Take Cover: How a Cover System Spoiled Uncharted
by Aaron Linde, Mar 17, 2008 2:17pm PDTBe forewarned: the following includes spoilers of the late-game elements of Uncharted: Drake's Fortune.
Last week I finally bit the bullet and purchased a PlayStation 3 along with Uncharted: Drake's Fortune. That game is undoubtedly the prettiest belle at the ball and quite a joy in the gameplay department, so much so that I'm actually finding myself drinking Sony's Kool-Aid, waving a banner for the HD revolution and preaching about set-top boxes and such.
But there's one problem: Fuck cover systems.
I'll do anything for that sentiment to be adopted in some widespread fashion—tattoo it on my forehead, change my middle name to it, whatever. Aaron O'Fuck Cover Systems Linde. Let's get the word out, kick this off grassroots style. Whatever it takes to ensure that cover systems don't ruin any of my more favored experiences.
I don't disagree with cover systems ideologically, because in many ways they bring action titles a bit closer to functional reality, in which players and characters alike take advantage of terrain and behave as though they're actually being shot at. But what's discouraging about the cover system, or more precisely the implementation of the cover system, is the ways in which it informs design choices across the board and cheapens action.
Though these sorts of issues can be observed in a number of titles, it never stings quite as harsh as it does when you're really enjoying a game's level design. Uncharted is definitely one of those. Naughty Dog's opus has some really incredible levels that take advantage of both natural terrain in addition to ruins and other man-made features to keep things fresh. The levels feel fuller than the island paradise of Crysis, and not as bloated with set pieces as any number of Tomb Raider titles. The trouble comes with the rhythmic, predictable means by which Uncharted's combat is measured.Nearly every encounter in the game is arranged around a long corridor, the bulk of foes at one end and you at the other. Between you are multiple points of cover. Everyone takes shelter, the battle ensues, one side emerges victorious, and the game soldiers on. Lather, rinse, repeat.
As observed in several other games released in the last few years, there's always fun to be had in finding new and interesting ways to dispatch your enemies; repetition isn't bad so long as it's restricted to, say, repetitive use of ballistic weaponry. But forcing the player to back into a solid wall, popping out to take a shot and hiding long enough to regain what health was lost in the following counterattack brings the action to a slow burn. Fellow Shacknews editor Chris Faylor shared some similar complaints in his review of the game.
Being the game's primary enemies, the pirates have a lot to do with Uncharted's limitations. Armed with pistols, rifles, shotguns and grenades, the waves upon waves of pirates pretty much necessitate that you take cover at every available opportunity. Rarely, if ever, do the pirates bring the pain in close quarters, usually relying—much as you do—on cover to save their bacon while they whittle down your health. The game only realizes its true potential with the appearance of the Gollum-esque cursed Spaniards in the late game, bounding creatures that abscond cover points in favor of getting up close and personal to rip you apart.I loved those bastards. Suddenly no pile of crap, no barricade could provide safe haven. The game felt new, and—brace yourself—fun. Even better was managing the Spaniards while taking care of pirates from a distance as my two foes tore each other to shreds. Even if just momentarily, the spell of monotony was broken, just before Uncharted's last battle—one last hurrah of cover-takin' before the credits rolled.
Come to think of it, I probably disliked Epic Games' Gears of War for similar reasons—a cover system that prompted the same approach to the bulk of the game's battles. But where I found my enjoyment of Gears limited by a number of other design decisions inherent to the game, Uncharted was an otherwise excellent experience for me; the cover system is the proverbial lump of crap in the pool on a hot summer's day.
The problem might be technological in nature—hell, maybe there are games available right now that implement a cover system without resorting to this sort of claptrap bullwankery. I hear Army of Two does it reasonably well. But no matter how organic cover systems become in relationship to terrain and level features, it won't make much of a difference if level designers continue to craft battlefields and enemies around taking cover. Shift those paradigms, dammit—I'd hate to imagine a future in which a stack of sandbags or a knocked-over filing cabinet continues to scream "brace yourself, you're about to get your shit handed to you."
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Comments
If it were up to me, they should come standard in most first person/third person shooters.
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granted, i suppose one could say you want games to be more like hollywood, since they're both solely about entertainment and not reality per se.
still, i find the typical running in circle and swerving like an alcoholic on speed (the defacto standard of most multiplayer gaming) to be boring as shit as well.
i guess its just hard to please both camps at the same time.
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Jonathan Blow recently gave a lecture where he introduced the concept of "pushing" in game design. "Pushing" means you push a mechanic beyond what is obvious. In this case, Uncharted just did the obvious with their cover system: long corridors with sharp-shooter enemies at the end, and not much else. This sounds like a recipe for boredom. Especially when existing games like R6:Vegas and GoW have already done it to near perfection.
Oh well. At the end of the day, it just depends on your personal tastes and past gaming experiences.
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In the end it has nothing to do with a cover system and everything to do with poor game developement.
-you were not able to wrap around objects ( many times when in cover I wish I change the side I was taking cover on)
-it was hard to unstick yourself ( In the heat of the moment I would panic and dive to another cover object, only to be stuck to it in the wrong position. )
-the gunplay itself was a bit too loose ( If the guns were tuned a bit better and more accurate the whole cover combat thing would have been more enjoyable.)
-all enemy encounters consisted of going behind a piece of cover and firing. (this should have been more varied, they had stealth kills in the game but you only get a good opportunity to use them one or twice before a battle started.)
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I do see your point that the battles are to obviously laid out. I started Army of two and that does feel a little more natural.
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This drove me nuts. Horrible weapon balancing and tweaking. Weapons are one of my peeves in games...if they aren't done right it can be frustrating. Seriously, rifles > pistols this is so fucking basic you should quit your job if you can't design that right.
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I enjoy visiting shacknews to keep informed on what's happening in the industry, but am less interested in these sort of opinion pieces. When ShackBlog was created, I saw this as an opportunity to seperate these different types of content and keep the news site focused on news, announcements, and events. It makes sense to me to keep things organized and consistent like this.
I'm not in a position to argue what the purpose of Shacknews vs. Shackblog is, but am rather just stating what I'd rather see when I visit Shacknews.com.
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That would make for far more interesting gamplay. Cover and be vunerable to indirect fire or risk open assault to negate those weapons and force them to use other more accurate weapons.
If balanced properly could be fun.
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You should have also mentioned that the jeep scene was one of the finest such moments ever crafted into a game. For me personally there is none better. It easily ranks as the best PS3 title I have played and the best SP I experienced last year and I have all 3 systems.
You also skipped the fact that the hand to hand is brutal and the abilty to slug it out and then blast someone at close range is quite satisfying. Another fact is that Drake is an everyman. He isn't a superman, he gets scared at just the right time and often with some very well written and humorous moments.
What I am getting at is that an article title such as the one above sets a tone as if thegame was bad. I do not get that from the article, but a little less railing about cover systems in a manner that warrants a separate writeup and a little more investigation of the myriad of features in Uncharted would have better informed the public.
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not having cover and being able to absorb 100's of bullets is just as or even more cheap, but one you know and expect and the other is still sort of new to these genres of games.
i can understand if you think the fundamental gameplay and AI, scripting, and combat situations are flawed, which they sort of are. cover systems have been done well before and will still be there in future games because they can add a lot to an otherwise simple run & gun gameplay experience.
how you can abhor something like cover systems in general confounds me, GRAW 1 & 2 wouldn't have been the great games they are without such abilities.
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Just like in games, I have a hard time suspending disbelief until I hear an enemy curse at me. It really drives the point home - "Hey! These guys really must want to kill me!"
Same thing in this case. I thought cover systems were great, but a few "fucks" made me realize how wrong I was.
I played the entire game in one sitting, I was amazed by the game and did not stop until I beat it.
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I often wished that Drake was more 90% puzzle solving and 10% combat. Unfortunately this wasn't the case it was just an OK game.
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It's kinda different as it doesn't actually force you to use cover like Gears does (ie, you can kill enemies without getting your ass handed back to you if you're not behind every rock you find), and probably becomes a little too easy if you do use cover, but it plays really well.
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