10080
« on: October 20, 2009, 12:39:48 AM »
I assume by "slow motion tracer effect" you mean the ripple effect you see when you fire bullets in Zoom Mode? It's a neat effect, but I've never seen it really effect gameplay by boosting my aiming ability. In the end, the shots are still going where I fired the reticule.
As for Uncharted 2's gameplay, as I noted in the podcast talkback thread I think it's dramatically improved over its predecessor through 3 distinct changes:
1. Stealth and melee attacking are actually viable options now. It was almost pointless to use either in the first game, because you'd only kill maybe one guard before the alarm would sound and the tedious arena shootout would begin. In Uncharted 2, if you're good you can easily clear entire rooms with stealth and sidestep the shootouts altogether (and towards the end of the game this is actually quite preferable since you sidestep having to take out RPG and Dragon Sniper-carrying snipers).
2. There are several minor tweaks to the gunplay, such as having a reticule for blind firing so you have some idea where your shots are going to go. I'm playing through Uncharted 1 again right now, and the only weapon worth blind firing is the shotgun and only if your target is at extreme close range. You can also aim and throw grenades without leaving cover and when you jump into cover while running you "slide" into it rather than that snap-on rolling move that felt like your usual roll so you were never sure if you'd land in cover.
3. The enemy AI is dramatically better now. In Uncharted 1, the goons have this seemingly "hive" mentality, where the moment one of them sees you the entire mob knows exactly where you are at all times regardless of if they can actually see you. This meant that flanking is pretty much impossible, though quite common for the CPU. As a result, especially on my current "Crushing" run on Uncharted 1, I'm finding that 90% of the combat is falling back to further and further cover and just trying to bait the AI into exploits. I'm sorry, but that is not fun. In Uncharted 2, once you're spotted the enemy AI knows for a little while where you are. However, if you remain hidden for a period of time they lose that "AI lock-on" status and have to go look for you, and they can also be distracted by your AI teammates. This allows you to flank them as they can you and take them out any way you please. This means that unlike Uncharted 1, you're often pushing the offensive.
These are seemingly all minor tweaks, but in my opinion they vastly improve the gameplay experience.
That said, though, I also thought the "clock" ruins were absurd. They're pretty blatantly Prince of Persia, as throughout the level I often muttered to myself "who in their right minds would build a temple like this?!" I'm not fond of this game's supernatural element, either, and Shamballa isn't terribly interesting.