Uncharted 4 spoiler free early copy impressions

I know most of you that have played the game are recommending to play on normal the first time; but playing the previous games on hard/crushing was so much better than playing on normal that I'm going to have to play on hard the first time through Uncharted 4. If I feel that it's hurting the gameplay I'll just drop it down to normal.
I did my first playthrough on hard. Nothing unmanageable.

when is the MP up?
 
Yea, my kill count for UC4 was 642 on normal at 12 hours and 50 minutes.

Not that big of a difference, given the change in pace.

getting back to this, somebody in the spoiler thread just clocked the game with a similar time

"Quick stats:
Playtime: 12h27m
Only 573 enemies (relative to the other games haha)"

Now according to this IGN video about the Kill Count in the other three games

UC1: 610
UC2: 674
UC3: 545

So, maybe not THAT difference considering the larger variety of things you do in UC4. But of course a lot of this is depended on how much you die, since the kill count doesn't reset.
 
I'm replaying the Uncharted collection and I wanted to mention an oddity that I came across . I'm not entirely sure which Uncharted thread to stick it in, so this one'll have to do I guess.

In Drake's Fortune there was a scene where Drake was with Elena and he's basically pleading with her to leave the island with him and let the pirates/white people have the treasure. Elena is baffled that Drake is just giving up and convinces him to stay. It came across as weird to me in retrospect because they've essentially had a huge role reversal since then.
 
I'm replaying the Uncharted collection and I wanted to mention an oddity that I came across . I'm not entirely sure which Uncharted thread to stick it in, so this one'll have to do I guess.

In Drake's Fortune there was a scene where Drake was with Elena and he's basically pleading with her to leave the island with him and let the pirates/white people have the treasure. Elena is baffled that Drake is just giving up and convinces him to stay. It came across as weird to me in retrospect because they've essentially had a huge role reversal since then.

Drake always does that. In every game he loses motivation and wants to quit but either Elena or Sully tell him to get his shit together and see it through.
 
When was that in Uncharted 2 and 3?

UC2 & 3 spoilers

UC2: Chloe is "kidnapped". Drake wants to save her

UC3: Sully is kidnapped. Drake wants to save him.

Both times he thinks about quitting after saving the kidnapped individual, but he learns the bad guys want to release some curse upon the world and he needs to stop it.
 
Another question,

TLOU and TR had that "upgrade weapons" thing, you know, one of the "videogamey videogamest" things you can do in a title. What I'm asking about is this, is there anything in this game that makes it more "videogamey" than previous Uncharteds? An example of something that makes a game "videogamey" is platforming, I'm hearing this is much better. I'm having a hard time describing what makes a game more "videogamey" but what I'm wondering is how UC3 transitions into UC4 from an actual gameplay perspective.
 
getting back to this, somebody in the spoiler thread just clocked the game with a similar time

"Quick stats:
Playtime: 12h27m
Only 573 enemies (relative to the other games haha)"

Now according to this IGN video about the Kill Count in the other three games

UC1: 610
UC2: 674
UC3: 545

So, maybe not THAT difference considering the larger variety of things you do in UC4. But of course a lot of this is depended on how much you die, since the kill count doesn't reset.

Yea, I'd still probably say because of the way encounters are designed, there's probably a higher kill count in UC2. But largely, it's for the reason you say. There's just a lot more to do, a lot more to do of it and the game is just longer as well.
 
Plus it sounds like the eliminated the waves in most cases as well. So about the same kill count with maybe an increase in the number of unique encounters.

Oh yea, I think there might only be one or two areas with waves (aka reinforcements), if that. Most of the encounters are all unique and it's typically enemies already there or just having arrived.

But yea, combat time I would say stayed the same. It's really that game length increased and the proportion of other stuff you do went up. So relative combat time to game length decreased. The game's just more meaty in general. Even cutscenes are much longer then anything prior in the series, but I think almost everyone expected that.
 
Any places in Southern California selling this already? I pre order from Best Buy, and probably wont even get it until a few days after release >:(
 
Plus it sounds like the eliminated the waves in most cases as well. So about the same kill count with maybe an increase in the number of unique encounters.

And it sounds like (from some other posters here who have played them) the encounters change on higher difficulties unlike the old games. It's no longer just health decrease but they apparently seemed to have remixed the encounters to either include tougher enemies or replace weaker enemies with tougher enemies (you know like having armored enemies sooner into the game than on Easy/Normal). Like what you'd expect from a difficulty change years and years ago (or like what PlatinumGames does with their action game difficulties).

Note: Sounds like, not a definite (unless someone can chime in again to doubly confirm such for me lol).
 
How do you like it?

Very, very conflicted. I liked some parts of the story, especially the Young Nate stuff at the beginning, but I felt like the villains weren't set up very well, and were dispatched of even more unceremoniously. The frequency with which the game would jump between locations left the plot feeling a bit incoherent, but was a definite plus on the variety side, I did appreciate how many cool locations you go to throughout the game. It has a really nice "globe hopping" feel, even if the story did suffer for it.

The combat, as usual, was my biggest complaint. Tons of instances of poor hit detection and some really BS encounter design for some spots (was playing on Hard) made it frustrating.

It's my least favorite of the three, but I still enjoyed most of it. It does have my favorite soundtrack of the three, though, that was really amazing.

The cargo plane set-piece in the desert definitely lived up to the hype, too. And the entire part with the cruise ship was pretty special, there was a lot to like about it, I just wish the combat mechanics were better.
 
Very, very conflicted. I liked some parts of the story, especially the Young Nate stuff at the beginning, but I felt like the villains weren't set up very well, and were dispatched of even more unceremoniously. The frequency with which the game would jump between locations left the plot feeling a bit incoherent, but was a definite plus on the variety side, I did appreciate how many cool locations you go to throughout the game. It has a really nice "globe hopping" feel, even if the story did suffer for it.

The combat, as usual, was my biggest complaint. Tons of instances of poor hit detection and some really BS encounter design for some spots (was playing on Hard) made it frustrating.

It's my least favorite of the three, but I still enjoyed most of it. It does have my favorite soundtrack of the three, though, that was really amazing.
Yeah I agree with some of that stuff.Enemies just runs at you in UC3 for some reason, but it still an amazing game to me.
 
Yeah I agree with some of that stuff.Enemies just runs at you in UC3 for some reason, but it still an amazing game to me.

They run at you because there's very little hit reactions to prevent them from being aggressive. In addition, they were programmed that way because of the grenade throwback mechanic. Before, in UC2, because you couldn't throw grenades back the AI had no reason to get up close to you -- they could toss a grenade to flush you out of cover. But in UC3, since they added grenade throwback, that's a pointless option for the AI so it decides its best choice is to rush in aggressively.

It's also really bad that circle, when up close, is a grab in UC3. So if you meant to roll away, sometimes (if the enemy is close enough, which usually the grab range is pretty big so yes they will be considered close enough) you'll grab them instead which puts you in a really really bad position. Open to gunfire and just put in a ton of recovery frames due to the grab and probably letting go instead of meleeing them (like you normally would if you were intending to grab them).

It's a combination of how they programmed the AI and the added mechanics in UC3. And then of course the lack of the enemies actually having proper hit reaction animations (yes, sometimes they do react but it's very inconsistent and most of the time they do not react and continue to run at you).
 
They run at you because there's very little hit reactions to prevent them from being aggressive. In addition, they were programmed that way because of the grenade throwback mechanic. Before, in UC2, because you couldn't throw grenades back the AI had no reason to get up close to you -- they could toss a grenade to flush you out of cover. But in UC3, since they added grenade throwback, that's a pointless option for the AI so it decides its best choice is to rush in aggressively.

It's also really bad that circle, when up close, is a grab in UC3. So if you meant to roll away, sometimes (if the enemy is close enough, which usually the grab range is pretty big so yes they will be considered close enough) you'll grab them instead which puts you in a really really bad position. Open to gunfire and just put in a ton of recovery frames due to the grab and probably letting go instead of meleeing them (like you normally would if you were intending to grab them).

It's a combination of how they programmed the AI and the added mechanics in UC3.
Ah that would make sense.
 
whoever decided to put the "roll away from danger" and "grab enemy and get into overly long button-mashy QTE" on the same button in UC3 should be blacklisted from video game design
 
whoever decided to put the "roll away from danger" and "grab enemy and get into overly long button-mashy QTE" on the same button in UC3 should be blacklisted from video game design

It's also even worse when you consider it's not just those two actions but also the button used to getting into cover! So, you could grab an enemy mistakenly and then attempt to roll away. Two things can happen:

1) You go into the nearby piece of cover instead of rolling away, because you were closer to cover than far from it and thus taking cover takes priority over rolling away.

or

2) You grab the enemy again because grabbing, in that instance, takes priority over the roll.

It's just as bad when games put a ton of different actions on the Triangle button.
 
So...there's a big fucking difference between Crushing and all the other difficulty modes:

1. The AI are fucking aggressive as fuck. They will flush you out by constantly rushing you and throwing more grenades than normal.

2. Weapon pickups give you way less ammo. You're always picking up ammo off the ground, which means being holed up behind a single piece of cover (destructible cover anyway, so it isn't a good idea in the first place) taking potshots isn't gonna get you nowhere, unlike the previous Uncharteds

3. Trying to melee enemies is suicide. Two hits from an enemy kills you.

4. They replace some of the normal enemies with armored ones.

5. Crushing has an exclusive enemy type: the Choker. These guys wear gas masks and will bum rush you and choke you. The only way to get out of their grip is by mashing triangle or a buddy helping you out. You cannot melee these guys at all. So the best thing is to blindfire at them while running away.
 
How does player health feel on Crushing? Is it forgiving enough that you can actually move around a bit?

The health is very low to boot.

I haven't been playing the whole game through in Crushing, just specific encounters, comparing them between difficulties.

You have to move around alot, but from cover to cover. Running around trying to melee and rope stuff is just gonna get you killed.
 
The health is very low to boot.

I haven't been playing the whole game through in Crushing, just specific encounters, comparing them between difficulties.

You have to move around alot, but from cover to cover. Running around trying to melee and rope stuff is just gonna get you killed.

Maybe enemies are more designed to allow Nate to move around more. In a lot of shooters on the hardest difficulty (including UC1-3), health is so low and enemies are so accurate that moving around is generally a poor strategy - you just get melted instantly. This is more a problem with hitscan enemies in general, but if you're forced to move to get ammo I have to wonder if they balanced it more around that with stuff like longer enemy acquisition time.
 
I'm just getting it Tuesday, but I'm off work for this whole fucking week.

This is really going to be the first time my Astro A50 headphones will get the workout they deserve, and I'm ready to also get that "how the fuck did they do this?" feeling over and over.
 
So...there's a big fucking difference between Crushing and all the other difficulty modes:

1. The AI are fucking aggressive as fuck. They will flush you out by constantly rushing you and throwing more grenades than normal.

2. Weapon pickups give you way less ammo. You're always picking up ammo off the ground, which means being holed up behind a single piece of cover (destructible cover anyway, so it isn't a good idea in the first place) taking potshots isn't gonna get you nowhere, unlike the previous Uncharteds

3. Trying to melee enemies is suicide. Two hits from an enemy kills you.

4. They replace some of the normal enemies with armored ones.

5. Crushing has an exclusive enemy type: the Choker. These guys wear gas masks and will bum rush you and choke you. The only way to get out of their grip is by mashing triangle or a buddy helping you out. You cannot melee these guys at all. So the best thing is to blindfire at them while running away.
This all sounds amazing. What difficulty did you play on your first playthrough?
 
So...there's a big fucking difference between Crushing and all the other difficulty modes:

1. The AI are fucking aggressive as fuck. They will flush you out by constantly rushing you and throwing more grenades than normal.

2. Weapon pickups give you way less ammo. You're always picking up ammo off the ground, which means being holed up behind a single piece of cover (destructible cover anyway, so it isn't a good idea in the first place) taking potshots isn't gonna get you nowhere, unlike the previous Uncharteds

3. Trying to melee enemies is suicide. Two hits from an enemy kills you.

4. They replace some of the normal enemies with armored ones.

5. Crushing has an exclusive enemy type: the Choker. These guys wear gas masks and will bum rush you and choke you. The only way to get out of their grip is by mashing triangle or a buddy helping you out. You cannot melee these guys at all. So the best thing is to blindfire at them while running away.

Nice. Sounds great for a second or third playthrough.
 
Am i allowed to ask for a spoiler to be PM'd? Not a story based spoiler or anything like that i just want to know if there is water stuff where you go under water and if there are sharks or other creatures that will attack me and cause me have a massive panic attack so it would be nice to know if i need to take my anxiety medicine before doing any of that stuff if its in the game.

Probably absurd and silly to some but i have a legitimate fear to that stuff and i don't like the edge it puts me on.
 
Am i allowed to ask for a spoiler to be PM'd? Not a story based spoiler or anything like that i just want to know if there is water stuff where you go under water and if there are sharks or other creatures that will attack me and cause me have a massive panic attack so it would be nice to know if i need to take my anxiety medicine before doing any of that stuff if its in the game.

Probably absurd and silly to some but i have a legitimate fear to that stuff and i don't like the edge it puts me on.

I didnt play it yet but yes there are underwater sections.

About sharks and cia... I wont be able to answer you. But I doubt it somehow.
 
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