
Character work and cinematic plotting may turn out to be the game’s stars, but what leaves the biggest impression after seeing a short developer-controlled playthrough is something else entirely: the blending of movement and combat mechanics. Occurring about a quarter of the way through the finished game, the level we see throws Drake into the middle of a bombed-out Nepalese city, a maze of streets and crumbling temples being violently torn apart by Among Thieves’ new antagonist, a ruthless paramilitary leader.
Like the game’s hero, he’s set on finding the Cintamani stone, but while Drake has attempted to sneak into town as a member of the press, and eventually had to resort to ramming his car through a guard outpost, the villain has brought his entire army along with him.
While there’s smoke in the air and rubble in the streets, war-torn Nepal is reassuringly different from most videogame urban battlefields: it’s kinetic and violent, but it’s also exotic and colourful. All of the textures in Among Thieves are drawn by hand, and the result is a city that looks coherent and artful rather than drab and photocopied. Little details are everywhere – from the flags and laundry strung between buildings, to the battered tuc tuc lying in a sad heap, or the flames blazing from distant towers.
The level itself is a fight through the alleyways and over the rooftops to meet up with Drake’s new love interest, Chloe, with a handful of encounters and a few scripted interruptions along the way, ranging from collapsing floors, through a driverless (and burning) busload of militia careening down the streets, to a final confrontation with a battered troop carrier blocking a crossroads.
While the first Uncharted would have lobbed a handful of enemies at Drake to be cleared out before putting him up against a bit of lonely clambering, Among Thieves’ real breakthrough is that it can now combine both seamlessly, allowing Drake to climb up behind an enemy stationed on top of a wall and yank him into the street below, or take out distant soldiers while lurching between buildings, using shop signs not only as handholds, but as useful pieces of cover.
Because of this newfound flexibility, the playthrough turns out to be a heady mix of endearingly graceless parkour and multi-level fighting. The platforming is far more organic than in the first game, broken walls slyly suggesting handholds without the need for glaringly obvious ledges, while the maze of partially destroyed houses and piles of rubble make for an excellent strategic battleground, with gunfights breaking out on the fly. The cover system has ditched its suspiciously useful configurations of boulders in favour of more believable scenery: an upside-down jeep, a derelict gas cooker or a slightly incongruous small city car, wheel-deep in old newspapers. Drake can make his own cover, too, flipping over a table or picking up an abandoned car door.
Thinking about the games coming this year is getting me excited. and it all starts in two weeks with Skate 2.
U:DF is still the best PS3 action game by some margin. Overlooked by reviewers who value innovation over fun, I guess. :/
Oh yeah, I remember the reviews. They knock games for not innovating but reward other games for not innovating and providing a solid familiar experience while knocking other games for providing a solid familiar experience but not being innovative in the process.
"It's fun to play but it just isn't innovative, B-"
"It's not innovative but it's fun to play, A++"
The ever loving inconsistent reviews.
Great preview,can't wait.
BTW,Uncharted didn't take the cover system from Gears of War, the game "kill.Switch" invented it,here's a vedio if you guys didn't play the game http://www.youtube.com/watch?v=9UaM-b3pvJk.
Both Uncharted and Gears took it from Kill.Switch and perfected it in their own ways.
Excellent article, just some minor points:
"fought off zombie Nazis"
Wish there were any, maybe this time. Instead there were Spanish "zombies" (actually they weren't zombies, but hey).
"a game that sometimes struggled to find its own rhythm – it handled both platforming and shooting with confidence, but struggled to blend them, preferring instead to break its core mechanics into discrete chunks"
The very same could be stated about Gears of War, seriously. (I'm the minority here, I know, but I played both Gears and Uncharted, so bear with me.) Think about the riding and shooting part, the first half of that "rainy night" level, or the levels with the bat-like swarm. Those elements couldn't blend with the basic 3D platforming AND shooting mechanics, the same way, as Uncharted or Resident Evil 4 couldn't blend everything (at least they didn't repeat their discrete parts much).
My point is, Uncharted was a surprisingly good and flawless experience (in the same vein as GoW), and it could integrate its distinct elements into its story. Let's hope the second one will be a real sequel, like GoW2 was.
Check some screenshots here:
http://www.xgn.nl/ps3/screenshots/1636/uncharted-2-among-thieves
This is possibly the biggest PS3 title for me. It has to deliver. After playing the fun but lackluster Tomb Raider: Underworld it made me realise how friggin good Uncharted was and potentially how amazing the follow up could be. What I've seen so far has blown me away, so things are looking good. It's hard to see how this won't be as good as if not better than the first game. Exciting times ahead for PS3 owners me thinks!
I've had TR:U for the better part of a month now, and haven't booted it up once because I'm wading through a bunch of other, better titles first. I just finished up Prince of Persia, and found it to be just as enjoyable as Uncharted, for many of the same reasons. Those are only a few of the games I've found worth finishing over the past year.
Needless to say, I'm really looking foward to Uncharted 2. Any word on a release date? If it's in there, I missed it. Hopefully, they'll release it when it's done rather than throwing yet title another into the holiday flush.
Now, back to the backlog...