WordsintheWater
Member
Best looking game I've seen and it's not really close. The details are outstanding
5hours in and whilst the feel of the guns is miles better than previous games, the encounter design us way worse, hopefully it improves and we get something to the same standard as the train or village level in UC2 or the Shipyard in UC3.
I wholeheartedly disagree. Everything is more dynamic, and the addition of the rope, and the fact that your AI partners are actually useful, opens up a world of options not available before. Destructible cover keeps the action from becoming whack-a-mole also.5hours in and whilst the feel of the guns is miles better than previous games, the encounter design us way worse, hopefully it improves and we get something to the same standard as the train or village level in UC2 or the Shipyard in UC3.
5hours in and whilst the feel of the guns is miles better than previous games, the encounter design us way worse, hopefully it improves and we get something to the same standard as the train or village level in UC2 or the Shipyard in UC3.
I had no idea that U2's encounter design was praised. TLOU and UC4 are in a different league
Yeah man, even if you don't like the gunplay of Uncharted 2 I feel like the encounters are still recognizably awesome. Every encounter is slightly different, and all of them have some twist on vertivality or mobility. There are the more obvious ones like the setpieces or the sign shootout, but really most of them including the sandbox arenas are really well designed.
Yeah man, even if you don't like the gunplay of Uncharted 2 I feel like the encounters are still recognizably awesome. Every encounter is slightly different, and all of them have some twist on vertivality or mobility. There are the more obvious ones like the setpieces or the sign shootout, but really most of them including the sandbox arenas are really well designed.
Yeah man, even if you don't like the gunplay of Uncharted 2 I feel like the encounters are still recognizably awesome. Every encounter is slightly different, and all of them have some twist on vertivality or mobility.
I honestly do not think that's true, but its too late on saturday for me to scroll through Uncharted 2 YouTube clips to show how flat geometrically and layout wise so many of the encounters are even late game so Imma chill
the way ya'll talk about UC2 like it was all hanging on signposts and jumping down form ledges on people and shit...
MP isn't even upFor anyone who beat the game....
I am about half way through.
I want to play some multi, but I'm afraid of story spoilers. Are there any in there, or should I stick to SP for now?
I'm saying.I honestly do not think that's true, but its too late on saturday for me to scroll through Uncharted 2 YouTube clips to show how flat geometrically and layout wise so many of the encounters are even late game so Imma chill
the way ya'll talk about UC2 like it was all hanging on signposts and jumping down form ledges on people and shit...
There are certainly encounters where there's no verticality, but I think most of them do. It's not always like some building you can climb up, but there's usually a vantage point or climable cover whether it's a sign or a ledge or something. I also meant that the encounter design gets switched up a lot, not even counting verticality, they keep throwing different situations at you. Like you'll go from some big sand box arena to some corridor/traversal stuff to some encounter where there's a turret and they give you a couple routes to take it out, etc.
MP isn't even up
I'm saying.
???
Man, I must have got that early preview build version of Uncharted 2, because I don't know what y'all talking about. Haha.
AND I LOVE THAT GAME.
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Man, I must have got that early preview build version of Uncharted 2, because I don't know what y'all talking about. Haha.
AND I LOVE THAT GAME.
Ohh, it isn't?
How are reviewers playing it?
It's thanks to the verticality that was implemented in most of the areas. The entire Nepal area in UC2 being a good example.Yeah man, even if you don't like the gunplay of Uncharted 2 I feel like the encounters are still recognizably awesome. Every encounter is slightly different, and all of them have some twist on vertivality or mobility. There are the more obvious ones like the setpieces or the sign shootout, but really most of them including the sandbox arenas are really well designed.
There are certainly encounters where there's no verticality, but I think most of them do. It's not always like some building you can climb up, but there's usually a vantage point or climable cover whether it's a sign or a ledge or something. I also meant that the encounter design gets switched up a lot, not even counting verticality, they keep throwing different situations at you. Like you'll go from some big sand box arena to some corridor/traversal stuff to some encounter where there's a turret and they give you a couple routes to take it out, etc.
When I was replaying UC2 in the NDC last year, I hit the Monastery and realized that entire area is tedious as all hell because it is almost nonstop combat. Is there anything like that in 4?
When I was replaying UC2 in the NDC last year, I hit the Monastery and realized that entire area is tedious as all hell because it is almost nonstop combat. Is there anything like that in 4?
tried playing the NDC
Y I K E S
UC1 probably seems absolutely fuckin hilarious now
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I played it again a few months ago specifically paying attention to the encounters and how they let you use verticality/traversal in them and how they mix up the design. Like think about the entirety of the village area. Every encounter there has you fighting from rooftops to ground and is filled with ledges and tables to flip. Or the monsatary, with its creaky ledges and spindly towers that get thrown into the combat a lot.
NEW CRASH CONFIRMED! :vNnnnooooooo my game crashed
Smoothest game too and shit was blowing up, pieces flying frame rate steady as fuck.....just....crash lol.
Spoiler, dude!Maybe that's another hint that we're getting a new Crash game? =P
Yup it has that RE4 quality of making every new encounter have a new twist to the encounter. Here is the thing with U4, it relies way to heavy on the stealth mechanics to let you create your own moment. The majority of encounters are just guys on patrol in a big amazingly designed location where you get to direct how things go. The problem with this is that it doesn't allow for those memorable guided moments where the game is switching things up for you. It's more of a playground than a designed setpiece. When U4 has the directed action it's awesome but it has far fewer of those than U2.
Not to say the playground nature of U4 is bad, it's great but it's not MGS level or anything. You really dont have that many options. Less playgrounds and more heavily directed action sequences that constantly put you in different situations would be my preference.
it really keeps getting better and better right till the endMy god, why didn't anyone tell me the gets even better and better? I'm LOVING the game right now. I just passed the Preview area in Madagascar.
Video
When I was replaying UC2 in the NDC last year, I hit the Monastery and realized that entire area is tedious as all hell because it is almost nonstop combat. Is there anything like that in 4?