Naughty Dog responds to Uncharted 3 aiming concerns
90
Players -- and critics -- don't always have an appropriate vocabulary with which to discuss less defined, mechanical aspects of games. Why does shooting feel right in one game, but wrong in another? We appear to have run into this problem of a lacking lexicon with Uncharted 3: Drake's Deception, which some players say has introduced problematic aiming (i.e. something feels wrong), particularly in the single-player adventure.
Posting on the official Naughty Dog blog, community overlord Arne Meyer relayed information from game director Justin Richmond, who's able to speak more clearly on the technical performance of Drake's gun. "Aiming is identical to Uncharted 2 - we took a look at the values side by side. We did adjust the sensitivity to be MUCH higher in Uncharted 3 to give you a more precise feel. With Uncharted 2 it was pretty much guaranteed you would aim in one of the 8 directions and it was hard to deviate from that (imagine it being almost like a traditional 8-way arcade stick)." According to Richmond, "With Uncharted 3, you can deviate from the straight path from each of the 8 directions much easier and more precisely."
So, contrary to some complaints, sensitivity has gone up. However, enemies also change positions faster now, "which changes the flow of gun combat as well, from what you were used to if you're coming off fresh from Uncharted 2." We've had this same problem at Joystiq HQ, and believe that aiming assistance might be a tad too magnetic, slowing your reticle down when it gets near an enemy.
The most interesting part is that the gunplay in Uncharted 3 has been adjusted in another significant way. You might not have known it looking at him, but Drake's shots used to come out at weird angles. "In Uncharted 2 the bullets would leave the barrel at a pre-set deviation when you were aimed in," says Naughty Dog. "What this means is that the bullets would not fire straight out of the barrel all the time -- they could come out at an angle. Therefore, you could have a target clearly in the reticle and still miss it by a wide margin." In the sequel, "bullets now fire straight out of the barrel 100% of the time," though you need to adjust for recoil.
There's a question about which ultimately takes precedence: the informed explanation rooted in data and design, or the more nebulous discomfort of an aim that just feels ... off?
Posting on the official Naughty Dog blog, community overlord Arne Meyer relayed information from game director Justin Richmond, who's able to speak more clearly on the technical performance of Drake's gun. "Aiming is identical to Uncharted 2 - we took a look at the values side by side. We did adjust the sensitivity to be MUCH higher in Uncharted 3 to give you a more precise feel. With Uncharted 2 it was pretty much guaranteed you would aim in one of the 8 directions and it was hard to deviate from that (imagine it being almost like a traditional 8-way arcade stick)." According to Richmond, "With Uncharted 3, you can deviate from the straight path from each of the 8 directions much easier and more precisely."
So, contrary to some complaints, sensitivity has gone up. However, enemies also change positions faster now, "which changes the flow of gun combat as well, from what you were used to if you're coming off fresh from Uncharted 2." We've had this same problem at Joystiq HQ, and believe that aiming assistance might be a tad too magnetic, slowing your reticle down when it gets near an enemy.
The most interesting part is that the gunplay in Uncharted 3 has been adjusted in another significant way. You might not have known it looking at him, but Drake's shots used to come out at weird angles. "In Uncharted 2 the bullets would leave the barrel at a pre-set deviation when you were aimed in," says Naughty Dog. "What this means is that the bullets would not fire straight out of the barrel all the time -- they could come out at an angle. Therefore, you could have a target clearly in the reticle and still miss it by a wide margin." In the sequel, "bullets now fire straight out of the barrel 100% of the time," though you need to adjust for recoil.
There's a question about which ultimately takes precedence: the informed explanation rooted in data and design, or the more nebulous discomfort of an aim that just feels ... off?
Reader Comments (90)
Posted: Nov 3rd 2011 7:38PM Ellimem said
The aiming os one of the smaller problems I am having with the game, but it is a problem. UC2 was one of my favorite games of the generation and in my opinion, this game does not live up even a little bit.
Posted: Nov 3rd 2011 7:44PM MrAlex said
@Ellimem
The only thing I felt was weaker in this than UC2 was the ending, which left a bunch of things unanswered and lacked any proper "boss fight".
Although I guess I did have issues with some of the level layouts. UC2 had plenty of options for stealth whereas scenarios this one were either straightforward or lacked the option of stealth entirely. The ship graveyard was the only exception I felt.
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The only thing I felt was weaker in this than UC2 was the ending, which left a bunch of things unanswered and lacked any proper "boss fight".
Although I guess I did have issues with some of the level layouts. UC2 had plenty of options for stealth whereas scenarios this one were either straightforward or lacked the option of stealth entirely. The ship graveyard was the only exception I felt.
Posted: Nov 3rd 2011 7:56PM xCh0z3n0n3x said
@MrAlex i disagree...i actually think there is ALOT of stealth parts in the game i.e Crusieship, shit graveyard, airport, sand storm...and a couple of others....now if you are just going in shooting at peoples faces...thats a different story.... that's the way YOU take.
about article: there is problems with aiming??? i have had no problem what so ever...it feels the same to me.
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about article: there is problems with aiming??? i have had no problem what so ever...it feels the same to me.
Posted: Nov 3rd 2011 7:58PM Father Of Noise said
@MrAlex
I feel the same. Granted, I'm only about 3 or 4 hours in, but the whole experience just seems a bit "off" compared to how I felt about Among Thieves. Suddenly AV Club's way below average review doesn't seem so outlandish.
http://www.avclub.com/articles/uncharted-3-drakes-deception,64220/
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I feel the same. Granted, I'm only about 3 or 4 hours in, but the whole experience just seems a bit "off" compared to how I felt about Among Thieves. Suddenly AV Club's way below average review doesn't seem so outlandish.
http://www.avclub.com/articles/uncharted-3-drakes-deception,64220/
Posted: Nov 3rd 2011 8:00PM Ellimem said
@MrAlex
My biggest problems were with the funky AI, the QTE fighting (especially coming off of Batman) and some of the character models being so different made them distracting.
It is still a good game, but I think the Eurogamer review was probably the most accurate.
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My biggest problems were with the funky AI, the QTE fighting (especially coming off of Batman) and some of the character models being so different made them distracting.
It is still a good game, but I think the Eurogamer review was probably the most accurate.
Posted: Nov 3rd 2011 8:07PM AzumaNinja said
@MrAlex The worst part about Uncharted 2 was the boss fight.
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Posted: Nov 3rd 2011 8:08PM arkweld said
@MrAlex
Good. I loathe "boss fights" in an action game that is supposedly based in the real world.
When was the last time you heard about the cops or the military having to face down a single dude who is super strong beyond the abilities of humans and carrying special super weapons?
Boss fights should be left to arcade-style games.
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Good. I loathe "boss fights" in an action game that is supposedly based in the real world.
When was the last time you heard about the cops or the military having to face down a single dude who is super strong beyond the abilities of humans and carrying special super weapons?
Boss fights should be left to arcade-style games.
Posted: Nov 3rd 2011 8:35PM (Unverified) said
@arkweld
when was the last time you or anyone climbed up a hanging train, while beeing half dead, fought nazi zombies and (insert something unrealistic about Uncharted 3, because i haven't played it yet)
not to mention, that you run around as a single guy (more or less) and shoot gazillion people, when was the last time a cop or marine or whatever did this? so don't be stupid
if a boss fight is done right, why not?
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when was the last time you or anyone climbed up a hanging train, while beeing half dead, fought nazi zombies and (insert something unrealistic about Uncharted 3, because i haven't played it yet)
not to mention, that you run around as a single guy (more or less) and shoot gazillion people, when was the last time a cop or marine or whatever did this? so don't be stupid
if a boss fight is done right, why not?
Posted: Nov 3rd 2011 9:02PM Spacegrass said
@arkweld "When was the last time you heard about the cops or the military having to face down a single dude who is super strong beyond the abilities of humans and carrying special super weapons?"
Ever hear of Killdozer?
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Ever hear of Killdozer?
Posted: Nov 3rd 2011 9:36PM smashingmiso said
@Dcmac
Yeah, I'm with you on the real world bit, but I feel that the Uncharted is probably best suited to have the environments and odds as the 'bosses' of the game. In that sense I felt more satisfied with U3 than U2, because I felt U2 boss fight felt tacked-on... I just wanted to explore more despite all things crumbling down on you!
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Yeah, I'm with you on the real world bit, but I feel that the Uncharted is probably best suited to have the environments and odds as the 'bosses' of the game. In that sense I felt more satisfied with U3 than U2, because I felt U2 boss fight felt tacked-on... I just wanted to explore more despite all things crumbling down on you!
Posted: Nov 3rd 2011 10:50PM arkweld said
@Dcmac
The entire game is an action movie based on the characters and their place in the world. There may be mystical elements in previous games but it's based on our world with our history.
That's why everything in U3 has a normal explanation. No spaceships or ghosts or fantasy creatures or portals to other dimensions.
There's more chance of someone hanging from a cargo plane by a net in real life than there is of mercenary having to face down a big dude with special powers and weapons that only activate on a rotating basis that you have to defeat by repeating the same action over and over.
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The entire game is an action movie based on the characters and their place in the world. There may be mystical elements in previous games but it's based on our world with our history.
That's why everything in U3 has a normal explanation. No spaceships or ghosts or fantasy creatures or portals to other dimensions.
There's more chance of someone hanging from a cargo plane by a net in real life than there is of mercenary having to face down a big dude with special powers and weapons that only activate on a rotating basis that you have to defeat by repeating the same action over and over.
Posted: Nov 4th 2011 12:28AM kentuckyfried said
@Father Of Noise
Maybe we're all not used to it, but it seems to be harder to hit enemies correctly, at least if one is without the G-MAL.
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Maybe we're all not used to it, but it seems to be harder to hit enemies correctly, at least if one is without the G-MAL.
Posted: Nov 4th 2011 7:06AM RealityCheck2011 said
@Ellimem
Yeah yeah yeah, i bet you don't(like most people who comment on these sites)don't even own a PS3 LoL
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Yeah yeah yeah, i bet you don't(like most people who comment on these sites)don't even own a PS3 LoL
Posted: Nov 4th 2011 10:04AM Mazrael said
@xCh0z3n0n3x The multiplayer aiming is spot on, but in single player it's just awkward, you tip the stick just outside the dead zone, it's too slow, & little bit more it overshoots the target.. playing the horde mode was refreshing in that I could just aim on instinct, quickly adjust if I wasn't quite on target - that just doesn't happen in single player
Also the statement about bullets leaving guns in the direction guns are facing is BS.. AI can still fire at 90 degrees to the barrel... not as bad as Gears3 AI mind (in G3 they can shoot behind them & while reloading)
AI is utter crap, in areas of low visibility, you can not see the AI at all, yet they're the otherside of the map shooting you in the face, also in the sea sections, they're completely unaffected by any swaying
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Also the statement about bullets leaving guns in the direction guns are facing is BS.. AI can still fire at 90 degrees to the barrel... not as bad as Gears3 AI mind (in G3 they can shoot behind them & while reloading)
AI is utter crap, in areas of low visibility, you can not see the AI at all, yet they're the otherside of the map shooting you in the face, also in the sea sections, they're completely unaffected by any swaying
Posted: Nov 3rd 2011 7:41PM Timjoy said
As someone who hasn't played the game but has dealt with this issues before....
Developers need to release that the movement sensitivity has to match the precision of the device you're using to play the game.
So for example, part of the reason why Halo worked on consoles was because the general FPS experience was much slower and had a slower feel to it. Which make sense given the fact that you're controlling the game with an xbox controller...
..on the flip side, if I'm using a mouse which has more movement precision than a controller....I can handle higher sensitivity, because I'm using a device that can handle that precision AND that I the user can easily control in a precise way...
high sensitiivty with a controller is just as crappy as low sensitivity with a mouse...
this is also why many console games come with some form of auto aim...
Developers need to release that the movement sensitivity has to match the precision of the device you're using to play the game.
So for example, part of the reason why Halo worked on consoles was because the general FPS experience was much slower and had a slower feel to it. Which make sense given the fact that you're controlling the game with an xbox controller...
..on the flip side, if I'm using a mouse which has more movement precision than a controller....I can handle higher sensitivity, because I'm using a device that can handle that precision AND that I the user can easily control in a precise way...
high sensitiivty with a controller is just as crappy as low sensitivity with a mouse...
this is also why many console games come with some form of auto aim...
Posted: Nov 3rd 2011 7:52PM xiLeShadow said
@Timjoy
or they can do what Call of Duty does on consoles.
Have a high amount of auto-aim and uses extremely super large hit box detectors.
Many people don't complain about that control system.
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or they can do what Call of Duty does on consoles.
Have a high amount of auto-aim and uses extremely super large hit box detectors.
Many people don't complain about that control system.
Posted: Nov 3rd 2011 8:38PM (Unverified) said
@xiLeShadow
i would, if it would be in any game besides CoD (or CoD like)
but yes...i got your sarcasm
Reply
i would, if it would be in any game besides CoD (or CoD like)
but yes...i got your sarcasm
Posted: Nov 4th 2011 1:31AM CaramelZappa said
@Timjoy
Well said. Just reading "higher sensitivity" in the article my brain was yelling "That's not necessarily better!"
There's some myth that if you change everything to the highest sensitivity you'll be better, but there's a reason a most MLG and otherwise top tier players have their sensitivity set lower.
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Well said. Just reading "higher sensitivity" in the article my brain was yelling "That's not necessarily better!"
There's some myth that if you change everything to the highest sensitivity you'll be better, but there's a reason a most MLG and otherwise top tier players have their sensitivity set lower.
Posted: Nov 3rd 2011 7:52PM Roto13 said
I haven't played it, but enough people are complaining about he aiming that it must be an actual problem.
Posted: Nov 3rd 2011 8:16PM freaparn said
@Roto13
There's definitely something weird about the aiming. I picked up the game today, and the first thing I did was started messing around with the aiming settings because it just felt off in terms of responsiveness and sensitivity. You get no movement out of a gentle tap on the controller, your reticule just sits there and goes "...what?" You have to lay onto the stick for a half second, and then you get way too much movement all at once.
Shame to degrade the gameplay like that and then brush off the playerbase's concerns though. I guess this is the GTA IV vehicle physics of the Uncharted franchise.
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There's definitely something weird about the aiming. I picked up the game today, and the first thing I did was started messing around with the aiming settings because it just felt off in terms of responsiveness and sensitivity. You get no movement out of a gentle tap on the controller, your reticule just sits there and goes "...what?" You have to lay onto the stick for a half second, and then you get way too much movement all at once.
Shame to degrade the gameplay like that and then brush off the playerbase's concerns though. I guess this is the GTA IV vehicle physics of the Uncharted franchise.
Posted: Nov 3rd 2011 10:09PM A Sandwich said
@freaparn
Yeah, it's a real shame that Rockstar didn't address those 13 year old kids' concerns about not being able to take sharp turns at 78 mph.
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Yeah, it's a real shame that Rockstar didn't address those 13 year old kids' concerns about not being able to take sharp turns at 78 mph.
Posted: Nov 4th 2011 1:02AM PedoJokerBear said
@Roto13
the aiming isnt off. People just dont know how to take cover and move the reticle towards the enemy, and THEN take the shot. It makes it so much easier.
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the aiming isnt off. People just dont know how to take cover and move the reticle towards the enemy, and THEN take the shot. It makes it so much easier.
Posted: Nov 4th 2011 6:05AM buck hunter said
@A Sandwich yeah, like, what? the physics in gta were awesome. cars felt like they had real weight. it was like driving a real car in third person.
Reply
Posted: Nov 3rd 2011 7:54PM GordoJones88 said
It's not about how big your gun is,
but about how well you can aim it.
but about how well you can aim it.
Posted: Nov 3rd 2011 8:04PM Fugaku said
@fashionccz WE GET IT! GO AWAY!!
Posted: Nov 3rd 2011 8:07PM tucker973 said
I call complete hokum on this complaint. I've been enjoying the hell out of the game, and *gasp* hitting everything I shoot at. Now, granted, I suppose I didn't play Uncharted 2 for 100,000 hours and thus develop precise muscle memory and a preternatural "feel" for the aiming.... but I point, I shoot, the enemies die... I dunno, I guess I'm doing something wrong.
Posted: Nov 3rd 2011 8:14PM arkweld said
@tucker973
I don't like the controls of U3 very much at all. Camera sensitivity and aiming sensitive don't correlate at all. So if you turn the setting down your camera is still twitchy but the aiming is slowed to a crawl.
Drake is very twitchy to control too. Moving left or right causes him to jerk around, when you want him to move a few inches he moves a few feet and the chase scenes are horrible. If you move slightly out of the path and hit an obstacle you fail and if you try to jump over something that is not intended for climbing over you just keep jumping in place. Even when it's the same height as other objects.
I don't remember U2 being this bad. Maybe it's because I've just come off Arkham City where Batman controls extremely well I don't know ...
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I don't like the controls of U3 very much at all. Camera sensitivity and aiming sensitive don't correlate at all. So if you turn the setting down your camera is still twitchy but the aiming is slowed to a crawl.
Drake is very twitchy to control too. Moving left or right causes him to jerk around, when you want him to move a few inches he moves a few feet and the chase scenes are horrible. If you move slightly out of the path and hit an obstacle you fail and if you try to jump over something that is not intended for climbing over you just keep jumping in place. Even when it's the same height as other objects.
I don't remember U2 being this bad. Maybe it's because I've just come off Arkham City where Batman controls extremely well I don't know ...
Posted: Nov 3rd 2011 11:04PM arkweld said
@Ellimem
don't get me wrong I still love the Uncharted world and characters but their are far too many chase sequences in this game. Those that involve running towards the camera are the worst. You can't compensate for what's going to appear so if you hit a piece of scenery for only a few seconds you fail and get sent back to the checkpoint.
The number of times I failed the rooftop flashback was ridiculous. When I couldn't figure out where I was supposed to be jumping I got caught. When I tried to jump over a railing I wasn't meant to I got caught. When I clipped the corner of an obstacle and it took 2 seconds to navigate around I got caught ...
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don't get me wrong I still love the Uncharted world and characters but their are far too many chase sequences in this game. Those that involve running towards the camera are the worst. You can't compensate for what's going to appear so if you hit a piece of scenery for only a few seconds you fail and get sent back to the checkpoint.
The number of times I failed the rooftop flashback was ridiculous. When I couldn't figure out where I was supposed to be jumping I got caught. When I tried to jump over a railing I wasn't meant to I got caught. When I clipped the corner of an obstacle and it took 2 seconds to navigate around I got caught ...
Posted: Nov 3rd 2011 8:14PM aic007 said
Well if the values are the same something else changed that caused the aiming to suck cause I don't remember being as frustrated in UC2 as I was in UC3 and I don't attribute it to recoil and enemies moving more. I play mostly action adventure games and FPS, and the targeting in this game just seems off. I know its not know for its shooting but with such a high polish in every other aspect of the game, controls shouldn't be the detractor in such a high profile, third iteration of a game franchise. Especially since UC2 felt a lot more precise.
Spoiler Warning
Having beaten the game earlier today I do agree with MrAlex that the ending left me scratching my head wondering what happened? No real boss fight, and was basically the same as the last sequence to UC2. Not very creative after all of the crazy over the top action sequences leading up to it, and then BAM credits.
I do think it was a great game, but really don't have a reason to play it again. I'm sure it will win tons of GOTY awards but I don't think it deserves it. Graphically yes, overall entertainment, not so much. Had more fun with Arkham City and going back to that now to finish up a couple of side missions and then on to + mode.
Spoiler Warning
Having beaten the game earlier today I do agree with MrAlex that the ending left me scratching my head wondering what happened? No real boss fight, and was basically the same as the last sequence to UC2. Not very creative after all of the crazy over the top action sequences leading up to it, and then BAM credits.
I do think it was a great game, but really don't have a reason to play it again. I'm sure it will win tons of GOTY awards but I don't think it deserves it. Graphically yes, overall entertainment, not so much. Had more fun with Arkham City and going back to that now to finish up a couple of side missions and then on to + mode.
Posted: Nov 3rd 2011 8:16PM arkweld said
@aic007
The fact there was no predictable boss fight makes it far more creative.
Boss fights are basically just spending a few minutes getting killed and then realizing the predictable pattern they all fight with and repeating the same actions over and over until they run out of health.
Lame.
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The fact there was no predictable boss fight makes it far more creative.
Boss fights are basically just spending a few minutes getting killed and then realizing the predictable pattern they all fight with and repeating the same actions over and over until they run out of health.
Lame.
Posted: Nov 3rd 2011 8:39PM aic007 said
@arkweld
How was it creative to have you fight the main protagonist the same way you dispatch every other shlub you run into in the game?
"Boss fights are basically just spending a few minutes getting killed and then realizing the predictable pattern they all fight with and repeating the same actions over and over until they run out of health."
Basically sums up the majority of the fighting/action sequences in this game. The fact that the last fight is the same as any other enemy felt cheap and left me with a sense of disappointment that after all that building up and crazy chases and action sequences it all boiled down to a cheap fight I had with about 300 other enemies.
As it stands right now, Arkham City is my GOTY, will have to see if AC Revelations and Zelda make me change my mind.
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How was it creative to have you fight the main protagonist the same way you dispatch every other shlub you run into in the game?
"Boss fights are basically just spending a few minutes getting killed and then realizing the predictable pattern they all fight with and repeating the same actions over and over until they run out of health."
Basically sums up the majority of the fighting/action sequences in this game. The fact that the last fight is the same as any other enemy felt cheap and left me with a sense of disappointment that after all that building up and crazy chases and action sequences it all boiled down to a cheap fight I had with about 300 other enemies.
As it stands right now, Arkham City is my GOTY, will have to see if AC Revelations and Zelda make me change my mind.
Posted: Nov 3rd 2011 10:58PM arkweld said
@aic007
because in the end all the enemies you face are just regular dudes like any other in the game. Even the ones with fancy names or more screen time.
Which is as it should be. Drake doesn't have special powers. Sully doesn't have special powers. They are just regular Joe's in irregular situations which is one of the main attractions of the game.
The enemies in the game fight the same way you do. How you deal with them is up to you. They don't require waiting until their death ray is recharging, hitting the glowing spot, jumping around over their grenade halo weapon, hitting the glowing spot, ducking to avoid death ray .... repeat until done. Or better yet just find the one place that's inaccessible to their attacks and spamming the fire key.
As I said, boss fights are lame.
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because in the end all the enemies you face are just regular dudes like any other in the game. Even the ones with fancy names or more screen time.
Which is as it should be. Drake doesn't have special powers. Sully doesn't have special powers. They are just regular Joe's in irregular situations which is one of the main attractions of the game.
The enemies in the game fight the same way you do. How you deal with them is up to you. They don't require waiting until their death ray is recharging, hitting the glowing spot, jumping around over their grenade halo weapon, hitting the glowing spot, ducking to avoid death ray .... repeat until done. Or better yet just find the one place that's inaccessible to their attacks and spamming the fire key.
As I said, boss fights are lame.
Posted: Nov 3rd 2011 8:15PM Mehbah said
Haven't played it, but as console developers, they really need to realize that controllers aren't meant for fast, precise aiming at things that move quickly. As such, they need to design the game with that in mind. Judging by this, it sounds like they haven't done that.
Posted: Nov 3rd 2011 8:18PM RealityCheck2011 said
It seems that every time a 'PS3 Exclusive' game comes out the internet haters try & find something wrong with it. I got it today & its excellent & feels ok to me :P Haters just go & play your exclusives on your consoles...oh i forgot you hardly get/got any! ! ! LoL
Posted: Nov 3rd 2011 9:00PM Flapjackal said
@RealityCheck2011 The "haters" are PS3 owners playing a PS3 exclusive. Your post is confusing.
Reply
Posted: Nov 3rd 2011 9:13PM (Unverified) said
@Flapjackal I'm a diehard PS3 fan, and I have to admit the controls just felt, well, off from the first time I aimed. I don't remember having this problem with Uncharted 2.
Although now that I'm where I assume to be halfway through the game, the controls are becoming more manageable.
Reply
Although now that I'm where I assume to be halfway through the game, the controls are becoming more manageable.
Posted: Nov 3rd 2011 8:19PM GeneJacket said
I had noticed some difference in the shooting mechanics during my initial play-through of Uncharted 3, but nothing that some practice couldn't overcome.
The only real issue I had was that enemies seemed to generally be a hell of alot tougher than in the previous 2 games, which again, was nothing a little practice didn't fix.
The only real issue I had was that enemies seemed to generally be a hell of alot tougher than in the previous 2 games, which again, was nothing a little practice didn't fix.
Posted: Nov 3rd 2011 8:21PM packy17 said
Aiming actually feels better to me. I got the 100 Headshots trophy in my first playthrough, pretty quickly. The only parts I had trouble aiming in were the parts were aiming was supposed to be hard. Not to spoil anything, but you know, the parts where the terrain isn't quite solid.
Posted: Nov 3rd 2011 8:29PM Helghast102 said
...concerns?
What?
What?
Posted: Nov 3rd 2011 8:40PM Startingline13 ArmlessOctopus said
----- "bullets now fire straight out of the barrel 100% of the time," though you need to adjust for recoil.----
I'm by no means complaining about the aiming, I think it's fine. But this statement is absolutely not true.
I distinctly remember playing last night, in the scene when you are hanging from the tower, looking up at enemies (chapter 8 or 9 I believe?) and Drake was holding the pistol towards the top right corner of the screen, and I could see my bullets leaving the gun and heading left, towards the enemies at about a 30 degree angle and thinking "wtf?"
I'm by no means complaining about the aiming, I think it's fine. But this statement is absolutely not true.
I distinctly remember playing last night, in the scene when you are hanging from the tower, looking up at enemies (chapter 8 or 9 I believe?) and Drake was holding the pistol towards the top right corner of the screen, and I could see my bullets leaving the gun and heading left, towards the enemies at about a 30 degree angle and thinking "wtf?"








