Halfway through Uncharted 4. Does this game pick up at all?

It's a glorified walking simulator made for SJWS. Garbage. Play something good instead that isn't trying to push an agenda. So pissed off by that game, I don't need politics. Doesn't even have any shooting.

Play Rise Of The Tomb Raider instead. Much better, has more shooting. Less Sjw agenda.
 
"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.
I feel that U4 is the poster boy for a high MC score these days. Narrative focused, pretty graphics, moderate action.

These are the games that have enthralled the Western gaming press for over a decade now.
 
I made it to about half way through Chapter 10 in a few sittings. So far I haven't gone back and its been a few months. I just don't find the game very exciting.

It somehow feels more linear than the old games (UC1 was okay, 2 was good, never played much of 3 because of the constant screen tearing), and also feels that there is more slow climbing and less fun sequences like locomotion in UC2.

Or maybe it's just me and since the originals what I find fun in a game has changed....
 
I think what hinders a lot of the slower narrative exposition in the chapters leading up to Madagascar is that for me personally they're not telling the story in an interesting or engaging way (sans little moments like Elena and Drake playing vidya). From a design perspective a chapter like the Heist is so basic and rudimentary that it succumbs to the exact same formula and narrative exposition linear, narrative heavy video games have been telling for years. You walk towards rigid objectives with an NPC in tow and listen scenario triggered exchanges that you have no involvement in. You have limited engagement in rigid, scripted sequences and set pieces that offer little in the ways of enriching interactivity. The narrative climax is a paint-by-numbers QTE fight with an outcome already decided. Everything you do takes place in utterly insanely gorgeous, remarkable looking locations with engine and asset quality that remains some of the best in the medium. The animations are outstanding, the real time rendering is jaw dropping. But it's all smoke and mirrors fluffed up to detract from at times borderline play-itself game design that is routinely criticised in other titles. Following the narrative heavy sequences is a handful of unmemorable, unremarkable stealth and shootbang setpieces, at least one of which is just generic grunts pouring into an area from telegraphed spawn points.

The opening acts leading up to Madagascar have exceptionally well written and performed characters with chemistry that puts a lot of other games to shame. The production quality is outstanding from a technical and visual point of view, and the soundtrack is beautifully mixed in with the on-screen events. There's some simple, clever means of telling story through play (aforementioned Drake vs Elena vidya, and the opening diving sequence are good examples), but most of it is bunk that almost goes out of its way to refrain from integrating that high quality narrative into the actual play. There's no coherency or stimulation from an interactive point of view to involve the narrative. It's all so basic and scripted and handheld. At least the rudimentary NPC co-op puzzling between Joel and Ellie in The Last of Us served a narrative purpose to show a developing bond and dependancy between the two characters, but it's so fluffy and borderline non-existent in Uncharted 4 that most of the time I felt like I was just following an NPC around and listening to two disjointed characters talk at each other once I hit the appropriately contextual level mark. For me those opening acts of Uncharted 4 are a great example of solid Naughty Dog writing and production but completely uninteresting means of actually telling the story in an interactive format.

And it's something that Uncharted 2 I felt did much, much better in its own opening acts.
 
TLOU combat was really fun tho. Plus great stealth engine.

Much more interesting enemy types and weaponry on top of that.

The combat in UC4 was phenomenal though, top of the TPS genre only behind Metal Gear Solid V imo. Which makes the game even more frustrating, it feels like a giant waste of opportunity.
 
The comparisons to TLOU befuddle me. That game is paced infinitely better than UC4, with more frequent encounters (Pittsburgh omgggg) and downtime between encounters being more engaging. Between fights in TLOU you're scavenging for items that help you survive and improve Joel, while in UC4 you just endlessly mash X to climb shit. There's no comparison IMO. I dearly wish UC4 had the pacing and engagement level of TLOU, but it couldn't even achieve that.
 
Pacing in this game is all over the place

You might get a 30 minutes of solid fun and the 1 hour of absolute nothing

Wich killed any chance of replayability for me, big let down
 
The combat in UC4 was phenomenal though, top of the TPS genre only behind Metal Gear Solid V imo. Which makes the game even more frustrating, it feels like a giant waste of opportunity.
I do love the stealth and melee. Stop and pop seems not too different from the others, tho.
 
You should go back and give 3 a chance. It's like 2 but better, whereas 4 is a different game in many ways (tone, combat, number of set-pieces).
Uncharted 3 is the worst one in the series. If anything, if he haven't played any prior title in the franchise, then he should go with Uncharted 2, which for one, have better pacing than its sequel.

Also, I dropped Uncharted 4 some weeks ago. I just don't have any desire to continue. Although I still want to see how it ends. I'll finish it someday.
 
The comparisons to TLOU befuddle me. That game is paced infinitely better than UC4, with more frequent encounters (Pittsburgh omgggg) and downtime between encounters being more engaging. Between fights in TLOU you're scavenging for items that help you survive and improve Joel, while in UC4 you just endlessly mash X to climb shit. There's no comparison IMO. I dearly wish UC4 had the pacing and engagement level of TLOU, but it couldn't even achieve that.

I agree that the pacing in TLOU was relatively great, but UC4's forced walks were an evolution of the less intrusive forced walks in TLOU.
 
The comparisons to TLOU befuddle me. That game is paced infinitely better than UC4, with more frequent encounters (Pittsburgh omgggg) and downtime between encounters being more engaging. Between fights in TLOU you're scavenging for items that help you survive and improve Joel, while in UC4 you just endlessly mash X to climb shit. There's no comparison IMO. I dearly wish UC4 had the pacing and engagement level of TLOU, but it couldn't even achieve that.
I completely agree with you.
 
Most perfectly paced game ever. Never understood the complaints in this regard. I guess people wanted more shootingzz.

I loved the focus on exploration too, the zones are absolutely breathtaking. It didn't have to "pick up" for me, incredible experience from beginning to end, with the only low point being the first part of the marooned chapter and the unnecessary epilogue.

It also has the best controls for a TPS ever created, and the encounters there are (which are enough) are superbly designed.
 
I actually just finished it, and I loved it. Best game in the series. The slower bits make you appreciate the set pieces even more. And the shortened combat encounters are a godsend. They just went on far too long in the previous games. Plus,
no fucking supernatural bullshit!

All in all, the game actually feels like an adventure, rather than just a shooting gallery.

And it's funny to read that people wanted more shooting considering all the talk about "ludonarrative dissonance" and Drake basically being a mass murderer we went through a while back.
 
The comparisons to TLOU befuddle me. That game is paced infinitely better than UC4, with more frequent encounters (Pittsburgh omgggg) and downtime between encounters being more engaging. Between fights in TLOU you're scavenging for items that help you survive and improve Joel, while in UC4 you just endlessly mash X to climb shit. There's no comparison IMO. I dearly wish UC4 had the pacing and engagement level of TLOU, but it couldn't even achieve that.

Amen

I don't really like seeing the two games compared, TLOU shits on U4 from so fuckin high
 
I'll be honest, I've never been a fan of this series, but after hearing that they'd integrated elements from TLoU, which I liked, I put it back on my radar.

I was recently given the chance to borrow it, and I played up until about chapter 8 or so. Turns out the elements from TLoU they'd implemented were a ton of walking and talking (which actually works in that game due to the importance of foraging and simply having a better story), rather than featuring a solid combat foundation. It bored me out of my god damn mind, so I returned it unfinished.

Looks amazing, though.

I feel that U4 is the poster boy for a high MC score these days. Narrative focused, pretty graphics, moderate action.

These are the games that have enthralled the Western gaming press for over a decade now.

I feel like the Western press has an enormous soft spot for games which make good rentals or review schedule friendly-experiences. Spectacular, immediate, forgiving, non-abrasive, and ideally with clear aspirations of moving videogaming 'forward' in terms of enabling a Hollywood-style sense of legitimacy and glamour. Defining a good game -as a game- for the masses is hard, but we all know what movies we like and want to interact with.
 
Most perfectly paced game ever. Never understood the complaints in this regard. I guess people wanted more shootingzz.

I loved the focus on exploration too, the zones are absolutely breathtaking. It didn't have to "pick up" for me, incredible experience from beginning to end, with the only low point being the first part of the marooned chapter and the unnecessary epilogue.
What exploration? Stages are mostly A to B.
 
The comparisons to TLOU befuddle me. That game is paced infinitely better than UC4, with more frequent encounters (Pittsburgh omgggg) and downtime between encounters being more engaging. Between fights in TLOU you're scavenging for items that help you survive and improve Joel, while in UC4 you just endlessly mash X to climb shit. There's no comparison IMO. I dearly wish UC4 had the pacing and engagement level of TLOU, but it couldn't even achieve that.

I would assume it's because TLOU and UC4 have the same creative director now (Neil Druckmann) - versus previous 3 Uncharted games were directed by Amy Hennig.

Now that TLOU and UC4 share the same high-level management their overall tone is very similar.

I agree with you, I think Neil Druckmann's game direction doesn't fit the Uncharted series. TLOU was amazing but not what I personally want in Uncharted.

I feel that U4 is the poster boy for a high MC score these days. Narrative focused, pretty graphics, moderate action.

These are the games that have enthralled the Western gaming press for over a decade now.

Nothin' to say to this post but...

yep.
 
It's a glorified walking simulator made for SJWS. Garbage. Play something good instead that isn't trying to push an agenda. So pissed off by that game, I don't need politics. Doesn't even have any shooting.

Play Rise Of The Tomb Raider instead. Much better, has more shooting. Less Sjw agenda.
Wu...

There's legit criticism to do with UC4, imo mostly on pacing (I think they abuse the flashbacks for one, which are supposed to head toward a big reveal, but I felt it was both bogging down the pace and for too little of a payoff in the end). But the story, graphics, animations, gameplay ... All top notch imo.

This being said, what the F* is this "SJW" crap about?
 
I kept waiting for it to pick up, but it never did . There are a couple of great combat sections towards the end of the game. It was highly disappointing as someone who loved uncharted 1-3.
 
What exploration? Stages are mostly A to B.

So? There's exploration in between, though I was referring to the fact that many zones are just Drake and his companion exploring things, narratively speaking.

I don't need any open world bullshit bigger than Madagascar or the boat islands, A to B is actually a plus for me.
 
So? There's exploration in between, though I was referring to the fact that many zones are just Drake and his companion exploring things, narratively speaking.

I don't need any open world bullshit bigger than Madagascar or the boat islands, A to B is actually a plus for me.

I'm getting tired of open world design too. Much prefer the variety you get with scripted levels.
 
IMO what a lot of the people complaining about the lack of shooting fail to see is that, the action moments feel that much more explosive and memorable because there are long pauses in between them. Having shootout after shootout would get pretty boring pretty fast.
For me it felt like a perfect conclusion to the series.
 
It's a glorified walking simulator made for SJWS. Garbage. Play something good instead that isn't trying to push an agenda. So pissed off by that game, I don't need politics. Doesn't even have any shooting.

Play Rise Of The Tomb Raider instead. Much better, has more shooting. Less Sjw agenda.

Fuck off.

I can't believe people still use "SJWs" unironically.
 
So? There's exploration in between, though I was referring to the fact that many zones are just Drake and his companion exploring things, narratively speaking.

I don't need any open world bullshit bigger than Madagascar or the boat islands, A to B is actually a plus for me.

I thought you meant exploration from a game design point of view--alternate paths, open world, etc.
 
I'm getting tired of open world design too. Much prefer the variety you get with scripted levels.
This game is not a great example of variety in scripted levels IMO. It's overly reliant on very rigid climbing and jumping segments and light puzzling of the box dragging variety when you're moving through environments. Plus the predictable moment when you make a leap and a brief cut scene triggers, as Drake falls for a bit and you continue on from a different point. These sequences feel like familiar busywork at best and unfun padding at worst.
 
There's basic things that has always stayed the same with Uncharted, but each game has had it's own unique pacing and in my personal opinion after playing the collection earlier this year. I very much prefer Uncharted 4. Now my second favorite is U3. I just prefer a more narrative slowburn and I feel like ND was able to keep the same DNA of the previous games. Obviously a lot of us share a different opinion on this topic. My problem with U2 was that yeah, the action was goddamn great up until the end, but I wanted more highlight on the story and a better one tbh, only parts of it were decent which always included Ellen. The Last of Us was clearly an influence and I'm thankful for that. Naughty Dogs bread and butter (atm) is having a grounded like approach to their games and it's not for everybody, but it doesn't have to be.


I hope they continue on like this, but we'll see in the years to come. We now have other developers trying it out, which for me is great, but obviously that comes with a lot of backlash because some people don't want to see copes of tlou. Yet we should all know by now that this industry (AAA) tends to copy popular formulas.
 
The best sequence in the game was
Avery descent to the ship graveyard
forgot the chapter numbers but even after that it has this weird cool down


Like the entire game never has time to actually let go and let things go to chaos. The pacing looks good in paper but terrible in execution. For a uncharted thst actually had better shooting mechanics this time, thry barely leaned on it and instead used puzzling sequences the most.

They obviously had TLOU in there mind still which I was afraid of. Cant imagine how ridiculous that sequel will be now.
 
Uncharted 3's forced walks are worse than pretty much anything else. Get fucked, Yemen.

Uncharted 3 was one chapter, which can be skipped using chapter select.

Half of UC4 is forced walks. The game alternated between forced walks, overextended climbing sections, and a two minute combat encounter.

Good luck skipping that on replays.
 
I disagree with this because A) the shooting is actually fun and satisfying this time round, and B) the encounters are mostly placed in such a way that they make sense within the narrative framework, so they never feel like busywork.
Agreed up until the final area.
 
People wanted that but also wanted less gunfights/encounters. The complaints about UC1-3 having too many encounters was a consistent thing, even here on GAF. And they were usually pretty vocal about it.
To be fair, people wanted that because they expected the other parts of the game to improve. I wouldnt mind less encounters if they started improving on the platforming and puzzle aspects
 
Most perfectly paced game ever. Never understood the complaints in this regard. I guess people wanted more shootingzz.

Me neither. I've even finished the game two times. It's that good. Story was still engaging the second time and the shootouts fun.

I wouldn't even be able to say 'yeah, the first part is kind of a slog', because I never felt that way. I think the game held the perfect balance between open levels and tight sections.
 
IMO what a lot of the people complaining about the lack of shooting fail to see is that, the action moments feel that much more explosive and memorable because there are long pauses in between them. Having shootout after shootout would get pretty boring pretty fast.
For me it felt like a perfect conclusion to the series.

Downtime between shootouts absolutely makes them more meaningful...

...but that doesn't mean the downtime has to consist of boring as fuck climbing sections that be mostly breezed through by mashing a single button, even on the highest difficulty. Downtime can be engaging. Games like TLOU and RE4 are engaging in their downtime due to the consequences of scavenging items. Does UC4 need scavenging and progression? Probably not, but it sure as fuck needs something more than the climbing mechanic, which actually works pretty well in conjunction with other mechanics such as stealth and puzzle solving, but absolutely cannot support repeated extended gameplay sequences by itself. Uncharted 2 knew this, with the rare extended traversal sections (ice caves) coming after many straight chapters of action. Uncharted 4 just throws that shit all over the place, to terrible effect.
 
This game is not a great example of variety in scripted levels IMO. It's overly reliant on very rigid climbing and jumping segments and light puzzling of the box dragging variety when you're moving through environments. Plus the predictable moment when you make a leap and a brief cut scene triggers, as Drake falls for a bit and you continue on from a different point. These sequences feel like familiar busywork at best and unfun padding at worst.

Oh, I agree with you about UC4. I wasn't saying I think UC4 is a great example, just that I miss scripted levels in general. There have been a few games that have come out lately with open world design that I personally think would have been better suited to have scripted levels instead.
 
Italy would be where it first picks up. Scotland was pretty good as well. Madagascar is GOAT level and the game picks up massively after that with the finale being the best in the series.
 
To be fair, people wanted that because they expected the other parts of the game to improve. I wouldnt mind less encounters if they started improving on the platforming and puzzle aspects

The ironic part is that combat was BY FAR the most improved part, it was phenomenal but massively neglected in favor of box pushing. Puzzles actually regressed compared to UC3, which was the only game in the series to have good puzzles.
 
Yeah, having had a good amount of time to reflect, I can't believe I don't have any motivation to go and play through it again. It just really drags too much in some places.
 
There are some cool moments but it's constantly sabotaging its own momentum with painfully slow walk 'n talk segments.
 
This game has too much unnecessary padding. Ruins pacing.


I think Neil took the "Drake is a mass murderer" quote so less enemies, more climbing.
 
Haven't played the game yet myself, but what I'm reading in this thread sounds a bit depressing. Uncharted 2 is the pinnacle of "cinematic gaming", perfectly mixing satisfying gameplay with "walking simulator" parts and cutscenes. Uncharted 3 went a bit too far imo with sequences like the desert, being drugged, the chase scenes... Just boring.

From what I hear, Uncharted 4 just went further in that direction instead of course correcting.
 
Gets going then slows down a bit. Still a fantastic experience, if the combat wasn't so good I'd have been disappointed by the lack of set pieces, but they really nailed the shooting. It's up there with RE4, MGS5 and Gears.
 
a) telling people to fuck off as a response is childish

b) it's chinner. it is very, very obviously satirical

It was satire?

Damn, my sarcasm radar is broken lol. Sorry Chinner.

It was a knee jerk reaction because I'm tired of people labeling anything that doesn't fit a right wing worldview "SJW". I actually stopped posting in more than half the forums I used to visit because of racists hiding their racism behind that.
 
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