Uncharted: it is just a shooting game
The developers of Uncharted were very clear that they wanted this to be a cover shooter with a bit of platforming thrown in, it seems. Following the story, Drake has worked out where the treasure is buried, and we've descended down through mausoleums and libraries, using doorways that nobody else has known about. You'd think this was the perfect opportunity for platform exploration, but no - somehow the enemy have got into these areas as well and continue their work to make Drake die. It just feels really tenuous.
Something else I notice - when describing this game, I often call the main character "Drake", rather than projecting myself into him. It's clear that Drake worked out the location of the treasure, since I had no part in it. Wherever there are puzzles, Drake is the one who finds the correct page in the notebook which give the answer in an obvious way. When there's a new weapon, Drake is the one who quips about it being a great find. I'm not - I don't find guns exciting at all.
So when I misjudge a jump, it's Drake who falls to his death, not me. I feel pretty disconnected, all in all, and as a result I notice inconsistencies in the game world more than I should. For example, Drake can jump across 30-foot gaps with ease, but struggles to reach ledges a few inches above his head - indeed, he even seems to crouch when he's jumping just so they're out of reach. When running around the roof of a church, falling off the narrow planks results in instant death, but a similarly large fall elsewhere is fine as long as you hang from the platform.
I'm up to chapter 16 now, of a total of 22. Given this, I'll push through to the end, but I'm disappointed there's been nothing really new in the last few chapters. The only difference is with the story and the introduction of two new enemies - a sniper with a laser sight (who drops a pistol, not a sniper rifle), and enemies with bigger machine guns. I did find a sniper rifle on a crate, but it had only five bullets which makes it massively limited. The highlight of last night's gaming, in fact, was a chapter where I had to guide a jet-ski upriver, over rapids and avoiding exploding barrels (and, of course, people shooting).
Something else I notice - when describing this game, I often call the main character "Drake", rather than projecting myself into him. It's clear that Drake worked out the location of the treasure, since I had no part in it. Wherever there are puzzles, Drake is the one who finds the correct page in the notebook which give the answer in an obvious way. When there's a new weapon, Drake is the one who quips about it being a great find. I'm not - I don't find guns exciting at all.
So when I misjudge a jump, it's Drake who falls to his death, not me. I feel pretty disconnected, all in all, and as a result I notice inconsistencies in the game world more than I should. For example, Drake can jump across 30-foot gaps with ease, but struggles to reach ledges a few inches above his head - indeed, he even seems to crouch when he's jumping just so they're out of reach. When running around the roof of a church, falling off the narrow planks results in instant death, but a similarly large fall elsewhere is fine as long as you hang from the platform.
I'm up to chapter 16 now, of a total of 22. Given this, I'll push through to the end, but I'm disappointed there's been nothing really new in the last few chapters. The only difference is with the story and the introduction of two new enemies - a sniper with a laser sight (who drops a pistol, not a sniper rifle), and enemies with bigger machine guns. I did find a sniper rifle on a crate, but it had only five bullets which makes it massively limited. The highlight of last night's gaming, in fact, was a chapter where I had to guide a jet-ski upriver, over rapids and avoiding exploding barrels (and, of course, people shooting).
999: completed!
It was the good ending - I had managed to fulfil all the requirements through the story (more by luck than judgement, I fear), so I found out about the experiments of the past, the identity of Zero, the way that bracelets worked, and the truth behind the multiple doors marked with a 9. If you're going to play this yourself, don't read any further.
There were many questions left unanswered. Of course, the whole game ends on a cliffhanger note - where are June and Santa, what was Lotus doing by the side of the road, will the timeline heal itself to allow Akane to live? Was Akane there the whole time through the story, or was she just imagined? When she felt faint, was that because Junpei was facing puzzles that might have led to him being unable to get to the incinerator?
Some of the mathematics towards the end of the true ending were a bit of a stretch, as well. Suddenly moving to base-27 and then converting that to a digital root was very odd. Revealing that June's bracelet was number nine means that there were two number nine bracelets and no number six - but a convenient O which is six as a digital root. It felt that after playing the game according to the rules, everything was being broken at the end.
Still, an intriguing game, which shows how videogames can present a story in a way that film or books cannot.
There were many questions left unanswered. Of course, the whole game ends on a cliffhanger note - where are June and Santa, what was Lotus doing by the side of the road, will the timeline heal itself to allow Akane to live? Was Akane there the whole time through the story, or was she just imagined? When she felt faint, was that because Junpei was facing puzzles that might have led to him being unable to get to the incinerator?
Some of the mathematics towards the end of the true ending were a bit of a stretch, as well. Suddenly moving to base-27 and then converting that to a digital root was very odd. Revealing that June's bracelet was number nine means that there were two number nine bracelets and no number six - but a convenient O which is six as a digital root. It felt that after playing the game according to the rules, everything was being broken at the end.
Still, an intriguing game, which shows how videogames can present a story in a way that film or books cannot.
Football Chairman – Champions League
The new stadium is also now getting average attendances of 100K for the season.
With all this success comes the annoyance of your manager getting approached.
This makes it very difficult to build up a Bob Paisley style legacy with the best managers always getting poached.
Football Chairman – Super Stadium
After finishing first in the league again, three points short of a hundred & 11 points clear of Man City. I decided it was time to splash some cash.
With 465 million in the bank. During the season 68/69 I was always maxing out my home attendance on 40K. Instead of increasing the capacity to 60K, it was SUPER STADIUM time !!
Which you can either in-app purchase or spend 250 Million in game money to purchase.
With the maximum 120K capacity, I've not yet managed to fill the stadium. The highest attendance being 65K against Barcelona in a recent European match.
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