Archive for October, 2009

Review: Ratchet and Clank Future: A Crack in Time

Posted in Editorials, Playstation 3, Reviews with tags , , , on October 30, 2009 by Stefano Terry

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Genre: Action/Platformer
Platforms: Playstation 3
Developer: Insomniac Games
Price: $59.99 (USD)

I’ve always enjoyed the Ratchet and Clank games, but it wasn’t until 2007’s Ratchet and Clank Future: Tools of Destruction that I became a fan of the series. The visuals, the humor, the story and game play were polished to a fine sheen. It truly was Ratchet and Clank from the PS2 days on the PS3, in glorious HD. Of course, with that adherence to what has come before, the game garnered a lot of criticism for playing it so safe.

2008’s PSN download only Ratchet and Clank Future: Quest for Booty removed Clank from the scenario and focused solely on Ratchet and a mini-tale involving his search for his missing friend. The platform heavy game nixed all things planet hopping, as well as the heavy emphasis on weapons and upgrading that the series was known for, although they did expand on Ratchet’s Omni-wrench by adding a tether grappling mechanic. The game was received with mixed results. Some loved it, others loathed it for what it removed from the R&C franchise, despite it’s smaller, downloadable only package.

Now, here we are, another year, and another Ratchet and Clank title, A Crack in Time, which is the conclusion to the current “Future” series arc, and answers quite a few questions regarding the pasts of both Ratchet and Clank, and boy is it a ride. Continue reading

Netflix Streaming Coming to Playstation 3 Next Month

Posted in News, Playstation 3, PSN with tags , , on October 26, 2009 by Stefano Terry

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The Playstation Blog revealed today that Netflix streaming is finally making its way to the Playstation 3 next month. The application will allow users to stream movies and TV shows via the XMB…as long as they have a Netflix account.

According to the press release, PS3 owners will need a disc provided by Netflix that will allow users to access specific BD Live features. Note: You don’t need the disc to stream movies, only to access BD Live features.

You can request the disc here.

The full press release is at the link below.

Source – Playstation Blog

Grand Theft Auto: Chinatown Wars – PSP Review

Posted in Editorials, PSP, Reviews with tags , , , on October 23, 2009 by Stefano Terry

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Genre: Crime Sandbox
Platform: PSP (Available on UMD and PSN)
Developer: Rockstar North
Price: $39.99 (USD)

I’ve been playing the Grand Theft Auto games since the original debuted on the Playstation 1 (and PC), back in 1997, and I’ve been a fan ever since. Of course, seeing the series return to it’s top down roots did have me concerned a bit as I fired up the PSP version of the former Nintendo DS exclusive title. Afterall, as enjoyable as I found the top down GTA’s in the past, they were mired by brutal difficulty, exacerbated by a horrible control scheme and finicky driving controls.

Fortunately, I shouldn’t have been worried, as Chinatown Wars takes everything that was fun and unique about the top down version of the game, and marries it with smooth controls, fun mini-games, crisp, stylish visuals, and a story packed with humorous characters and an entertaining story. Continue reading

Shadow of Destiny PSP Officially Announced For North America

Posted in News, PSP with tags , , on October 22, 2009 by Stefano Terry

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Konami has officially announced the North American version of the PSP remake of Shadow of Destiny, a title that was released on the Playstation 2 in 2000.  The game is set to release sometime in early 2010 for the PSP.

The tale follows Eike Kusch, who is having a bit of a bad day. As he leaves a coffee shop and is going about his merry way, he is ambushed from behind and stabbed. Instead of dying, he is transported to a strange realm by a mysterious being named Homonculus, who gives Eike a device that will allow him to travel back in time and prevent his death. What follows is a tale of twists, turns, alternate endings, and lots of time travel. Continue reading

Borderlands PS3 Co-op Issues Fixed

Posted in News, Playstation 3, PSN with tags , , on October 22, 2009 by namelessshe

Gearbox Software has resolved the PSN connections issues with Borderlands. No update necessary.

Clowning Around

Posted in Editorials, Playstation 3, Screenshots with tags , , , on October 20, 2009 by namelessshe

Since I’ve been ragging on Fallout 3 lately, I thought I’d take a break and post something fun. Continue reading

Trine Hitting PSN This Thursday

Posted in News, Playstation 3, PSN with tags , , on October 20, 2009 by namelessshe

Trine

2.5D Puzzle/Platformer game Trine will be releasing on the Playstation Network this Thursday, October 22nd.  The game will retail for $19.99, and looks mighty impressive. Check out the link below for the trailer if you want a better look at the game in action.

Source – Playstation Blog

Bethesda Falls Short Again

Posted in Editorials, Playstation 3, Screenshots on October 16, 2009 by namelessshe

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The long awaited Mothership Zeta pack is out to complete the Fallout 3 downloadable content. With it, I would like to nominate Bethesda for the Buggiest Game Released on an Unsuspecting Public Award. Continue reading

Game Design Analysis: Uncharted 2: Among Thieves

Posted in Editorials, Industry, Playstation 3 on October 14, 2009 by Stefano Terry
Uncharted 2: Among Thieves – An Analysis of Game Design
This week sees the release of Uncharted 2: Among Thieves on the Playstation 3, and I’ve had the pleasure of spending last weekend with the title’s single player and multi-player offerings, and have come away so amazed by not only the game, but the capabilities of the Playstation 3 system.
While completing my second playthrough, I was really able to take my time with the game and let what developer Naughty Dog had done sink in. Uncharted 2 is unlike any action/adventure game I’ve ever played, and it does a lot of subtle gameplay things that we don’t really notice or we simply take for granted. Below, is an analysis on what Naughty Dog has accomplished with the Playstation 3, and as game designers. Before I begin, I must warn you that I go into detail about the game, it’s mechanics, and even some story points, so be aware of spoilers. I highly recommend you play through the game before continuing reading.
Naturally, the first thing that captivates you upon beginning a game of Uncharted 2 are the graphics. The game is stunning. The best looking console game on store shelves at the moment. The visuals, however, are more than just for show. Throughout the entire experience of Uncharted 2, Naughty Dog employs it’s excellent graphics engine (and Havok physics middleware engine), to guide the player along the journey of Nathan Drake, and they do so without blatantly holding the gamers hand, and yet they still manage to show you everything they want you to see.
Take for example the opening moments of the game. Nathan Drake awakens to find himself sitting in the seat of a train, covered in his own blood. Perplexed, he soon realizes that the train is hanging precariously from a cliff, and is starting to slide over it’s edge. Gravely wounded, Nathan must escape the train and climb to safety while avoiding the hazards of the snow and debris that are falling down upon him. This would have been a cutscene in many a game, but in Uncharted 2, it is completely controlled by the character, and yet maintains it’s cinematic flair.
The player gains control of Nathan after he slips to the bottom of the train and slams into a guard rail. From there, it may be easy to not realize that you are now in control, because the cutscene segues seamlessly into gameplay (all the cutscenes are being rendered real time by the Playstation 3 using the games graphics engine). As the player climbs up the undersides of the train, in an attempt to reach safety, the camera is constantly positioned in a cinematic angle, and yet the flow of gameplay is not broken. This is beyond what games like the original Resident Evil did, with static backgrounds standing in for cinematic camera angles. The camera freely moves and pans around Nathan, while choosing the perfect position to highlight how precarious his situation really is. By the time the player reaches the top of the train and makes a leap of faith to hard earth, they feel like they have conquered the obstacle along with Nathan. With this one sequence, Naughty Dog has endeared the character of Nathan Drake to the player, even if they had never played the first game.
Continuing along this path, the game employs many subtle tweaks in camera positioning as you play, and they are never jarring or distracting. In the jungles of Borneo, for example, the camera is placed closer to Nathan’s body (even when not aiming with the L1 Button), and slightly closer to the ground, which serves to highlight how dense the jungle’s canopy of trees are, and the spectacular light filtering through to the jungle floor. Naughty Dog utilizes the camera in creative and clever ways throughout the entire single player campaign, even employing clever use of depth of field, where the camera will guide the player’s eye by blurring unimportant elements and sharpening the important ones. Players can even do this when aiming a weapon, as whatever is in the targeting reticle will be sharp and crisp, and everything outside of the reticle, or nearer or farther from the highlighted object, will be blurred. Again, the use of these camera tricks are so subtle that many a gamer won’t even notice them. It’s part of their beauty and why they are such an effective part of the whole gameplay experience. I have to say that I think the camera system used in Uncharted 2 is possibly the best in the industry, or at least one of the best.
It should also be noted that the game does not feature load times at any point in the game. Everything is a seamless transition, with cutscenes masking what loading there is in the game. The only time you see a load screen is when you first boot up the game, or when you are loading a saved game. Once the game begins proper, it is a seamless experience from beginning to end.
Beyond the camera tricks, Naughty Dog has spent a lot of time and effort to ground Nathan Drake into his world by employing an extensive set of animations, while also maintaining an incredible level of smooth, responsive controls. Nathan seamlessly transitions between running, jumping, rolling, climbing, taking cover, and reloading, often able to pull off many of them at the same time. Never once does it feel like you are not in precise control over everything he does. A mixture of motion capture and keyframe animation helps to add to the believability of Nathan Drake, even when he does rather unbelievable things (like leaping across chasms and pulling another character to safety with his bare hands). The subtle additions to his animation set like tripping, stumbling, and awkwardly grabbing a ledge or taking cover add not only to his believability as a real character, but in selling his environment as a real place. Nathan doesn’t look or feel like he is gliding across the environment like in many other games, but like he is actually placing a foot down on solid earth, or leaping across air that is offering him no shortage of wind resistance, thus making his death-defying leaps that much more spectacular.
A prime example of this technique are a scene where Nathan must leap across moving train cars to reach the front and snag a mystical dagger that was taken from him. The way his body moves and shifts with each turn on the tracks the train takes is simply astounding. He has a slight forward angle to his movement, expressing the effort it’s taking him to press forward on the train, and his shots must be carefully taken, because the enemies on the train are affected by the same physics and weight shifting.
Another excellent example is in Nepal, where Nathan and partner Chloe are fleeing from an attack helicopter inside of an apartment complex. The helicopter grows weary of the chase, and launches a barrage of missles into the base of the building, causing it to begin to collapse. As more enemies file into the room Nathan and Chloe are in, the building is collapsing all around them. The player must run along this collapsing floor, shooting enemies and avoiding furniture that is being affected by the gravity of the falling building. It is truly a sight to behold, and Naughty Dog employs this technique in a few smaller areas of the game, where the player must react to an environment that is out of their control. So many video games are, for lack of a better term, static. They take place on generally one plane, and the environment is just a backdrop for the action, and not an entity that needs to be considered while playing the game. Not so in Uncharted 2. Just as much care was placed in level design and environmental design in regards to gameplay as was placed in making the cast of characters as endearing as they are.
As equally important to the visuals, cameras, and controls, is the overall pacing of the game and level design. After Nathan leaps from the plummeting train car, he is left to fend off the chill of the icy tundra, while fighting to avoid the shock of the bullet hole in his stomach. He collapses numerous times during this player controlled trek through the train wreckage, and we are treated to a series of flashbacks that set the stage for his current predicament. From a museum heist that goes arry, to following the war criminal Lazarevic through the jungles of Borneo, to fleeing an attack helicopter across the roofs of Nepal, Uncharted 2 has no shortage of exotic, fantastical locations and a large variety of heart-thumping setpieces.
Unlike the first game, the combat is not limited to just Nathan being on foot. He is free to fire his weapons and shoot grenades while hanging from a building or streetlamp, or ledge. Combat scenarios are also set up beyond just the “ambush here,” “shootout in this room there.” Each of these scenarios are generally capped by a “boss battle” of sorts, or a complicated puzzle that needs to be figured out. The “boss battles” aren’t quite laid out as such, but it is clear that you are fighting an above average enemy with power and health to spare. The “levels” are laid out so well that you will barely begin to tire of any one element due to overuse. Even the standard shooting mechanic is mixed up more than in the first game, because of the sheer number of locations and setpieces you find yourself shooting in.
Take for example a chapter in Tibet. Nathan and company are fleeing a village that has been attacked by Lazarevic’s men. The chapter begins with Nathan and companion Tenzin fighting through hordes of enemies with the help of the villagers in an attempt to help a captured ally. Just when you tire of battling the enemies, a tank appears, blowing away walls and sending debris flying, while taking aim at Nathan and Tenzin. Now players are forced to contend with the tank, and the waves of soldiers, while still trying to escape the ruined town.
After racing through destroyed buildings and across rooftops, Nathan and Tenzin take out the tank with the help of an RPG, but not before Elena Fischer, Nathan’s on again, off again love interest, appears in a truck and Nathan hops on board, in pursuit of Lazarevic. Of course, they soon find themselves surrounded by enemy trucks and jeeps, and now Nathan must leap from moving truck to moving truck, disposing the enemies with his fists and guns. Eventually, this leads to him manning a turret and protecting Elena in the truck from other enemies. It shouldn’t have to be said, but the entire sequence from start to finish was fully controlled by the player. Outside of a cutscene or two setting up the action, all of it was done in gameplay. The game is filled with this level of gameplay variety from start to finish. Thanks to the clever implementation of the camera system, all of these encounters feel fresh and are all exciting.
I must also mention the narrative of Uncharted 2, which is, I believe, taken for granted by a generation of gamers that most likely are used to games pretending to be movies. Naughty Dog has gone above and beyond the call of duty to produce a character driven video game experience. Even if it wasn’t wrapped in the pulp adventure genre, I believe the characters are so well realized and fully developed that they could stand in any genre: survival horror, noir, comedy, romance. The performances by Nolan North, Emily Rose, Claudia Black and every one else are so spot on that you forget that you are playing a video game, and that the characters on screen aren’t real people (the gorgeous visuals certainly don’t make this any easier). Many games attempt to be a movie, but not many have actually bothered to develop characters that would actually work in a movie. They are either too shallow, and 1 dimensional, or they are wreaking of the cliches of the genre. Just because a game features cutscenes, doesn’t mean a genuinely gripping narrative is being told or that it has mastered some of the subtle arts of performance that movies employ. That is where Uncharted 2 sets itself apart from the rest of the games out there. The character performances are beyond strong; you can 100% believe that these people exist.
The story in Uncharted 2, if you were to really analyze it, is standard stuff for the pulp adventure genre: Idealistic adventurer on the search of a mystic relic that can grant unimaginable power. Unfortunately, crazed bad guy is after the same thing, and idealistic adventurer must stop him. What makes this story stand out among the others in the genre is the attention to character development and detail. Moreso than the first Uncharted, Naughty Dog and the scriptwriters have added so much ancillary dialogue to the game while the player is just running around, getting from point A to point B, that further fleshes out their personalities and endears them to the gamer. Uncharted 2, like it’s predecessor, is a character driven story, that just so happens to be in the video game medium.
Very few games really take the time to flesh out their protagonist, let alone their supporting cast, but such is not the case here. There are 93 minutes worth of cutscenes in the game, about the length of a feature film, but there is just as much, if not more, dialogue and banter between characters during gameplay. It is mostly humorous quips and adlibs from the cast, but it’s nonetheless effective. Although the genre dictates a level of black and white in terms of character morality, there’s a bit more shades of grey in Uncharted 2, and character motivations are solid and reasonable enough for the genre.
Naughty Dog has truly put in a superlative effort in the creation of Uncharted 2: Among Thieves and the game will, more than likely, be taken for granted by most gamers who don’t realize the amount of thought and care that went into crafting every element of the game, from the visuals, to the camera tricks, to the character development and level design. I know many a long day and night was spent crafting this $60 piece of entertainment, and I appreciate every bit of blood, sweat, tears, and strained marriages that went into the making of this game. It deserves all the praise and success it gets, and then some. Very few game developers are out there creating games that they truly love and want to create, and we are fortunate that Naughty Dog has not given in to the quest for more money, and simply rested on the successes of the first game, and expounded upon it in every way. Uncharted 2: Among Thieves is a masterpiece, and a testament to what the video game genre can accomplish when a talented developer like Naughty Dog is given the opportunity to really push their creative boundaries and the hardware at their disposal.

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This week sees the release of Uncharted 2: Among Thieves on the Playstation 3, and I’ve had the pleasure of spending last weekend with the title’s single player and multi-player offerings, and have come away so amazed by not only the game, but the capabilities of the Playstation 3 system.

While completing my second playthrough, I was really able to take my time with the game and let what developer Naughty Dog had done sink in. Uncharted 2 is unlike any action/adventure game I’ve ever played, and it does a lot of subtle gameplay things that we don’t really notice or we simply take for granted. Below, is an analysis on what Naughty Dog has accomplished with the Playstation 3, and as game designers. Before I begin, I must warn you that I go into detail about the game, it’s mechanics, and even some story points, so be aware of spoilers. I highly recommend you play through the game before continuing reading. Continue reading

Uncharted 2: Among Thieves Review

Posted in Editorials, News, Playstation 3, PSN, Reviews with tags , , , , on October 11, 2009 by Stefano Terry
Uncharted 2: Among Thieves Review
By Figboy
I’ll make this really, really simple: If you own a Playstation 3, go out and buy this game. All done here.
Alright, I guess that won’t exactly do for a review, so here we go. Uncharted 2 is one of those rare games that fully encapsulates what it is that makes the video game medium so damn special. If you’ll permit the hyperbole, there are very few games that come around a generation that truly define it, and expresses why the current generation is markedly better than the previous generation. Uncharted 2 is one of those games. It manages to define it’s genre, the Playstation 3, and even game design.
For the uninitiated, Uncharted 2 follows the continuing journey’s of one Nathan Drake, some time after his first adventure. He is lured into a pact with two rather shady people, Chloe and Flynn, who are working for a man eager to find out what happened to Marco Polo’s lost fleet. Naturally, they are not the only parties interested, and a crazed war criminal named Lazarevic is racing to find the fleet before Nathan and company do. What happens next is a globetrotting adventure in the vein of Indiana Jones filled with action, romance, betrayal, and all the juicy stuff that makes a story worth telling. I won’t go into any more details, because honestly, the story is one of the best parts of the game, filled with fun, 3 dimensional characters and truly the best voice acting in the industry. Each character lives, breathes, and manages to bond with you in some way, for good or ill.
It’s hard to talk about Uncharted 2 without mentioning it’s breathtaking visuals. The first game in the series boasted visuals better than any game out at the time, and the sequel sets a bar so high that it may be a while until it is surpassed, if ever. The character models immediately stand out, with faces that scream character, with lines and creases detailing faces, stubble, hair that flutters in the wind, and clothing that actually looks like cloth, and not molded plastic. The environments are the next thing that drops your jaw, with amazing texture work, lighting, and don’t even get me started on the snow, which cakes onto Nathan’s clothing and hair(and even ices his pants when walking into a frozen puddle) and leaves tracks and footprints in his wake. I was ready to put on a snow coat while wandering the icy tundras. Immersive is a word that I don’t even think does the game justice. The character animations are the best in the industry, and it really feels like Nathan and company are a part of their environment, moving, stumbling, and climbing across the world. It doesn’t feel like just a backdrop, but an actual place.
If you own an HDTV, that is the only way to play this game and truly appreciate what it’s doing graphically. Depth of field, motion blur, and all of the other technical buzzwords are in full play here, and I don’t deny it when Naughty Dog says they have pushed the PS3 hard. All cutscenes are done real time, using the same graphics engine as the gameplay, so the result ends up being very seamless, and helps to sell the “movie” presentation. Graphics Whores will absolutely delight in Uncharted 2’s presentation.
Of course, what’s a pretty game without pretty gameplay to go along with it? Fortunately, Uncharted 2 packs in some amazing gameplay in it’s rather lengthy single player story. The game’s a third person shooter, with platforming and puzzle elements, and I have to say that, compared to the first game in the series, there’s a wider balance between platforming, puzzle solving, and shooting. Just when you think you have done too much of one thing, they throw in something new, from jumping across train cars in pursuit of a mystical dagger, to pulling off a museum heist, to sprinting across rooftops in an attempt to avoid a pursuing helicopter, the game is constantly switching up it’s objectives and presentation to keep things fresh.
The controls are tighter and more responsive than in the first game, which is saying something, since the original had superb controls, but the feel of moving around the environment and aiming and shooting are much smoother, with better transition animations between actions like leaping, taking cover, and melee combat. Speaking of melee, the system has been tweaked a bit, and is a bit more button mashy, but fisticuffs were never really the draw of Uncharted. By pressing the Square button, players can throw punches (or, if behind an enemy, deliver a stealth attack), but enemies can counter, forcing players to quickly press the Triangle button to avoid a blow and get a chance to counterattack. It’s very simple and straightforward. It’s probably the only real negative aspect of the game, and it’s barely a negative. While you can certainly get into fisticuffs in the game, it’s designed for the shooting aspect and that part is glorious.
Nathan’s arsenal is pretty standard stuff; pistols, sniper rifles, automatic machine guns, rpgs, etc, so no prizes for originality there, but they get the job done. As stated before, the game is rather well paced, both in storytelling, and in the level design. There’s a healthy mix of platforming, shooting, and puzzle solving, with the puzzles being a bit more involved than the first game, but not brainteasers like in other games in the genre (ie, Tomb Raider). This mix works great, and keeps the game from getting monotonous. Of course, the rather epic setpieces and constantly changing locations helps as well. They also do a great job of blending elements like platforming and combat, as Nathan can fire his pistol while hanging from a ledge or street pole. This opens up game design, as enemies are no longer confined to just attacking you while you are on the ground, but while you’re also trying to climb to a destination. There is a feeling of tension as you never know when you will be attacked.
Uncharted 2’s awesomeness is hard to boil down to just it’s individual parts. It’s the whole stew that goes down so well. The superb visuals that are a testament to the PS3’s capabilities as a gaming platform, the tight controls, excellent level design, and great story all gel to form an amazing gaming experience that no PS3 gamer should be without.
But Uncharted 2’s offerings don’t end there. Responding to criticisms from the first game, Naughty Dog have implemented a robust multi-player offering that takes some of the maps from the single player game, and tweaks them to multi-player play. There are lots of game modes: Deathmatch, Elimination, Plunder, Turf War, King of the Hill, Chain Reaction, Survival, and Gold Rush. These modes support up to 10 players, and feature all of the gameplay mechanics from the single player (minus puzzle solving, of course). To add to the MP, Naughty Dog have implemented a Perks system, a la Call of Duty 4, which allows players to add modifiers to their character. The Perks can do many things, like adding extra ammo to your clip, or granting you faster reload speeds to name only 2.
Players purchase these Perks by spending money they earn in MP matches. Performance in a match also adds to your player’s level, where leveling up will grant you access to more and better Perks.
Despite the multi-player being filled with the standard modes, the “Uncharted twist” to it that keeps things fresh and exciting are tied to the traversal mechanics. Being able to climb up surfaces, hang off of walls, and shoot at enemies adds a nice layer to what would be “ordinary” MP. The smooth animations and fantastic visuals are icing on an already sweet cake.
Naughty Dog also added a “Cinema” or “Machinima” Mode, where MP matches are automatically recorded, and players can rewatch the match, tweak features like lighting, depth of field, fog, color, etc, take screenshots, and output it to video format or upload it directly to Youtube. Players can also enable Twitter support, which allows them to update their Twitter profiles with their latest exploits. The Machinima mode is a little more complex, and allows the player to, basically, craft their own movies starring the Uncharted cast. There is a vast array of tools at the users disposal, from green screens to animation sets and voice support (you can talk into your headset to record dialogue, and character’s mouths move accordingly). I’m eager to see what the Machinima community comes up with, and may play around with it myself.
The competitive MP would have been a great compliment to the single player experience, but ND didn’t stop there. They also added a 3 player co-op mode, where, naturally, 3 friends can join up online and tackle two modes: Co-op Objectives, and Co-op Arena. I’ve never been much of a competitive MP player, so Co-op mode has always been a favorite of mine in any game. In Objectives, players are tasked with going from point A to point B, helping each other across obstacles and defeating enemies and bosses. Players also earn money and level up in this mode, which they can use to buy better upgrades for their characters (no Perks, but new weapons, etc). Co-op Arena is more like a Capture the Flag (Plunder in Uncharted 2), where players must work together to capture a gold idol, while battling enemies in waves. The twist is that the waves get increasingly more difficult. It’s like a survival mode, but with an added objective.
Needless to say, Co-op is my favorite MP mode, although the competitive MP is certainly enjoyable.
VERDICT: BUY – I can’t stress it enough how excellent of a game Uncharted 2. Naughty Dog has packed so much gameplay, detail, and unlockables into this game that it quite literally could not have been done on another console. What would be DLC on any other system is included on the disc in Uncharted 2. The single player campaign is lengthy, engrossing, and ultimately satisfying without being a plug for part 3, and the MP and Co-op offerings are genuinely enjoyable, rewarding experiences. Value for dollar is rather important these days, and I can’t think of another game this year that matches Uncharted 2 in that regard. Now go out and buy it.
Uncharted 2
Genre: Action/Adventure
Platforms: Playstation 3
Developer: Naughty Dog
Price: $59.99 (USD)
I’ll make this really, really simple: If you own a Playstation 3, go out and buy this game. All done here.
Alright, I guess that won’t exactly do for a review, so here we go. Uncharted 2 is one of those rare games that fully encapsulates what it is that makes the video game medium so damn special. If you’ll permit the hyperbole, there are very few games that come around a generation that truly define it, and expresses why the current generation is markedly better than the previous generation. Uncharted 2 is one of those games. It manages to define it’s genre, the Playstation 3, and even game design. Continue reading