Kenshi_Ryden
Kenshi_Ryden
Kenshi_Ryden

See my reply @radinplaid.

You can see it happen with your own eyes if you use a strobe light and change the frequency of the light while watching water like that. It's insane. About the frequency of the light matching the frequency of what you can see, like film's framerate having to be 24fps.

You can find plenty of actual gameplay videos of a dev playing a demo at a conference. It looked very, very like the pre-rendered trailer they released; it was even based on the same mission. Looked excellent, in fact.

See my reply @ Cerne.

I'm not sure; the amount of stone and concrete and ashphalt required for a freeway would be massive, especially over long distances, when compared to what's probably a thin, strong sheet of metal creating a cylinder for this vacuum-tube, that would be inserted into the ground (I imagine), the estimates could be made

Ah, yeah, honestly man get past it and Uncharted 2 is one of the best games ever made. There are bits later on that will blow your mind; gunfights in collapsing skyscrapers, amazing open battles in middle-eastern city streets, and the best and most action packed train level in any game ever made (with constantly

The story overall isn't good, but in every medium of narrative art, how a story is told is more important than what the story is. This has been proven countless times. And Uncharted tells it's (admittedly weak) stories with incredible panache and enjoyable flair. The characters are what its about, and they are what

It's a complicated thing! Well said yourself, also. Tbh, tension and release is a defining quality of all great art, from any time-spanning medium; music, film, games, drama. Uncharted is generally great at tension and release.

How so? It's definitely a narrative-driven game, there's no player autonomy in terms of the story, and the narrative weaves through a story. It's basically all story, I can't think of any bit of the game that doesn't add to the story; even in the gameplay Drake et al. are always talking, building the story. If

Awwww. Tone of Voice-ometer fails again. Sincerest apologies, Hyperion.

"Why do the surrounding game sections make the moment refreshing, though?"

I thought the fistfighting in Uncharted 3 solved all the issues the other two had. Every guy takes a good few hits, and can fight back effectively. If you do it right, you can even have an intense, awesome fight with a guy while still in a huge gunfight and bullets are whizzing over your head, and beat him down before

Uncharted is an action adventure game unlike those other two that are shooters.

Pretty damn spot-on, man, without getting too bogged down in the detail. I'd add a lot, like how I think Uncharted 2 is nearly a perfect game, and how the fistfighting in 3 is possibly the best and most thrilling fistfighting in any game- but what you said nails it.

Hint: the first proper level of Uncharted 2 (the stealth one in the Istanbul museum) is probably the biggest pacing gaff in the whole series. Get past that, and into the Borneo level, and it picks up.

That's all fair criticism: but I'd give the 3rd game a shot.

SPOILERS

True, they've never seen to have gotten gun balance right. Hand-to-hand fighting, however, has only improved (except for the slightly repetitive big guys in 3). Really strong.

Popular because it's probably the most refined tactile storytelling in all of the games industry?

Huh, now that you say this I do recall hearing something about that.