![]() The latter hardly ever whet the ingenuity of the videoplayer, but prove to be a discreet expenditure to drive away the monotony of the alternation between phases of action and shootings, emphasizing the "adventurous" character of the production. Significant progress has been made with regard to the exploratory phases. ![]() In many cases, in fact, non-canonical settings and the absence of backtracking will be saving elements to liven up progress. Abandoning the classic cliches, Uncharted 2 leaves behind lianas and creepers, to organize a pathfinding not too brainy, but in contexts (like the urban one) that manage to give the idea of an improvised exploration on the spot, to the advantage of freshness of situations. The difficulty is therefore very well calibrated, apart from a couple of frustrating moments when you are literally flooded with enemies and bullets from all sides. The choice of self-recharging energy is consistent with the "Action Movie" theme followed by the developers. Everyone knows that in action movies the enemies' projectiles never cause permanent damage to the protagonist. ![]() Longevity is in the average of games of the genre: 10-12 hours of play. Unlike the other products, however, these 10-12 hours are almost completely free of dead moments or repetitions.
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