E3 Friday


July 17, 2007

By Colin (Gamer Advisory Panel member)
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Here she is kids, the last day of E3. My last chance to soak up the glory and pass it on to you. What I tried to do today was get a little more familiar with the two games that I've noticed previously, but have had significant additions since I saw them at Gamer's Day. And I'm happy to say that the developers have kept the gameplay and my interest piping hot!


What I started off with was Ratchet and Clank® Future: Tools of Destruction™ from Insomniac Studios. At Gamer's Day there wasn't very much hands-on time, but this time �round, there was a fully playable level featuring the destruction of Metropolis. There's only one way to describe the level: eye candy. The very linear stage displayed a limited, but impressive showing of Ratchet's arsenal, with a fine showing of the ever sensuous Groove-A-Tron. Having Metropolis exploding all around you gives you a great chance to test out the tight controls of this platformer. I particularly liked riding rails and dodging oncoming trains and laser beams. Using the in-game engine, Ratchet and Clank Future's cut scenes blend seamlessly with gameplay, keeping things fast-paced and moving for the player. Keeping momentum feels like a large part of this edition to the series and I approve. Needless to say, this will bring a huge smile to anyone who's a fan of the Ratchet and Clank franchise.


The game's release that I'm most anticipating is Uncharted: Drake's Fortune™ by Naughty Dog. There were three levels available to play this E3, two of which are new. Each level tries to display the different styles of gameplay that Uncharted offers. The first showcases action, the second is traversing the jungles, and the third focuses on puzzles. With a current 3,000 animations and growing already implemented, the new levels give Drake plenty of terrain to stretch his legs in. Moving throughout the levels involves solving the jungle's puzzles, which can be challenging. Even though challenging, Uncharted's controls are simplistic enough for any level of gamer to get used to. There are also multiple ways to move through areas. Some offer less resistance and give you advantages, while some place you in the thick of an encounter with the enemies. It's up to the gamer which way the level will be cleared, and that's a good thing. As I am a fan of shots to the breadbasket, Uncharted's melee system involves hitting an initial button to start the animations, but must be followed by timed attacks that deal severe damage. My current favorite involves a shot to the face, followed by multiple kidney blows, and finished with a knee to the face. Like I said, with 3,000 current animations, they look exquisitely painful. This game and I will spend some quality time together upon release. But don't take my word for it...

So, watching E3 wind down gave me a real empty feeling today. I kept asking myself, "What am I going to do when I get back to my real life?" I feel like I just got kicked out a band that I formed. And even though the grandeur of previous E3 is long gone, the smaller, more intimate E3 of today made me feel that much closer to the games and their developers. I guess all I can do now is exactly what all of you reading this will do: bide my time and twiddle my thumbs until these games are released. I was proud to be able to represent the PlayStation Gamer Advisory Panel this year at E3 and I hope that you enjoyed the cut of my jib. See you next time, my pretties.

Your brother in the pursuit of digital sweetness,
Colin