder sequel that negates the prequels simply by copying everything and slightly improving it.  Instead it feels like its own adventure, you can play 1 than 2 and still feel the need to play 3.  Thats not the case with most trilogies imo. 

Anyway, TLoU is probably the best designed game by ND and if they develop Uncharted with the same carefulness for consistency and overall detail, it will be something else. 

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#377 MirkoS77
Member since 2011 • 17970 Posts

I loved UC3 until I got to the shipyared/cargo ship area.  Then it seemed like there was an unlimited suppy of enemies and no matter how many I killed more came.  It was no longer fun so I quit.  That part was so bad.

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#378 contracts420
Member since 2008 • 1956 Posts

What we have here is a failure to communicate. The game does have aim assist but only in the patched Alternate Aim Settings. I play the campaign with the default control scheme. Which has absolutely no Aim Assist. No idea why they would have such sticky aim assist in the patch, seems strange.

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#379 CarnageHeart
Member since 2002 • 18316 Posts

Fascinating interview with the Art Director of The Last of Us. Interestingly, he was the Art Director of Bioshock Infinite (and before that, the original Bioshock) until August of 2012, at which point he decided to jump ship to Naughty Dog and The Last of Us. He talks about differing corporate cultures, how the industry has changed over the years, how the last six months of a game are those that matter the most and all sorts of fascinating things. I highly recommend readin the interview at the eat games tumbler link below. One really interesting tidbit is that while The Lost (about a single mother who goes to Hell to save her daughter) was never released, an Indian game development team bought it and kind of remade it as a Bollywood game(?!).

The_Lost_Coverart.png

http://eat-games.tumblr.com/

http://irrationalgames.com/insider/from-the-vault-the-lost/

---------

Why not just release The Lost on the PC? I think there was a strategic choice probably made by us that the console was going to be the future. You know, they were making these powerful console and we wanted in! Our publisher at the time wanted in too. It just didnt work out. The game ended up getting canceled and there was some bad blood.

The game was eventuallyit was a fully playable game at the endand was sold to an Indian start-up. They were very interested in learning how to make games and they thought this was a great opportunity. Here they had a complete game where they could see how the sausage was made by reverse engineering it. So they got all the code and they ended up recasting the main character Amanda as this apparently hot Bollywood star and it became a game called Agni

---------------

This might be a touchy subject but Ive got ask: Some people were shocked when they watched the credits roll on Bioshock Infinite and saw you credited under Additional Art and not as Art Director. You spent 5 years as Art Director on BioShock Infinite and to fans it appears sort of unfair to not credit you for the work. Look with the credits thing, thats industry standard and thats what you do. The last 6 months are really really important. Thats when a lot of things happen, and a lot of decisions get made. To acknowledge a single person as responsible for Infinite and for Columbia is sort of ridiculous, right?

There are things coming from Junior Artist up, things coming from Ken down, and theres all this interplay between me and Scott Sinclair. Scott was the Lead Environment Artist and then when I left he took over as Art Director. There are so many conversations, concepts, on-the-fly decisions, happy accidents that all help contribute to make that world.

Although the industry really wants to put a face to a creationand I understand thatyou cant really. Its in some ways its unfair to all the people who contribute so much. I know its simpler and easier to be able to point at that person and be like That person is a **** genius!", whoever that may be. Pick your industry stand-out name. Its easier to do that for the press, its easier to do that for the fans. They want their Michael Jordan of games, and the truth is the Michael Jordan of games is made up of 300 people behind him/her. So I understand the need and the facility of hanging creations off of a single person. Theres probably no industry, except maybe for film, where it couldnt be less true.

Right. Steven Spielberg has a very massive, creative team behind him. Right! Right! Those are all the little people you thank at the Oscarsbut theyre not that little. They have a HUGE effect on the course and quality of all of Spielbergs products.

------------------

You started working at Naughty Dog in October of 2012? Yeah I worked on the game for 10 months, which is an amazing time to jump in. It was pre-alpha at the time, so some levels looked pretty good and some were strictly built out of grey boxes where buildings would be, cover would be or where a fallen pipe would be, but it was literally built out of untextured grey polygons. Thats how you build. You build that level first and that gives you an idea of size, pacing and where combat will occur, and where it wont.
And thats true of every game. The last year is when things really happen because youve got to make these decisions. Youve got a ship date and you cant waffle anymore. You have to decide what that white block is going to be and how its going to be beautiful, how its going to work with design and all those things. Its the best time to come on because you see hard decisions, final decisions being made every day. This is the same process everywhere you go. Sometimes you have to get almost to the very end, almost to the point of shipping quality before you can say Well this is not working. We have to rework this moment."