KingBroly
CAGiversary!
Some direct feed shots are available here: http://www.neogaf.com/forum/showthread.php?t=345546
While they don't talk too much about Chloe, she's apparently very compatible with Nate as the scene they talk about near the end of the article has her blowing up a ship full of enemies to save Nate's hide, then jumping up into Nate's arms, wrapping her legs around his waste like there's more going on than just being mutual partners. She's pretty much the female version of Nate, meaning she's tough and reckless, as well.New Uncharted 2 Details
maddoggnick96 on Gamefaqs.com has posted some info from the new GI magazine:![]()
- The biggest thing in the article IMO is that there's a new girl named Chloe Frazer. GI asked about Elena and Sully's return but they had no comment.
Already fleshed out above.- The story is about looking for the ships that Marco Polo "lost" while returning home to Italy.
Seems more like you're not just hitting combos and hoping the punches connect, but it's more dynamic. Examples being that enemies will try to pin Nate's arms or wiggle out of grapples, but you have counters to those types of moves to stay in control. That's all the details on how that works.- Melee combat is more dynamic now.
It'll look great, which is all you need to know. They mention that the snow piles up and shifts as you move through it like you'd expect. The snow sparkles like the light is reflecting off of each individual snowflake. Nathan will even hobble around when he gets hurt to add more to the visual side of taking damage.- They mentioned they were using only 30% of the PS3's power with Drake's Fortune and are planning to use nearly 100% with Among Thieves.
Don't take this as being like MGS or Splinter Cell now, as it's purely optional. If you want to barge through areas with enemies like Rambo, you can stick with that plan. Otherwise, you have the option of taking out unsuspecting enemies with choke holds/snaps of the neck, swinging them into walls to knock them out, pulling guys over ledges onto the ground below, and probably more moves to let you take down a few guys first to make the rest of the enemies nearby a bit easier to handle.- A demo was shown to GI with Drake going through a city (I believe in Nepal), and he's stealthily taking out guards and escaping the city.
http://www.imdb.com/name/nm0085227/- Nolan North returns to be Drake and Chloe Frazer is played by Claudia Black (Stargate SG-1, Fargate).
True, but the way they handle grenades now is that you aim the reticule where you want him to throw the grenade, and I mean where you want it to land, and press the grenade chucking button to make him throw it. The example has Nate throwing the grenade into a car, so you should be able to get very specific with where you want the grenade to go.- The Sixaxis mechanics were ditched for such things as throwing grenades.
Not really much to say as it's just how that scene ends.- One of the weapons revealed is a rocket launcher that Chloe uses (might only be for the cinematic).
A bit of a false interpretation since there were no lead screens in the original, so this makes no sense. What they do say is that there's no visible loading, probably no texture pop-ins, and the second or two between cutscene and gameplay, which now features a seamless transition, whatever that specifically means. Basically, there won't be any hitches in the game at all that give you the hint that the game is loading assets into the game.- There are no load screens.
Pretty much all that needs to be said.- The score is being composed by Greg Edmonson (same guy from the first one).
To add, you can get into cover aim for blind fire and back away from cover while still aiming the gun at the same spot, so there's not really much of anything that'll make you lose your shot. They even mention being able to fool the AI, which is supposed to be even better this time, by shooting some blind fire from behind cover and quickly getting away while still being hidden so that they head fo where they thought you still were. They also mention that the cover mechanic's been improved so that you should only stick to walls or cover you want to stick to without any mess-ups.- Weapons can be used in any stance (running, behind cover, hanging, climbing a wall, etc.).
He already said that in the point right above this one. :lol:- You can now move while aiming behind cover.
They seem to suggest that they will be able to do more than just move around for cover, but climb walls or do whatever to get to you if they know you're up there. They're not just props in this world to fill seats, but can move around if they need to in most any situation."In Uncharted 2, every character fully interacts with the dynamic geometry moving around them, and environments in the background are real parts of the game world"
They give this the catchy PR name of contextual movesets, but the description just sounded like Nathan's animations and overall demeanor will change depending on the situation he's in."If Drake's on top of a train, he's going to be shaking with the train as it moves around"
"As he gets inside, his moveset is going to change, and he's going to be a lot more secure because the wind's not blowing."
Already mentioned earlier.- The graphics look better than Uncharted 1.
They never mention the final boss when describing this, so I'm not sure where he pulled this one from. I mentioned it earlier about situations/areas that seems simple and stable can change without any hesitation so that it looks like a situation you'd expect to see buttons appear on screen, but you're in full control to fail or suceed and move on. It doesn't seem like you could fail these and have to retry since it mentions failing and that path being blocked, but you'd have to find another route to the goal as a result.- Button sequence cinematics such as the final boss have changed so now Drake is now fully controllable in these parts...I think (This one's also hard to describe).
This is the free-climbing thing, though it sounds more like free-running/parkour as they describe traversing rooftops and such. Think a bit more Tomb Raider-style platforming (swinging from poles and monkey bars) included with what you could do in the first game and some parkour-style stuff in there, as well.- Climbing seems improved upon. You can climb lamp posts now among other new things.
Mentioned this earlier, as well.[/QUOTE][/quote]- If there is an enemy patrolling a rooftop you're climbing a wall to, you can pull him off the roof while hanging on the wall.