d21lewis said:
If the default setting was "tips turned off", then I would agree. If I died several times, and then the game asked "would you like a tip" I would say, "Yes Torillian. You are correct.". But, when I walk into a room, and see a bunch of statues, and I say "I wonder if there's any treasure laying around", and the game tells me climb this statue, use the book, and shoot this rope, then I say, "nay". The option to turn the tips off does me no good at this point. If the game had "tipped me off" that I could do this, earlier........ Nay, Torillian. Uncharted 2 is the all around best game of the year -by far. I loved pretty much every moment of it. It's an experience that every gamer should play. I play a diverse array of games -RPG's, cinematic games like Indigo Prophecy, platformers, etc. U2 was perfect for what it was. I honestly couldn't think of anything more that ND could've added to the experience to make it better. Still, if you think that there was more than one way to approach a given situation, or that you could explore like a Tomb Raider game, or that you could actually make a mistake while climbing, then play the game again. It's a summer blockbuster in the guise of a video game. Since I like summer blockbusters, that's no problem. But I prefer games. If I owned neither U2 or GeoW2, and I knew what each one had to offer, I'd buy GeoW2 (Hell, I'd definitely rate U2 higher, if I were a game reviewer). It's just more of a game than U2 was. -I barely touched Multi-player in either, though. |
You have just as much choice in GeoW as you do in Uncharted 2. The overall progression is linear, but how you handle the situations is up to you. The addition of stealth helps to give you choice in how you handle situations, as well as making the areas more vertical so if you want you can get an advantage in height. What are all of these differences that make GeoW a less linear experience? Sure you can choose paths in GeoW but you also don't have as many large open areas that you can play around with.
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