Playstation 3

Uncharted 2 Impressions: It’s the Little Touches

17 Comments 14 November 2009 | Tags: , , ,

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‘Polished’ is a word overused in video game commentary. Typically used to describe impressive presentation, it’s usually frowned upon by readers and writers alike. It’s considered to be evidence of lazy writing, a word used to mask a lack of technical knowledge on more specific constituents.

Yet I could forgive writers wanting to use it to describe Uncharted 2’s impressive presentation. But it’s not quite the right word, in my opinion. My choice would be ‘classy’, simply because Uncharted 2 is further proof of an increasingly apparent class divide that exists between gaming’s chasing pack and its cream of the crop.

That class, however, is not found in what’s obvious, like the intricacy of the game’s lighting or the extreme level of detail in the facial animations. It’s also found, and maybe primarily so, in the game’s wealth of little touches.

Nearly everyone I’ve talked to about Uncharted 2 has mentioned what happens in the rooftop pool. It’s probably the game’s best example of that little touch of class. If you jump into the pool, you’ll activate an amusing interchange between lead characters Drake and Chloe, in which Drake tries to tempt Chloe into a game of Marco Polo (cleverly playing on the pair’s quest to uncover part of Polo’s history). This touch transforms an odd jaunt into water during an integral branch of the plot into something unexpected and rewarding.

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While it seems like something minor, an inconsequential touch, what’s clever about is that there’s nothing accidental or unlikely about it. The pool takes up a large space of the rooftop, immediately drawing your eye to it. It plays on the inner child within us, on a history of screwing around in games and trying to break them by doing silly things. The developer, Naughty Dog, knew (or at least found out) that most players would jump into the pool. So they built something around it, something ingenious.

There are other examples, too. Try browsing through the whole of Drake’s scrapbook, or swinging a hook at Flynn in the game’s closing stages. The game is full of these little touches.

It reminded me of Grand Theft Auto IV. That game also impressed me with its details, like how a call to Niko’s mobile phone produced interference on his car’s radio, or how slowly bumping his car into people would make them put their hands on the car’s bonnet, disturbingly realistically. Batman: Arkham Asylum’s unique scrawling, Sonic tapping his foot impatiently in Sonic the Hedgehog; the truly great games often feature these little touches.

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They show that the developer has taken the time to add something that they didn’t need to. They are things that easily could have been discarded. No-one would have criticized their being left out, because noone would have known about them in the first place. Yet when we discover them we fall in love with the game a little more. They are the delectable icing on what was already a delicious cake.

And it’s the icing that helps to ensure that we forgive Uncharted 2’s flaws. Arguably, the game’s most major of flaws is that if you strip away its presentation, and with it the story, characters and world, what you’re left with is very basic gameplay. The platforming is simplistic, similar to the unchallenging fare of Assassin’s Creed. The gunplay is improved from its predecessor, but hardly anything to match more specialized third-person shooters like Gears of War. The set pieces do stand up well, but even then that’s more to do with the spectacle than it is to do with the gameplay.

I’ve heard some people criticizing the platforming for being nothing more than a giant quick time event. I argued last year that Prince of Persia’s platforming was exactly that, and that the game suffered for it. So what’s different between Prince of Persia and Uncharted 2 that makes the former lamentable and the latter outstanding? Well, for one there’s the shooting, but if we ignore that, then it simply comes down to the things that surround the simplistic platforming.

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Prince of Persia artificially moved its plot forward through player-activated dialogue, in which the Prince and Elika talked to each other, all but immobile in a stagnant cut scene. Uncharted 2 moved its plot forward on its own terms via continuous banter and well produced cut scenes – with natural movement, I might add.

As for what you see, Prince of Persia’s environments were beautiful, but they were all quite similar. This contrasts against the ever-changing backdrops of Uncharted 2. One moment you’re in a dimly lit cave, wondering what’s lurking around the next corner, the next you’re in the middle of a snowstorm, trudging your way through a wrecked train. The two games are not comparable, for me.

And when you see the trail behind you of your footprints in the snow, you know you’re dealing with something that’s a level above other games, even if its gameplay is not. Sometimes, if the view’s good enough, it’s fine to simply admire it.

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Sinan Kubba

Sinan Kubba - has written or posted 3 posts here.

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17 Comments so far

  1. BlitzHavok says:

    It's a great game. Games are an advanced form of story telling, and shouldn't keep falling into mindless twitch reactions. Uncharted 2 has brought story telling in gaming to a level that has never been seen before, that is reason enough why this game is leagues above the rest. The PS3 has a wealth of games with these details and depth, since Sony allows their developers to add that detail without forcing them to follow their own paths or ideas. It's a pleasure to work with Sony, because you can developer the game you wanted to. With "The Last Guardian" and "Heavy Rain" coming, this unique focus on story-telling will continue. If people want to go to an epic scale, "God of War 3" has also been a master of story telling, not to mention the incredible untouched detail of MGS4's story telling. You also have incredible performances like those in Heavenly Sword, or the voice acting ambition and detail in a title like "Valkyria Chronicles" (my favourite title in years). The 360 only has one game that comes close to this, which was Mass Effect, unfortunately the story telling and everything about the game was incredible stale and lack luster, the gameplay mechanics were schizophrenic, and the level design was absent in the majority of the game. Hopefully ME2 will finally give the 360 a classy game that s timeless.

    There was an U2 article on Gamasutra I recommend to you. It spoke about something that jumped out at me. Without spoiling anything, do you remember the scene where you are in that village, and you can actually interact with the villagers? That wasn't originally planned, it happened because the focus testers were attempting to punch the NPC in this region. Naughty Dog saw a need to give the player what they truly want and added the interaction. That's what separates a developer like Naughty Dog from the rest, they understand what it is to be a gamer and design their games around that, they don't take shortcuts or say something isn't possible, they make it possible.

  2. Joe says:

    the little touches couldnt overcome the fact that there really is very little actual gameplay in Uncharted 2.

    let me clarify – yes, you spend lots of time controlling the character: but most of it is so mind-numbingly simple that a monkey could do it. all you have to do is hold forward and press x every now and then, then you get to a shooting bit where you just hide behind a rock and shoot a few guys.

    it all looks nice, but its just not enough of a 'game'. the cutscenes are brilliant, the acting is incredibly well done, and the set pieces look fantastic, but its almost like they wanted to make this a movie but werent allowed to so they made it as much an interactive movie as they could by making the player have no option but to do exactly what their script required. want to advance to the next bit? you have to climb that blue pipe, then climb along the exact path of the bricks sticking out of the wall, then jump to the oddly placed horizontal bar, swing to the single open window……….its all 'leave your brain at your door' stuff. the platform jumping is even basically a quicktime event, as if you press jump near a ledge youre supposed to jump from, it auto-completes the jump – you cant miss.

    so while all the 'little things' are great, such as the saying hello to people in the mountain village or the 'marco polo' in the pool – which i discovered by myself as i tend to 'play around' in games, they dont do enough to overcome the fact that the rest of the game is so devoid of original gameplay, and is more linear than any game i have ever played.

    • Aaron Colas says:

      It is not a sand box game. And while it may not bring a gravity gun or devil trigger it does what it does with masterful execution, it is a brilliant game and a great achievement in the gaming industry. There is NOTHING wrong with a game's progress being linear as long as it is entertaining and exciting; and U2 has those in massive truckloads. in fact, U2 has a lot less "linearity" than most common action adventure titles, you can be upclose and melee most o your foes down, be a little stealthy or use log range guns, dude, srsly what else do you f*cking want in a title like this?
      IMO U2 is flawless.

  3. Joe says:

    i dont want it to be a sandbox game, but i would like it to be more than go from A to B to C to D, with only 1 possible way to each part and that way will not change with subsequent play throughs.

    i agree, theres nothing wrong with linearity in game progression – but it should not just be like playing ‘connect the dots’ like Uncharted 2 is. id struggle to think of another ‘common action adventure title’ that has more linearity than U2.

    the fact that you think its flawless says just about everything. bet you think killzone 2 is the greatest FPS of all time, and that Uncharted could never be done on the PS3 because of ‘teh Cell’.

  4. Joeisamicrosoftcock says:

    Joe ur a douchebag.. It sounds to me as if you’ve seen a few YouTube bids and read I few reviews of u2 but have never actually played it.. The reason half of the game appears to be pre-conceived and “QTE” style is because of a little thing called “fluidity”…something that has not been done in any game to the level of u2..if you had any idea about game design you would understand what a technical achievement it really is..

  5. Joe says:

    i bought the game last Friday thank you very much, up to chapter 23. ask me anything about it up to just after the big car chase scene in the snowy mountains and i can tell you the answer, as thats where im up to. dont question if i own the game or not unless youve got proof that i dont, hey champ? we're not all tied to single consoles and as such defend our choice to the end.

    games can be fluid without being one dimensional like uncharted 2 is. why didnt they make multiple 'climbing' paths to get to the next area? why not leave the jumping up to the players skill rather than auto-jump like it does? plenty of other games manage to stay 'fluid' while giving the player more than a set of dots to connect in only one way.

    • Joeisamicrosoftcock says:

      Auto jumping??? WTF are you talking about…if you don’t press the jump button guess what happens…. He falls dumbass!! lmao.. And these plenty other games you speak of impementing animation blending fluidity are?

      • Joe says:

        like i said, the auto-jumping refers to never being able to miss the jump if you simply press the x button while in the vicinity of the ledge that youre supposed to jump off. it automatically jumps you to the right spot.

        • Joeisamicrosoftcock says:

          Dude seriously…You have no idea what ur talking about..I’ve played through the game on all difficulties and there has been numerous times where I’ve miscalculated a jump in a hot fuss and fallen to enevitable death…even the so called scripted sections you are talking about you can die in if not done correctly..try playing through a game before you judge it..and not on the pussy ass difficulty level I can imagine a guy like you selecting

  6. Joe says:

    lol

    like i said, im up to chapter 23 in the game on normal difficulty. i was planning on then doing a hard one, then the hardest when ive unlocked it, but thats not gonna be happening as the game wont change apart from taking more damage in the shootouts as everything else is just connect the dots, no room for any change between play throughs – youll still have to make the same autojumps, climb the same big blue pipe up the wall and jump to the same out of place horizontal metal bar, then swing and autojump to the same conveniently sticking out brick trail on the wall lol.

    what i love the most is the fact that purely because i dont think this game is the bees knees that i am a 'microsoft cock', and havent played the game hahahahahaha. where did you even read that i have a 360? oh right, you didnt. i do have one by the way, just like i have a wii too. last generation i had a dreamcast, gamecube, ps2 and xbox – because im a video game fan, not a video game COMPANY fan like yourself.

    again, i do have the game, nearly completed it. like i said, ask me any question about the campaign so far and i can answer it as ive played through it.

    • Joeisamicrosoftcock says:

      Lmfao…whatever dude…each to their own I suppose.. People like you don’t deserve to enjoy or understand the true ingenious game design of u2 anyway.. I’m still curious as to what games you think ARE the “bee’s knees”…

      • Joe says:

        ingenious game design? you mean the design of 'taking away all possible choice from the player'? thats not a game design that is ingenious, its one that is taking away what makes a game a game. the game plays exactly the same from playthrough to playthrough, and thats not a good thing.

        some games that i think are the bees knees: Borderlands, Modern Warfare 1/2, Bioshock, Forza 3, God of War 1/2/most likely 3, Shadow Complex, etc.

        • Joeisamicrosoftcock says:

          Haha…I rest my case…modern warfare= one of the most overrated series of all time… Bioshock= dated engine with no sense of real weight behind your character ( it’s like a gun mounted to a camera on a dolly) …forza??? WTF seriously dude anyone who knows how to really drive a real car knows gt is the ONLY true to life driving sim..and back to mw dude..how is that game not scripted?? Plus the “Join the dots” set pieces fail in comparison to u2…p.s. If you seriously can’t see the difference between a dated middleware engine and a kick ass propriatry engine you really are talking out your ass and have no solid experience in game design my friend..

          • Joe says:

            Surely you must see the irony in how youre saying that Modern Warfare is one of the most overrated series of all time, when all your previous posts are you gushing over Uncharted 2 and bagging anyone that says its not the greatest game ever? lol

            Modern Warfare, love it or hate it, IS one of the best games this generation. There is nothing overrated about it – the single player campaigns are incredibly fun, albeit a bit short, and the multiplayer is second to none apart from possibly Halo 3.

            Bioshock is also undoubtably one of the best games this generation, and to date. There is as much weight behind your character as there is in every other FPS. i know youre going to say killzone, but killzone didnt have weight, it made it feel like you were controlling the gun with a piece of string instead of holding it in your hands, having to hold a direction for 2 seconds before the gun would even move. ive fired machine guns in real life, and that 'weight' in killzone is not real.

            and bioshock having a dated engine? its a heavily modified version of unreal engine 3 – hardly old. and even if it was old, what does it matter? it looks brilliant and plays like a dream.

            Forza 3 is THE best racing simulator ever released on a console, and right up there with the best on the PC. your comment shows that you are a PS fanboy through and through, and will blindly hate anything not on a sony console. Forza 3 is a much more realistic game than GT has ever been. GT focuses on graphics, forza focuses on simulation.

            Modern Warfare doesnt use a middleware engine. Infinity Ward created it from the ground up hahahaha.

  7. roblef says:

    Hey, um, guys? It's fine to be all disagree and all, but could you refrain from the personal insults? We all like different stuff here. KTHXBAI.


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