Uncharted 4
Once we get close the mouth after admiring its spectacular graphics, which then discussed in detail, we began to explore the broad stage driving the jeep with total freedom, with exquisite control and a physical and car movements frankly amazing, a vehicle to star in different moments of the game, not just action. At any time we could get off and explore the scene on foot, but to reach our goal we had to assemble SUV, which had to be used to cross a wooden bridge and climbing a small mountain with slippery mud, we had to avoid supporting the wheels on the stones.
The car will not only be a means of transportation to scroll through the scenarios, but will have some prominence in some scenes, and not only in persecutions. Climbing the mountain was a kind of small "plataformeo" or puzzle, as the mud were losing grip, and we had to find the right path. Later we came to a hill that was impossible to climb because it was puddled clay, and to do that we had to get off and take the vehicle winch and tying him to a tree. This tool is used at different times, in small puzzles, as we saw later to tear down a structure and to move forward. To give you an idea, something like the use of the Batmobile in some puzzles Batman: Arkham Knight.
After overcoming this situation we came back to a fairly large stage, we explore finding some treasures. Snoop for environments not only serve to find collectibles, but also for emerging conversations or scenes between the characters that otherwise would not see something like what happened in The Last of Us, the previous game of Naughty Dog, which he has inherited many things, both in the narrative and playable.
Once we get close the mouth after admiring its spectacular graphics, which then discussed in detail, we began to explore the broad stage driving the jeep with total freedom, with exquisite control and a physical and car movements frankly amazing, a vehicle to star in different moments of the game, not just action. At any time we could get off and explore the scene on foot, but to reach our goal we had to assemble SUV, which had to be used to cross a wooden bridge and climbing a small mountain with slippery mud, we had to avoid supporting the wheels on the stones.
The car will not only be a means of transportation to scroll through the scenarios, but will have some prominence in some scenes, and not only in persecutions. Climbing the mountain was a kind of small "plataformeo" or puzzle, as the mud were losing grip, and we had to find the right path. Later we came to a hill that was impossible to climb because it was puddled clay, and to do that we had to get off and take the vehicle winch and tying him to a tree. This tool is used at different times, in small puzzles, as we saw later to tear down a structure and to move forward. To give you an idea, something like the use of the Batmobile in some puzzles Batman: Arkham Knight.
After overcoming this situation we came back to a fairly large stage, we explore finding some treasures. Snoop for environments not only serve to find collectibles, but also for emerging conversations or scenes between the characters that otherwise would not see something like what happened in The Last of Us, the previous game of Naughty Dog, which he has inherited many things, both in the narrative and playable.
Not to confuse anyone, Uncharted 4 is still a linear game, we have to go from point A to point B, but is no longer a game "pasillero" now we can reach our destination in different ways, finding some rewards if we are curious . In Naughty Dog they are aware that one of the strengths of the series, one of his most praised characteristics is the pace they have always had their games, and now part of this rate falls to the responsibility of the player, who can entertain in a lot of moments. As Ricky Cambier told us in an interview, Uncharted 4 will combine the typical linear and dramatic situations of the series, with more open now, giving freedom to play whatever we want. Will it work equally well this new formula? We not find out until a few weeks, but there are not many reasons to doubt the good work of Naughty Dog.
After moments of exploration with the jeep arrived at an enemy camp and began the action. As we move through a huge stage, in a situation own a Far Cry what we were used in Uncharted, we had many angles from which face the enemy, also having the freedom to play with stealth or direct action. It is not the first time the saga flirtatious with infiltration, but previously did very corseted and limited, and is now a real possibility playable.
We can walk through the tall grass crouch from seeing us, and if we target the enemies we can mark, to display an icon on its head and have them always localized mechanical also very Far Cry. Enemies can have different states of alert, indicated by the white, yellow or orange, and a marker on his head is filled when they believe that we have seen, taking a few seconds to hide. If we discover alertness is not irreversible, and can hide as we seek to give them the slip.
In the center of this makeshift camp, ruins, was a huge tower with a sniper above all, why we went straight before trying to kill the other enemies. Here we test the improved system of climbing, much more fluid and natural, thanks to new animations, we do not hesitate a second to say they are the best we've ever seen in a videogame. This is an aspect that likes to take care of Naughty Dog in their games, and here are passed, further raising the bar in one of the most important aspects of any game, especially if it is action and adventure.
Now not only can climb with your hands, and we can also avail ourselves of the rope with hook, which opens a series of new possibilities in gameplay, both for exploration and platforming to combat. If you played the multiplayer beta and could you check it, and after a few minutes until accustomed us, we began to make real fancy stuff. With this tool, the gameplay is much more vertical, and shootings invite us to not stop moving around the stage, something that is a pleasure to do thanks to the good response from the controls and outstanding animations.
Things never just be resolved in many games, like descending from high places, now done with a lot of fluidity and naturalness, and artificial intelligence of the most elaborate enemies now seems not stop moving around the stage looking for you tickle, though we did not play enough to draw conclusions. Like Naughty Dog seems that likes challenges, the two characters who accompany us, Sully and Sam, acting on their own, although mimic our style, if you're playing with stealth or directly.
Source: http://www.vandal.net
Not to confuse anyone, Uncharted 4 is still a linear game, we have to go from point A to point B, but is no longer a game "pasillero" now we can reach our destination in different ways, finding some rewards if we are curious . In Naughty Dog they are aware that one of the strengths of the series, one of his most praised characteristics is the pace they have always had their games, and now part of this rate falls to the responsibility of the player, who can entertain in a lot of moments. As Ricky Cambier told us in an interview, Uncharted 4 will combine the typical linear and dramatic situations of the series, with more open now, giving freedom to play whatever we want. Will it work equally well this new formula? We not find out until a few weeks, but there are not many reasons to doubt the good work of Naughty Dog.
After moments of exploration with the jeep arrived at an enemy camp and began the action. As we move through a huge stage, in a situation own a Far Cry what we were used in Uncharted, we had many angles from which face the enemy, also having the freedom to play with stealth or direct action. It is not the first time the saga flirtatious with infiltration, but previously did very corseted and limited, and is now a real possibility playable.
We can walk through the tall grass crouch from seeing us, and if we target the enemies we can mark, to display an icon on its head and have them always localized mechanical also very Far Cry. Enemies can have different states of alert, indicated by the white, yellow or orange, and a marker on his head is filled when they believe that we have seen, taking a few seconds to hide. If we discover alertness is not irreversible, and can hide as we seek to give them the slip.
In the center of this makeshift camp, ruins, was a huge tower with a sniper above all, why we went straight before trying to kill the other enemies. Here we test the improved system of climbing, much more fluid and natural, thanks to new animations, we do not hesitate a second to say they are the best we've ever seen in a videogame. This is an aspect that likes to take care of Naughty Dog in their games, and here are passed, further raising the bar in one of the most important aspects of any game, especially if it is action and adventure.
Now not only can climb with your hands, and we can also avail ourselves of the rope with hook, which opens a series of new possibilities in gameplay, both for exploration and platforming to combat. If you played the multiplayer beta and could you check it, and after a few minutes until accustomed us, we began to make real fancy stuff. With this tool, the gameplay is much more vertical, and shootings invite us to not stop moving around the stage, something that is a pleasure to do thanks to the good response from the controls and outstanding animations.
Things never just be resolved in many games, like descending from high places, now done with a lot of fluidity and naturalness, and artificial intelligence of the most elaborate enemies now seems not stop moving around the stage looking for you tickle, though we did not play enough to draw conclusions. Like Naughty Dog seems that likes challenges, the two characters who accompany us, Sully and Sam, acting on their own, although mimic our style, if you're playing with stealth or directly.
Source: http://www.vandal.net