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

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.

Fair enough. I guess we can conclude that at the end of the day its quite subjective, in that the way they approached the pacing is not everyone's cup of tea. I'm guessing a lot of people were expecting U2 to the power of 2 action wise, to some extent I was as well, but the game we got feels great if you think about the narrative context as well, IMO.
 
There's a few great chapters in the middle of the game, but the rest of the game is very much too-long bland gameplay in between beautiful cutscenes. Most of the game you're not really doing anything of consequence, and that's coming from a fan of walking simulators.
 
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.

Definitely. I really got that vibe, especially with the post-release 'We didn't make this game for people who wanted wall-to-wall action' (conveniently said after the marketing emphasised that part of the game) from Neil. The game feels like it's restraining itself from having combat sections, choosing virtual sightseeing instead.
 
It's a lot slower than the other games I think, it feels more subdued. I mean I liked it first time through but I have no desire to do it again. U2 and TLOU I wanted to play again immediately but U3 and U4 I didn't.
 
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.

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.
Read the post quoted above you as it perfectly articulates the issue with the game's design and use of quiet moments. There isn't a focus on exploration if there's jackshit to actually find or do. And the best controls for a TPS ever created? Nada. For how much they aped from TLOU, (like an incredibly laughable presence of pushable objects to get over ledges), they should've aped the contextual cover system, as it's pretty easy to that cover system to screw you over. Not to mention little moments of animation priority and just baffling design choices, (like stealth with no way to deal with enemies besides stealth takedowns), really bogging down a really really predictable and derivative TPS experience that looks prettier than others.
 
Read the post quoted above you as it perfectly articulates the issue with the game's design and use of quiet moments. There isn't a focus on exploration if there's jackshit to actually find or do. And the best controls for a TPS ever created? Nada. For how much they aped from TLOU, (like an incredibly laughable presence of pushable objects to get over ledges), they should've aped the contextual cover system, as it's pretty easy to that cover system to screw you over.

I actually somewhat agree with the controls (Phantom Pain is still better). Other TPSs feel completely sluggish compared to UC4.
 
All you do is pick yourself up in that game. Wall after wall after wall after cliff after mountain after cliff.

I cant remember the last time I played a single player game with so much padding. People who say its like playing a movie are fooling themselves. Raiders of the Lost Ark..not an ounce of fat in that 2 hour movie. Uncharted 4 is like playing the game version of War and Peace. Just never fucking ends.

I almost gave up when the game catches up to the intro and I realized I had to now spend 10 chapter climbing trees and and ancient tombs.
 
Don't you mean the opposite? "Why does every franchise have to be so dumb and actiony all the time?"

If you know of many other games like UC4 please do recommend them to me.

The Saints Row series says hello.

But I agree with him 100%. The initial appeal was that Uncharted was a series similar to Indiana Jones. It was supposed to be action packed and fun. There can be a bit of seriousness to it but Uncharted 4 took it way too far.

And I'll say it. They tried to us The Last of Us template. That game doesn't work as an exploration game. It should be linear to keep the action moving.

EDIT: For OP, there are a couple other areas in the game where it drags a bit. Especially in the last couple chapters. It seems like the climbing sections never end.
 
It picks up some, especially near the end, but it's easily the slowest paced Uncharted game (and also my least favorite of the ND ones).
 
I actually somewhat agree with the controls (Phantom Pain is still better). Other TPSs feel completely sluggish compared to UC4.
When the game isn't slowing you down, (it consistently does this yet the devs had the nerve to put in a speedrun trophy, it's insane how much the game wastes your time), it feels nice to control but definitely not in a way that I would name it best of class. ROTR, Gears, The Order, and TPP feel a lot better imho.
 
They took too much from TLOU. Uncharted 4 just shouldn't be the type of game that it is. Waaaay too much downtime (especially making replays a goddamn slog to get through) and not enough things actually happening. Doesn't help that Sam is nowhere near as compelling as Elena, Chloe, or even Tenzin. Uncharted is supposed to be a bombastic action adventure game, not a slow TLOU-esque game.

I got the platinums for each Uncharted within a couple weeks of release, but U4? Nope. Replaying is just too boring. Too many forced sightseeing/walking simulator segments. Rafe is also a disappointing villain.

U4 was great in some parts, but honestly I would say even U3 was better.

Don't even get me started on MP, which feels NOTHING like U2 or 3's MP (and no co-op!)
 
Its the only uncharted console game that I gave up on playing. Stopped at chapter 12. I found it very boring. Will try it again when i get my pro.

My girlfriend also shares the same sentiment.
 
When the game isn't slowing you down, (it consistently does this yet the devs had the nerve to put in a speedrun trophy, it's insane how much the game wastes your time), it feels nice to control but definitely not in a way that I would name it best of class. ROTR, Gears, The Order, and TPP feel a lot better imho.

I'm talking about combat specifically, we've already established that the pacing was trash.

The hipfire and free movement allows you to react to any situation instantaneously. From hipfire to melee finishing attack, to traversing towards an aerial takedown. You can even shoot or throw a grenade while in the air. You never struggle with the controls because there's always an action to do to react to any given situation.

In The Order or Tomb Raider, you still have to awkwardly aim your gun even when the enemy is one meter away. I still can't believe they didn't give Lara free movement and aerial capabilities even though she's just as agile as Drake.
 
do like i did to not get bored of the horrible pacing of Uncharted 4: a walking simulator's end

play 2 chapters then stop for at least 1 hour and repeat
 
I was bored through the first half as well it picks up a bit but its still Uncharted all the way through awesome set pieces and silly jumping to here shooting those guys then repeating. They did come up with some different things this time to mix it up but its not perfect.
 
Honestly I don't think it does.

I thought the opening with the break in at the auction was the best part of the game. Nothing else in it is as interesting imo
 
It'd be fun for Naughty Dog to add a side mode where it's just arena battles with high scores and specific challenges because when the combat gets going it's very fun.

But the actual game is too slow for the most part. If the entire game was paced as well as Scotland I would have really enjoyed it. Just enough downtime, just enough fights, relatively enjoyable traversal, and just enough puzzles. But most of the rest of the game is looong stretches of one thing that outstay their welcome well before they end. And even the best part of the game, the combat, falls apart a little at the end with too many encounters after another in less than interesting arenas.
 
It'd be fun for Naughty Dog to add a side mode where it's just arena battles with high scores and specific challenges because when the combat gets going it's very fun.

Arcade mode where you play through the campaign, where the cutscenes, forced walks, platforming sections, and puzzles removed would save the game IMO. You just go throughout the game chronologically, combat sections only, you gather points by doing impressive kills, kill combos...etc, and use the points to buy guns and upgrade them Dino Crisis 2 style.

It's never going to happen though.
 
EatChildren nailed it.

It doesn't ever really get better OP. In the later parts I just wanted the game to be over. In fact if I had to do one more
elevator
sequence I probably would have quit and went to YouTube.

I enjoyed previous Uncharteds a lot more and replayed TLOU several times.

I hope they keep that team away from any TLOU sequel.
 
If the game hasn't grabbed you by now, the game may not be for you.
Don't get why though, it's the game of the generation so far for me..in my top 10 games of all time.
If they make another Uncharted, I hope they go for a similar paced and grounded experience. O.K maybe with a little more action / set pieces sprinkled in.
 
I loved uncharted 2 but I can't even finish this game. Having too much fun playing witcher 3, Bloodborne, and rocket league...

The game was a huge disappointment for me.
 
I felt the uncharted games have been over rated(along with naughty dog) for a while. Haven't played uncharted 4 yet but PREVIOUSLY RECORDEDs review of uc4 perfectly sums up my feelings for the series
 
Without having read all of the thread, I too thought that the game was tough to get through. It picked up once you found the place you were trying to find all along, though. And then the finale was really cool.

All in all, the first two games pulled me in a lot more. Never played three. Absolutely loved TLOU.

My verdict: Uncharted 4 was good but it's not my favourite ND game.
 
UC4 stays a slog throughout with a few highlights here and there. So much focus on the story and platforming, that the gameplay takes a step back. Which is a shame, since the few times you actually get to play are easily the best the series has to offer4.
 
It does but the pacing is basicly shit. Just enjoy it as a farewell of the series. Go with the flow and enjoy the ending.

Climbing is officially too boring nowadays and unfortunately a lot of games start doing the same.
 
I'm talking about combat specifically, we've already established that the pacing was trash.

The hipfire and free movement allows you to react to any situation instantaneously. From hipfire to melee finishing attack, to traversing towards an aerial takedown. You can even shoot or throw a grenade while in the air. You never struggle with the controls because there's always an action to do to react to any given situation.

In The Order or Tomb Raider, you still have to awkwardly aim your gun even when the enemy is one meter away. I still can't believe they didn't give Lara free movement and aerial capabilities even though she's just as agile as Drake.
Didn't the order have hip fire? And yes hip fire is useful but not a lot of combat situations in UC4, (especially those later sequences), encourage lots of movement due to things like brute enemies and a lack of things like more than a single swinging point.
 
It's a big messy slog of a game with great highs and disappointing lows. It definitely does pick up some but it also dips again rather drastically. It's just not up to the quality of ND's previous titles.
 
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 loved the marooned chapter. Unlike the majority, I felt the Scotland parts dragged and were the weakest chapters in the game.
Amazing otherwise and more consistently enjoyable than every other Uncharted game. Can't wait to play the game again once I have a ps4 pro in my hands.
 
Not really, I found the game to pretty ponderous throughout. The pacing I thought was achingly predictable. 10 minutes of walking, talking and very (VERY) basic puzzling, 10 minutes of combat. For the entire game. I don't get what people see in this outside of the graphics. After The Last of Us this was such a huge letdown.
 
UC4 is a boring game with amazing graphics.

About 15% of it are absolutely spectacular though (the gunfights and set pieces). I'd really love to see ND sacrifice the story and boring walking/auto-climb simulator gameplay for the straight up action game. The shooting, fighting, stealth, and rope mechanics are so good, it's a shame over half the game is so...yeah, boring.

I brought myself to the end, but I can't ever go back. It will probably end up as my least favorite UC.
 
If I knew they were going to try and apply Left Behind's pacing and design to a 15 hour long action adventure game, I would've tempered my expectations significantly before playing.

To clarify I really liked Left Behind, but it works because it's a 2-3 hour companion piece to TLoU.
 
It picks up in Scotland (Chapter 8, I think?) and then is really firing on all cylinders during the entire Madagascar section. There is some more downtime again later in the game, but the pacing is much better and it never feels as tedious as those opening few hours.
 
Didn't the order have hip fire? And yes hip fire is useful but not a lot of combat situations in UC4, (especially those later sequences), encourage lots of movement due to things like brute enemies and a lack of things like more than a single swinging point.

Hipfire is situational, just like most other tools. But you never struggle with the controls because you have all those options available at any time, regardless of the enemy's position or yours, including distance or vertical position, there's always something to do. You don't struggle with the controls when the enemy is on a ledge above you, or below you, or right in your face.
 
I actually think the game's pacing is spot-on until Chapter 12. The entire second half of the game is kind of a mess in that sense, but I still think it's a great experience overall.
 
I stopped playing this game around Chapter 12 or so and ugh. I don't know. I was one of those weirdos who thought 3 was better than 2, and once TNDC came out and I played one, I thought it was the best of the series. Roughly halfway through 4, I still think that. I loved having a crew with me throughout most of the adventure, enjoyed the banter, DEFINITELY enjoyed the reduced focus (from what I remember) on platforming and seemingly increased focus on sneaking around and/or fucking people up.

4 is all platforming and honestly Uncharted's platforming gives me fits. It's full of jumps that always feel like Nathan should completely, totally miss that leave me rolling my eyes and wondering why I'm doing this. Basically, I hate the traversal in UC in general usually.

So for me it ends up being 3 > 2 > 4 > 1. And since I was using a friend's copy of UC4 I don't even feel like I'm enjoying it enough to make it worth buying.

I do know I want Amy Hennig's Star Wars game now.... >_<
 
EatChildren nailed it.

It doesn't ever really get better OP. In the later parts I just wanted the game to be over. In fact if I had to do one more
elevator
sequence I probably would have quit and went to YouTube.

I enjoyed previous Uncharteds a lot more and replayed TLOU several times.

I hope they keep that team away from any TLOU sequel.

The Uncharted 4 team is basically TLOU team no? the same directors Bruce and Druckmann etc.
 
Hipfire is situational, just like most other tools. But you never struggle with the controls because you have all those options available at any time, regardless of the enemy's position or yours, including distance or vertical position, there's always something to do. You don't struggle with the controls when the enemy is on a ledge above you, or below you, or right in your face.
Yea but you don't struggle with the controls of those others shooters either as the combat encounters are designed around the movesets of their respective player characters. If they were designed like UC4, then I could see how the control argument would work, but as they are, they're designed around the specifics of that game, not UC4.
 
It might not be obvious to people who consider it boring because it doesn't have shootouts or set-pieces or something

But the video doesn't have anything to say against that. Actually, if anything, it's saying that the opening chapters are intentionally boring, to put the players in Nate's shoes, but that doesn't make it any less boring.
 
It does for like about 30 mins of gameplay in the late chapters. But that's it... This game is def not a 9/10 game. I only had fun in a very few areas/chapters. So you will probably be disappointed too after you've finished the game. Very short game, beat it without even rushing through in 16 hrs or less. I even beat it before the game came out lol
 
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