"Strikingly similar?" "Achingly similar?" When did you develop a penchant for weasal words?
They both have character models that take cover. There's nothing about that quality that compels the use of such dramatic intesifiers.
I wouldn't even bother mentioning Time Crisis or Kill Switch as inspirations. Pointing out that they employeed a cover system before Gears or Uncharted is not the same as saying they inspired either of those games. For me, it's just a more convenient way of making Uncharted detractors look foolish for thinking Gears invented something unique, which deludes them into thinking that any game that uses a cover system post-Gears must have been "inspired" by it.
Pariah_001
Ah, good old Pariah.
You're wrong. Plain and simple. It's not "character models and cover".
The cover system is nothing short of identical. The ammo/weapons management is also "strikingly similar", for that matter. It's not about there being a cover system or not. It's about execution.
The cover system uses the exact same configuration of one button to enter/exit cover. Cover exit is contextual through icons depicting the action to be taken. Same main actions are possible. The feel is well beyond similar. Anyone who has played Gears will be able to use Uncharted's cover system with no need for adjustment. Can't say that for Kill.switch/Time Crisis/GRAW/Whatever players.
Weapons management is based on the four main digital pad directions, with one spot dedicated to grenades. Same inventory management system, same grenade-throwing mechanic (which is quite uncommon in showing you the expected trajectory, btw). The difference is that Uncharted has a redundant "reload" button because it doesn't differentiate between an assault/long weapon and sidearm, like Gears does.
Your use of a straw man to argue against something nobody is saying doesn't make you win the argument, you know?
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