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Forums - Sony Discussion - Uncharted: A Thief's End Previews Galore.

We have our first preview so I thought I'd start a new thread. Embargo ends TOMORROW 7am PST / 4pm CET:

Never before in this chapter are the fatal events to lead our to make the difficult decision to leave for distant lands is not the promise of a millionaire treasure, nor the fame and glory; but a dramatic situation that can overturn the cards on the table.

The desert environments with strong colors red blood that stand before the players are in fact fully explorable and at first glance seem to propose different approaches to the mission: in fact the suspension of disbelief does not have such a long life, the locations are built so that they can recreate the feeling a huge open space despite the existence of a single junction and only need the continuation of the story.

The immense landscapes stand out on the retina of the player, featuring a broad and rich in minute details; details that only a few software companies in the world are able to carve and donate to their productions.

Uncharted 4: End of a thief managed to dispel almost all of the (very few) doubts that tormented me before the single-player test, carried out last Friday behind closed doors in that of Milan. The game seems to granite in every aspect: the story of this new chapter starts from a premise more mature than previous episodes - without neglecting the typical humor of the series - while the already solid gameplay has been touched up with some interesting additions and supported by a level design that allows a variety of different approaches. The only question appears on the narrative front: Naughty Dog will be able to reconcile the lockout and masterful storytelling of previous episodes with the new (albeit apparent) freedom of action typical of this fourth chapter? There are only a few weeks to find out, but on May 10 has never been so far away.

ON COMBAT:


thanks to the greater openness of the environment and the resulting different possibilities of approach. the landscape offers numerous strategies to face the enemy, accerchiandolo, sticking his head down or quietly, with stealth killings calibrated to the millimeter. the innovations introduced here thus refer the detection-system AI enemy and Nate's ability to act through stealth movements, favored by the natural shape of the location. the battle can be divided into two simple stages: the first consists in the approach to the target, with the possibility of mark the enemies from a distance, by pushing the buttons L2 and L3; mechanical performance rather trivial in the application because of a too wide range that allows the player to activate profusely markers on enemies are not in visual range.

The second, however, is the classic phase of engagement, already present in other earlier chapters, in which the user can decide how to proceed in the clash: the level design of Uncharted 4: End of a Thief in fact allows all types d ' action, emphasizing stealth attack in favor of a boarding without rules. Naughty Dog has provided in this chapter carto the slaughter of unsuspecting enemies of the presence of Drake and, in the vicinity of some contextual areas - such as evergreen shrubs borrowed from a long line of previous games, the body can be automatically hidden from view.

Often the latter technique is necessary to eliminate the large number of soldiers present: their projectiles causing high damage to Nathan and throw himself openly in the battle is only recommended for experienced players. This constant urge towards a silent approach has led the Californian software house to design a detection system consisting of the three states "ignorant", "alarm" and "fighter", each determined by a specific color and by a device placed over the roar opponent's head. The system is surprisingly responsive and the look of the sentries is natural and well designed, without encountering thus casus belli generated by X-rays of a friendly guard armed named Clark Kent. Last but not least it is inevitable to mention the grappling hook, already known after the introduction trailer released in the previous months; it can be used not only to solve puzzles related to the environment but also in battle, to rappel from above on unsuspecting enemies or to move quickly on the pitch.



 




 

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This "The desert environments with strong colors red blood that stand before the players are in fact fully explorable and at first glance seem to propose different approaches to the mission"

And This "while the already solid gameplay has been touched up with some interesting additions and supported by a level design that allows a variety of different approaches." The last of uf style...

HYPE TRAIN IS ON RAIL!! No Breaks!!



In Sony We Trust!

 

cesarmgc said:
This "The desert environments with strong colors red blood that stand before the players are in fact fully explorable and at first glance seem to propose different approaches to the mission"

And This "while the already solid gameplay has been touched up with some interesting additions and supported by a level design that allows a variety of different approaches." The last of uf style...

HYPE TRAIN IS ON RAIL!! No Breaks!!

I've added more :)

This is going to be GOOD.



 

The PS5 Exists. 


May 10th cannot come soon enough.



So are we going to get the meta scores tomorrow?



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X1Gates said:
So are we going to get the meta scores tomorrow?

No, we're getting previews from an event Naughty Dog held.

Reviews will come at a later date.



Have it pre-ordered. Cant wait



TheGoldenBoy said:
X1Gates said:
So are we going to get the meta scores tomorrow?

No, we're getting previews from an event Naughty Dog held.

Reviews will come at a later date.

oh ok thanks. 



A little more:

The demo continues showing us how the American software company has put great care into the guide sections: the Jeep of the three adventurers must indeed come to terms with the island's rugged terrain, including dangerous fords and slippery walls of rock. In these situations the feeling to drive in an inhospitable location dominated by natural elements is strong and perceived by the continuous tactile feedback from the DualShock 4, able to accurately point out the effort of the medium in the continuous climb over rough roads. the use of the Jeep is not limited to just moving from point a to point B, useful to deepen the fable through a network of excellent and entertaining dialogues; but it also extends to simple invoice puzzle that consist in the use of the winch. The latter is the subject of a very funny gags and its use leads to the solution of some environmental puzzles useful to smooth the pace of play, mainly related to the object's ability to attach itself to any firm surface to act as a tow.


The frame-rate has remained stable at 30 frames per second, without uncertainty or slowdown even in the phases of the "removal" of an environment and one or shootings more excited. The end result seemed to us then an impressive solidity , able to perfectly balance uncompromising performance with a visual impact of great value.



 

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This seems impressive. Exactly what i imagined and even more.

It's totally the son of U2 + TLOU.



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m