I can't speak to her vision, but I feel like her story might have been.Amy's vision would of been better for Uncharted than Neil's
I can't speak to her vision, but I feel like her story might have been.Amy's vision would of been better for Uncharted than Neil's
Amy's vision would of been better for Uncharted than Neil's
Uncharted 3's plot felt just as unnecessary and poorly written as this one so....Amy's vision would of been better for Uncharted than Neil's
WAY more studios actually include downtime in their games. And a lot of the downtime in UC4 isn't really character driven moreso Troy Baker and Nolan North ad libbing for stretches of really uninteresting gameplay.What you call downtime is exactly what so many people find special about Naughty Dog games. They balance the very refined gameplay and explosive action sequences with slow and quiet character driven chapters that other studios don't dare to include.
Amy's vision would of been better for Uncharted than Neil's
So what?Uncharted 3's plot felt just as unnecessary and poorly written as this one so....
You do factor in its length, correct?
Uncharted 4 had large open areas with very
Little to do or see. It was an open world area with an extremely linear path,
Amy's vision would of been better for Uncharted than Neil's
Uncharted 4 legitimately has some of the greatest, if not the greatest TPS mechanics in any game, controls like a dream and so fine tuned.
Eh, very much no. This game is a walking simulator where I just pressed forward on my joystick and the gameplay is extremely forgettable.
MGSV is the king of controls in the history of TPS.
It would've been better if only for continuity with Uncharted 3. Uncharted 4 retreads and retcons backstory that should've been handled in Uncharted 3. It's like Druckmann basically remade Uncharted 3. I really wanna know what Amy had planned and how much of that made it in.Amy's vision would of been better for Uncharted than Neil's
The game's only about 3-4 hours longer than UC2 if you play both of em at a steady clip. Pacing is why UC4 is hard to replay for some of us. I wouldn't touch the game again if they paid me to. Just a ridiculous amount of braindead climbing throughout, alongside a reduced number of encounters and generally less variety in encounter intensity, type, and size.
The philosophy behind the kind of action/adventure game they were making with UC4 is completely different. It's distinctly less gamey and less outwardly crowd pleasing. This is great for someone who was playing for the story or complained about combat in previous titles. For someone like me who loved the balance and tone they struck with UC2, there's little to love here. While I can appreciate a good story in a campaign, that's not what keeps me coming back. UC2 has multiple stretches of sustained, or even escalating momentum that UC4 rarely hits. And make no mistake, I fully understand that it was a deliberate design decision on Naughty Dog's part. I've been wondering recently that If I was prepared for this kind of experience, would I have found more to like. Can't say for sure.
The WEIRDEST part of this whole thing is that The Last of Us, a game which on paper is more reserved, intimate, and toned down compared to UC4, is a million times more exhilarating.
TLOU and U4 are a certain type of game and not for everyone. I personally thought they were both masterpieces. I do have to be in a certain mood to play those sorts of games though.
I think both directors have flaws in how they handled things and UC2 from a design and pacing standpoint was a miracle. As the game's shooting mechanics actually weren't anything besides serviceable and the melee was just genuinely unsatisfyingly bad. Now they had a somewhat competent but simple combat system and really visceral feeling shooting and....barely used them in favor of climbing that's just as monotonous as before.So what?
It has some of the worst pacing I've ever experienced in a narrative game.
The first hour goes:
okay, you're on a boat with... your brother?
by the way, you have a brother, here's a bit with you in the past
anyways, now you're in some country and looking for treasure and he dies
ah but he didn't really die.
Like, no movie, no television show, no book, no story in any medium would pace themselves like that. It's stupid. And the medium of games doesn't work well enough to pull that pacing off. I get that it's kind of necessary to bring up the brother thing early on because, like, we never talked about his bro before in previous games, but come on, this isn't how you do it. The boat sequence is a cold open that should have been cut.
To be honest, the best way to start the game would have just been with that Drake/Elena opening and go from there. The brother thing doesn't work super good (the game uses this more as shorthand for what a relationship should be than actually putting in the work to make it a meaningful relationship--at least in the first half of the game or so, I haven't finished it yet), so the emphasis on it doesn't work well.
Naughty Dog has that problem of being like J.J. Abrams where they rely on conventions and assumed empathy to create emotion (he's your brother! that's the millennium falcon!) rather than actually establishing it through narrative and gameplay. Things happen because that's how they're supposed to happen in these stories (hey, The Last of Us, which does nothing new!).
It sucks that they're the high bar for gaming storytelling when they earn nothing.
Amy's vision would of been better for Uncharted than Neil's
Sam as the villain and apparently not a "Drake" which I do think would have been better.
Eh, very much no. This game is a walking simulator where I just pressed forward on my joystick and the gameplay is extremely forgettable.
MGSV is the king of controls in the history of TPS.
I think it comes d own to TLoU having more varied non combat scenarios.
While I don't believe/agree with the notion that UC4 was just shooting and climbing, I do know that TLoU seemed to feature more diverse down time.
I know this has been talked about before, but now that I just finished the game for the first time, I understand many people's criticisms
Uncharted 4 legitimately has some of the greatest, if not the greatest TPS mechanics in any game, controls like a dream and so fine tuned.
Yet my biggest disappointment was that you didn't get really do much with it, the pacing was all over the place.
there be like 3 straight chapters where all you do is climb stuff, with such a boring climb mechanic, then you will have like 2 shootouts, and then back to climbing, not to mention the whole kid drake thing which felt unnecessary
It's not that I need constant action in my games, but at least figure some way to make the "downtime" more interesting than climbing and walking
Fun, but not as good as 2![]()
Eh, Sam is always a Drake. Druckmann just doesn't reconcile the fact that Rafe is Sam. Old Sam is basically split into Rafe and New Sam. Watch that trailer again and just assume Stashwick is Rafe and Sam isn't in the game. It works doesn't it? It also makes the stuff Rafe says in game make more sense if he was Nate's Brother. I feel like Rafe was basically rich Eddy Raja until they made him into what we got. New Sam is basically pre-twist Sam and Rafe is post-twist Sam. Or at least that's what makes sense.Sam as the villain and apparently not a "Drake" which I do think would have been better.
Making Sam the gensis for that persona was a terrible idea.
I love how it's paced, never found offensive at all.
If you want combat and not story then this isn't the series for you.
Why is it always All Or Nothing with the internet? MGSV is fantastic at what it does, UC4 is fantastic at what it does. Considering the sheer amount of animation and animation priority in UC4, it controls like an absolute dream. Fluid, tons of near invisible stitching and contextual moves, more weighty than the previous games, and painstakingly detailed. MGSV is a very different game doing very different things from a very different lineage of character control/animation.
Uncharted 4 needed a better pace like Uncharted 2 had.