Uncharted 4 spoiler free early copy impressions

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.

Yeah, right! The encounter design quickly reaches god-tier once you hit

Pretty minor location spoilers

Scotland
and
Madagascar

Way better than any encounter in UC3 imo and on par with a couple of UC2's. On Crushing, with more enemies, it must be on a whole 'nother level.
 
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.

hahahahahahaahahah


I just had the best fucking encounter in forever in this game. The Madagascar level from the preview videos is amazing. Also some parts of scotland had dope encounters too. But the preview videos area is amazing. I must've restarted that part like 10 times already just messign around. I love it.
 
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.

Agreed, I don't like the gunplay across all of Uncharted 1-3, but I highly respect the encounter design of 2 and some parts of 3.

1 is just a bunch of enemy waves on mostly flat terrain with lots of chest high cover and shit, but 2 really stepped it up, and 3 had its moments.
 
The end of Chapter 9 was some shit! I'm just imagining some of these fights on Crushing; hoo boy it's gonna be rough. I have all assists turned off except marking, which I like to use for stealth, and the gunplay is just rock solid. Picked up that rifle that was OP in the beta; it's just as fun to use in sp.
 
Madagascar chase was the real deal. Best setpiece in uncharted ever. Reminded me so much of mad max and Indiana Jones. The detail they lent to this part of the game was incredible.

Oh and the chapter when you get to the island with the storm and the lighting. Good God. It's the most beautiful setting yet. Reminds me of skull island from King Kong. Ominous as fuck
 
Nnnnooooooo my game crashed :(

Smoothest game too and shit was blowing up, pieces flying frame rate steady as fuck.....just....crash lol.
 
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.

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.
 
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...
 
For 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 have such a hankering for some MP, hahaha.
 
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

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.

the way ya'll talk about UC2 like it was all hanging on signposts and jumping down form ledges on people and shit...

That's just cause those are the best, most stand out examples of what Uncharted 2 did differently in the TPS space.
 
For 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?
MP isn't even up

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...
I'm saying.
 
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.

???

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.
 
???

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.

???

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.
 
???

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.


Having played 2 before and continuing it after 4. 2 doesn't get much verticality combat moments till towards the end. It's a great game but I can't put any of the prior games above 4. Not a chance. Even the vertically it offers can't compare to 4.
 
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.
It's thanks to the verticality that was implemented in most of the areas. The entire Nepal area in UC2 being a good example.
 
Man lol, the way they naturally stop and talk while driving the jeep is amazing. Sam and Sully were having a convo and I just jumped out the car and Sam like "Hey.. where u going man?" and then when I got back in Sully like "So yeah what were we talking about?"

This game.
 
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.

Yeah, this guy gets it. Let's just look at Nepal, it starts in an area with great verticality and multiple buildings you can jump around while fighting guys that come at you from two sides. Then there is a car chase through the city. Then going through a building where a helicopter starts to tear up the building while you are fighting guys with the whole environment shifting around you. You end up on the roof fighting a helicopter with grenade launcher guys shooting at you. Some time after that you have the sign battle where you are stuck on a sign shifting around. Then there is a large area with trucks with turrets and heavies guarding a temple that allows for all kinds of gameplay possibilities.

That's still early on the game. It continuously changes its encounters so you are always thinking of new ways to fight, focusing on a new gun, needing to deal with a new enemy or vehicle. It's so good.
 
Got to chapter 7 today. Loving every bit of it. Looks incredible, loads of details in the scenes. Best part for me is just listening to the banter between characters. Have already been in great situations. Story is starting to pick up nicely. Only one section I really didn't enjoy so far. Hopefully there isn't more of it later on.
 
Good lord... I can't wait to have an awesome discussion about the game once all gaffers gets to play the game! Naughty dog... I don't know how or what they did, but they just manage to create one of the most amazing game I've played this generation.
 
Yo, Madagascar is fucking wonderful. This is what? An open world game?? From the previews it looked like just barren land witih an outpost to fight but there's lots of stuff to look at, sight see and I've found some extra optional locations. Even found a option outpost with enemies to fight. I'm like 7 hours in in Madgascar. I'm taking my sweet fucking time.
 
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?

UC4 has lots of exploration and other things besides combat go go go. When you do get to combat though it feels sooo good.
 
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yep
 
My 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.

That ambush outside while you were lowering the bridge for Sully and Sam was AMAZING! This game is already better than UC2 for me just because of this one chapter.
 
???

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.

I think that was the best sequence in all of UC1/2/3, climbing up the village area and then blowing it all to hell on the way down.

Uncharted at its best.
 
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.

Your opinion on the game (I caved) seems to have matched my prediction, its been a constant down hill of enthusiasm since like day 2. I'm getting MGSV vibes from your impressions. Would you say its similar in the way you were disappointed with that game for its faults?
 
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?

No, now it's just tedious open level wandering around
lol only sometimes, in some levels
.

Combat, if anything, is less frequent this time around for most chapters.
 
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