firehawk12
Subete no aware
I wish you could skip all of the boring climbing sequences. You don't actually DO anything during those and they take so long.
???I think at like chapter 8 it becomes an actual game
Definitely sounds like you've played through and finished the game alright...
Posts like these are so unbelievable fucking lazy. Could you elaborate on what difficulty you played on and how it's why it's a shallow game as a TPS.
What do think is the repetitive part of the game? (I kind of know what it is, but I'm waiting to hear your thoughts).
You realise that the "team" that made Uncharted 4 is the same "team" that did TLOU?
Promised myself I would stay out of Uncharted threads, but I'm bored so here we go.
The more I think about UC4 the more disappointing it gets, and the more disappointed I am with Naughty Dog and their approach. I'm not going to call Uncharted 4 a disaster, or say that it's the worst game in the series- I think they were going for a very particular style with Uncharted 4, and they've probably accomplished it. A particular style that's a response to complaints about the genre leanings of the first 3 games. A particular style that's a response to the response of The Last of Us: Left Behind. A particular style that goes deeper into grounded character building, and in turn attempts to ground the pacing for (MUCH) longer stretches as some kind of actualization of story through gameplay.
The problem is that I found this particular style to be boring, almost hilariously so when I finished the game and looked back on the chapter select. The non-combat sections are so uneventful. Sure the environments are beautiful, and the way they're used as a way of subtly displaying where the narrative sits is cool, but there are precisely 2 moments, totaling maybe 45 seconds of game time, where a more unique platforming challenge is used in a high energy way, where a quick succession of all the moves and tools available created a kind of mini set-piece, a highlight to break up the monotony. Other than those, it's brain dead. And sure, you could throw this criticism back at the first 3 games, and you'd be right, but those games didn't shy away from the fact that they were rollercoaster third person shooters. Platfoming was a cooldown from the meat of the game, that being fairly lengthy high energy action scenes. UC4 has no meat. Or rather, UC4 attempts to make everything meat, and in doing so ends up with a bunch of bread. Beautiful bread, but still.....bread. And it's gets dry after a while.
You can absolutely see how they got here, and it's a course that runs directly through The Last of Us, but the DLC to that game is the germ from where Uncharted 4 came. The Last of Us is actually much more tense and high energy for longer stretches, throwing in a number of different encounters just for the sake of encounters, because that's a game that, after the opening hour, is paced on the highs and lows of tension and intensity. Sure once in a while you'll get a pacing beat that relies solely on whatever narrative checkpoint you just hit, but even those feel more in concert with the gameplay pacing than Uncharted 4. No, UC4 isn't "The Last of Uncharted."
What it is, is "Uncharted: Left Behind."
What they started pushing even more with Left Behind was game design where the "whole" stands on a level playing field. That means that combat pacing beats and/or set-pieces aren't the dominant factor in pacing anymore. Now, each of these "interactive story moments" is a pacing beat as important as any encounter, as any set-piece. There are no more classic action game lows. Everything becomes a bigger part of the experience. You can see this in how much time and energy they've spent in fleshing out these interactive story moments, from the picture booth and costume store in Left Behind, to Drake's attic and the flashbacks in UC4. No longer is "experiencing the story" just pushing forward through dialogue, but instead you're completely dropped into the story, including all the mundane parts of it, just to prove a point.
Ok, so that's fine, right? A more fleshed out experience where you control more of the game. Well..... it would be fine except for this lingering vibe that Naughty Dog has listened to the criticism of Uncharted being a shooter. In removing the classic action game lows, they're also gone away from the more traditional highs, slashing enemy numbers in an attempt to make combat feel more logical within the game's pacing. "You only encounter enemies when the story needs it" is a common sentiment here. Ok, so, again, that's fine right? Game design is maturing, devs gotta try different things. Well...... it would be fine if the platforming sections were anywhere near engaging, or if they were trying some big and crazy ideas with the puzzles, and now I'm starting to loop around back to my initial complaint.
So this ramble is my take away from Uncharted 4. I get what they're doing, but I don't like the way it's put together. I miss the stretches of classic action shooter game design, where combat ideas are introduced and fleshed out in a sequence rather than abandoned for more walk + talk, and numerous moments of downtime where you're left to stew in whatever the last cutscene or interactive story moment was.. Where momentum is built and retained for long stretches. Where you can feel each sequence building toward the next all in service for some big flashy period on a sentence, rather than the awkward start and stop fits we see in Uncharted 4. If they can find a way to marry long action scenes with this new approach I'd probably love it, much in the way I long Wolfenstein: The New Order even with it's lengthy chunks of non-shooter gameplay, but Uncharted 4 is not that.
UC4 and No Man's SKy a few months apart though....woof.
Ok, this is the last time, I promise.maybe
The pacing of Uncharted 4 is its worst aspect.I enjoyed the Uncharted series on the PS#. I still really have a soft spot for the original, even though it has mechanically aged terribly.
Like many, I believe Uncharted 2 was one of the best experienced last generation. That with TLOU were an amazing one, two punch from ND.
I played a demo of Uncharted 3, but it didn't grab me, so I skipped it. The controls were also way off for some reason. No idea why they went that angle.
However, Uncharted 4 being announced reinvigorated my interest for the series on new hardware.
I picked it up a few months and go, starting and stopping, and finally putting some more time in the last few weeks.
I enjoyed the PS3 games, but this game feels much slower. Not only that the formula's age is showing. Walk, traverse, setpiece, walk, traverse, ambust, big setpiece escape, wash, rise, repeat. And the traversal now has this rope mechanic, but again it's still very formulaic.
That I can forgive some. Although it's getting really tired. Uncharted's strength has been about it's Indy style adventures and storyline.
That's when Sam Drake comes in. I know he's supposed to be an unlikeable and troubled long lost sibling, but he's just not that interesting or compelling and you're with him most of the game of the thus far.
Sully, Elena, heck even Chloe were much more interesting companions in the previous games. Sam is just a bore.
And the two antagonists just aren't that menacing or interesting either.
Obviously, I still have a lot to play. I'm in Madagascar now (I wanted to blow my brains out driving that Jeep), but I don't remember a game dragging so much in a while. Doubly so from a franchise I love and from a great developer like ND.
It seems like ND was honestly tired of the IP as TLOU felt more like a labor of love and it showed.
What are you thoughts on Uncharted 4's pacing?
I found it pretty boring overall. The only thing I really remember fondly was thescene. About 2/3 of the way through I turned on lock on aim because the combat was frustrating me.car chase
Looks nice though.
I doubt it, they specifically said that they knew they would disappoint action game fans, but that this is what they wanted to do going forward.Nice post. Interesting thesis.
Speaking of Left Behind, are we getting SP DLC for Uncharted 4?
I wonder if they go back to balls to wall action lol. That would be hilarious.
What about UC4's story necessitated long stretches of Uncharted-style climbing with nothing else going on
The pacing of Uncharted 4 is its worst aspect.
Sadly, it doesn't get much better, gameplay-wise. There are a couple of escape setpieces like the falling towers, but the encounters don't improve that much. Naughty Dog can't seem to ever do a final boss well (frankly, they should stop bothering). Cute ending, though.
"What's that? The game has 93 on metacritic? People must have loved box puzzles and forced walks. Add more."
I hope the above doesn't happen, but UC4 made me very cynical with ND, I was so hyped for UC4.
"What's that? The game has 93 on metacritic? People must have loved box puzzles and forced walks. Add more."
I hope the above doesn't happen, but UC4 made me very cynical with ND, I was so hyped for UC4.
Promised myself I would stay out of Uncharted threads, but I'm bored so here we go.
The more I think about UC4 the more disappointing it gets, and the more disappointed I am with Naughty Dog and their approach. I'm not going to call Uncharted 4 a disaster, or say that it's the worst game in the series- I think they were going for a very particular style with Uncharted 4, and they've probably accomplished it. A particular style that's a response to complaints about the genre leanings of the first 3 games. A particular style that's a response to the response of The Last of Us: Left Behind. A particular style that goes deeper into grounded character building, and in turn attempts to ground the pacing for (MUCH) longer stretches as some kind of actualization of story through gameplay.
The problem is that I found this particular style to be boring, almost hilariously so when I finished the game and looked back on the chapter select. The non-combat sections are so uneventful. Sure the environments are beautiful, and how they're used as a way of subtly displaying where the narrative sits is cool, but there are precisely 2 moments, totaling maybe 45 seconds of game time, where a more unique platforming challenge is used in a high energy way, where a quick succession of all the moves and tools available created a kind of mini set-piece, a highlight to break up the monotony. Other than those, it's brain dead. And sure, you could throw this criticism back at the first 3 games, and you'd be right, but those games didn't shy away from the fact that they were rollercoaster third person shooters. Platfoming was a cooldown from the meat of the game, that being fairly lengthy high energy action scenes. UC4 has no meat. Or rather, UC4 attempts to make everything meat, and in doing so ends up with a bunch of bread. Beautiful bread, but still.....bread. And bread gets dry after a while.
You can absolutely see how they got here, and it's a course that runs directly through The Last of Us, but the DLC to that game is the germ from where Uncharted 4 came. The Last of Us is actually much more tense and high energy for longer stretches, throwing in a number of different encounters just for the sake of encounters, because that's a game that, after the opening hour, is paced on the highs and lows of tension and intensity. Sure once in a while you'll get a pacing beat that relies solely on whatever narrative checkpoint you just hit, but even those feel more in concert with the gameplay pacing than Uncharted 4. No, UC4 isn't "The Last of Uncharted."
What it is, is "Uncharted: Left Behind."
What they started pushing even more with Left Behind was game design where the "whole" stands on a level playing field. That means that combat pacing beats and/or set-pieces aren't the dominant factor in pacing anymore. Now, each of these "interactive story moments" is a pacing beat as important as any encounter, as any set-piece. There are no more classic action game lows. Everything becomes a bigger part of the experience. You can see this in how much time and energy they've spent in fleshing out these interactive story moments, from the picture booth and costume store in Left Behind, to Drake's attic and the flashbacks in UC4. No longer is "experiencing the story" just pushing forward through dialogue, but instead you're completely dropped into the story, including all the mundane parts of it, just to prove a point.
Ok, so that's fine, right? A more fleshed out experience where you control more of the game. Well..... it would be fine except for this lingering vibe that Naughty Dog has listened to the criticism of Uncharted being a shooter. In removing the classic action game lows, they're also gone away from the more traditional highs, slashing enemy numbers in an attempt to make combat feel more logical within the game's pacing. "You only encounter enemies when the story needs it" is a common sentiment here. Ok, so, again, that's fine right? Game design is maturing, devs gotta try different things. Well...... it would be fine if the platforming sections were anywhere near engaging, or if they were trying some big and crazy ideas with the puzzles, and now I'm starting to loop around back to my initial complaint.
So this ramble is my take away from Uncharted 4. I get what they're doing, but I don't like the way it's put together. I miss the stretches of classic action shooter game design, where combat ideas are introduced and fleshed out in a sequence rather than abandoned for more walk + talk, and numerous moments of downtime where you're left to stew in whatever the last cutscene or interactive story moment was.. Where momentum is built and retained for long stretches. Where you can feel each sequence building toward the next all in service for some big flashy period on a sentence, rather than the awkward start and stop fits we see in Uncharted 4. If they can find a way to marry long action scenes with this new approach I'd probably love it, much in the way I love Wolfenstein: The New Order even with it's lengthy chunks of non-shooter gameplay, but Uncharted 4 is not that game.
This and No Man's SKy a few months apart though....woof.
Ok, this is the last time, I promise.maybe
Nice post. Interesting thesis.
Speaking of Left Behind, are we getting SP DLC for Uncharted 4?
I wonder if they go back to balls to wall action lol. That would be hilarious.
I wish you could skip all of the boring climbing sequences. You don't actually DO anything during those and they take so long.
You're supposed to be taking pictures in photo mode. I must have spent a few hours doing that. Half the game is postcard simulator.
I think Overwatch will be the big winner.I'm really intrigued to see how this game is perceived over time. Something tells me it won't be favourably...
I wouldn't be surprised to see a number of sites snub it later this year during their GOTY discussions.
Promised myself I would stay out of Uncharted threads, but I'm bored so here we go.
The more I think about UC4 the more disappointing it gets, and the more disappointed I am with Naughty Dog and their approach. I'm not going to call Uncharted 4 a disaster, or say that it's the worst game in the series- I think they were going for a very particular style with Uncharted 4, and they've probably accomplished it. A particular style that's a response to complaints about the genre leanings of the first 3 games. A particular style that's a response to the response of The Last of Us: Left Behind. A particular style that goes deeper into grounded character building, and in turn attempts to ground the pacing for (MUCH) longer stretches as some kind of actualization of story through gameplay.
The problem is that I found this particular style to be boring, almost hilariously so when I finished the game and looked back on the chapter select. The non-combat sections are so uneventful. Sure the environments are beautiful, and how they're used as a way of subtly displaying where the narrative sits is cool, but there are precisely 2 moments, totaling maybe 45 seconds of game time, where a more unique platforming challenge is used in a high energy way, where a quick succession of all the moves and tools available created a kind of mini set-piece, a highlight to break up the monotony. Other than those, it's brain dead. And sure, you could throw this criticism back at the first 3 games, and you'd be right, but those games didn't shy away from the fact that they were rollercoaster third person shooters. Platfoming was a cooldown from the meat of the game, that being fairly lengthy high energy action scenes. UC4 has no meat. Or rather, UC4 attempts to make everything meat, and in doing so ends up with a bunch of bread. Beautiful bread, but still.....bread. And bread gets dry after a while.
You can absolutely see how they got here, and it's a course that runs directly through The Last of Us, but the DLC to that game is the germ from where Uncharted 4 came. The Last of Us is actually much more tense and high energy for longer stretches, throwing in a number of different encounters just for the sake of encounters, because that's a game that, after the opening hour, is paced on the highs and lows of tension and intensity. Sure once in a while you'll get a pacing beat that relies solely on whatever narrative checkpoint you just hit, but even those feel more in concert with the gameplay pacing than Uncharted 4. No, UC4 isn't "The Last of Uncharted."
What it is, is "Uncharted: Left Behind."
What they started pushing even more with Left Behind was game design where the "whole" stands on a level playing field. That means that combat pacing beats and/or set-pieces aren't the dominant factor in pacing anymore. Now, each of these "interactive story moments" is a pacing beat as important as any encounter, as any set-piece. There are no more classic action game lows. Everything becomes a bigger part of the experience. You can see this in how much time and energy they've spent in fleshing out these interactive story moments, from the picture booth and costume store in Left Behind, to Drake's attic and the flashbacks in UC4. No longer is "experiencing the story" just pushing forward through dialogue, but instead you're completely dropped into the story, including all the mundane parts of it, just to prove a point.
Ok, so that's fine, right? A more fleshed out experience where you control more of the game. Well..... it would be fine except for this lingering vibe that Naughty Dog has listened to the criticism of Uncharted being a shooter. In removing the classic action game lows, they're also gone away from the more traditional highs, slashing enemy numbers in an attempt to make combat feel more logical within the game's pacing. "You only encounter enemies when the story needs it" is a common sentiment here. Ok, so, again, that's fine right? Game design is maturing, devs gotta try different things. Well...... it would be fine if the platforming sections were anywhere near engaging, or if they were trying some big and crazy ideas with the puzzles, and now I'm starting to loop around back to my initial complaint.
So this ramble is my take away from Uncharted 4. I get what they're doing, but I don't like the way it's put together. I miss the stretches of classic action shooter game design, where combat ideas are introduced and fleshed out in a sequence rather than abandoned for more walk + talk, and numerous moments of downtime where you're left to stew in whatever the last cutscene or interactive story moment was.. Where momentum is built and retained for long stretches. Where you can feel each sequence building toward the next all in service for some big flashy period on a sentence, rather than the awkward start and stop fits we see in Uncharted 4. If they can find a way to marry long action scenes with this new approach I'd probably love it, much in the way I love Wolfenstein: The New Order even with it's lengthy chunks of non-shooter gameplay, but Uncharted 4 is not that game.
This and No Man's SKy a few months apart though....woof.
Ok, this is the last time, I promise.maybe
Promised myself I would stay out of Uncharted threads, but I'm bored so here we go.
The more I think about UC4 the more disappointing it gets, and the more disappointed I am with Naughty Dog and their approach. I'm not going to call Uncharted 4 a disaster, or say that it's the worst game in the series- I think they were going for a very particular style with Uncharted 4, and they've probably accomplished it. A particular style that's a response to complaints about the genre leanings of the first 3 games. A particular style that's a response to the response of The Last of Us: Left Behind. A particular style that goes deeper into grounded character building, and in turn attempts to ground the pacing for (MUCH) longer stretches as some kind of actualization of story through gameplay.
The problem is that I found this particular style to be boring, almost hilariously so when I finished the game and looked back on the chapter select. The non-combat sections are so uneventful. Sure the environments are beautiful, and how they're used as a way of subtly displaying where the narrative sits is cool, but there are precisely 2 moments, totaling maybe 45 seconds of game time, where a more unique platforming challenge is used in a high energy way, where a quick succession of all the moves and tools available created a kind of mini set-piece, a highlight to break up the monotony. Other than those, it's brain dead. And sure, you could throw this criticism back at the first 3 games, and you'd be right, but those games didn't shy away from the fact that they were rollercoaster third person shooters. Platfoming was a cooldown from the meat of the game, that being fairly lengthy high energy action scenes. UC4 has no meat. Or rather, UC4 attempts to make everything meat, and in doing so ends up with a bunch of bread. Beautiful bread, but still.....bread. And bread gets dry after a while.
You can absolutely see how they got here, and it's a course that runs directly through The Last of Us, but the DLC to that game is the germ from where Uncharted 4 came. The Last of Us is actually much more tense and high energy for longer stretches, throwing in a number of different encounters just for the sake of encounters, because that's a game that, after the opening hour, is paced on the highs and lows of tension and intensity. Sure once in a while you'll get a pacing beat that relies solely on whatever narrative checkpoint you just hit, but even those feel more in concert with the gameplay pacing than Uncharted 4. No, UC4 isn't "The Last of Uncharted."
What it is, is "Uncharted: Left Behind."
What they started pushing even more with Left Behind was game design where the "whole" stands on a level playing field. That means that combat pacing beats and/or set-pieces aren't the dominant factor in pacing anymore. Now, each of these "interactive story moments" is a pacing beat as important as any encounter, as any set-piece. There are no more classic action game lows. Everything becomes a bigger part of the experience. You can see this in how much time and energy they've spent in fleshing out these interactive story moments, from the picture booth and costume store in Left Behind, to Drake's attic and the flashbacks in UC4. No longer is "experiencing the story" just pushing forward through dialogue, but instead you're completely dropped into the story, including all the mundane parts of it, just to prove a point.
Ok, so that's fine, right? A more fleshed out experience where you control more of the game. Well..... it would be fine except for this lingering vibe that Naughty Dog has listened to the criticism of Uncharted being a shooter. In removing the classic action game lows, they're also gone away from the more traditional highs, slashing enemy numbers in an attempt to make combat feel more logical within the game's pacing. "You only encounter enemies when the story needs it" is a common sentiment here. Ok, so, again, that's fine right? Game design is maturing, devs gotta try different things. Well...... it would be fine if the platforming sections were anywhere near engaging, or if they were trying some big and crazy ideas with the puzzles, and now I'm starting to loop around back to my initial complaint.
So this ramble is my take away from Uncharted 4. I get what they're doing, but I don't like the way it's put together. I miss the stretches of classic action shooter game design, where combat ideas are introduced and fleshed out in a sequence rather than abandoned for more walk + talk, and numerous moments of downtime where you're left to stew in whatever the last cutscene or interactive story moment was.. Where momentum is built and retained for long stretches. Where you can feel each sequence building toward the next all in service for some big flashy period on a sentence, rather than the awkward start and stop fits we see in Uncharted 4. If they can find a way to marry long action scenes with this new approach I'd probably love it, much in the way I love Wolfenstein: The New Order even with it's lengthy chunks of non-shooter gameplay, but Uncharted 4 is not that game.
This and No Man's SKy a few months apart though....woof.
Ok, this is the last time, I promise.maybe
The easy fix would have been cut down some of the platforming and climbing by 50%. Seriously. This alone would have created more compact pacing. This game didn't need to be 15 hours. Uncharted 2 was a 10 - 11 game just about. With this being the final Uncharted, it should have been a 12 - 13 hour game.
The easy fix would have been cut down some of the platforming and climbing by 50%. Seriously. This alone would have created more compact pacing. This game didn't need to be 15 hours. Uncharted 2 was a 10 - 11 game just about. With this being the final Uncharted, it should have been a 12 - 13 hour game.
- Cut down climbing/crates by 50% from overall game / reduce level size for some of the bigger levels where there's no purpose of exploration
- 1 additional huge set piece that blends into the story
- 1 well placed close quarter combat encounter similar to the one in the caves in the late game
- 1 well placed big shoot out encounter with swing roping
These changes above = omg best Uncharted, masterpiece!
It's not a bad game. It's just not as compelling as ND top TPS--Uncharted 2 and TLOU.Is it really not very good?
This game is / was on my 'reasons to buy a Neo' list![]()
You realise that the "team" that made Uncharted 4 is the same "team" that did TLOU?
You're asking for a totally different game. You would lose an enormous chunk of playtime without half of the brain-dead traversal sections and large empty environments.
I'm resisting the urge to trudge through my feelings on the game because I've already done it in the past, but the more I think about Uncharted 4 the more disappointed I get.
Is it really not very good?
This game is / was on my 'reasons to buy a Neo' list![]()