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

No I'm not. I'm cutting out the fat and making it more lean. The game would be paced more closely to Uncharted 2.

The game didn't have 8 hours of climbing guys, lol.

But Naughty Dog don't see that as fat.

The way Uncharted 4 is put together has been well-documented in this thread so I won't go over old ground, but removing and adding what you've suggested would completely change the game.

For the record, I agree it would make Uncharted 4 a better game but it would be a different experience.


I'm not saying the game has eight hours of climbing but I do wonder how long it would take me to play through all the encounters in the game... not too long I'd wager.
 
My favourite Uncharted easily. Maybe even my favourite Naughty Dog game overall. People complain about all the downtime, but many of my favourite moments were sequences of quietude and just soaking in the ambiance/vistas at a leisurely pace. The chapter where you basically have an entire tropical island to explore at a whim was so magical that it's the standout gaming moment for me this gen.

Loved the (albiet very easy) puzzles too.
 
Is it really not very good?

This game is / was on my 'reasons to buy a Neo' list :(

You have to remember this is GAF. This is also the type of topic where people are expressing their negatives views on the game so it's nature that they share their disappointment here. You'll generally find the people that love the game strongly outweigh the people who think negatively about it.

I think the general consensus is that the game has pacing issues, but it's by far the strongest in terms of gunplay/melee combat and the has a satisfying conclusion to the series. It's a must have PS4 SP experience and a great MP game. I'm ND will bring the goodies for the PS4 Pro version
 
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.

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 its 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

These are genuinely good posts that really nail what I feel about Uncharted 4.

The thing about the level design in U4 is that they're designed to be explored but you get nothing for taking a wrong turn. No insight into the story, no thing to pick up, no incentive. You just get a dead end. Whoops, wrong way. Over and over again. At least in walking simulators they usually put something there that gives a little extra thing to chew on for a moment.

Climb, endlessly climb. At least when you're walking slowly in a game you can pan the camera and look around. When you're climbing, the game either locks off the camera controls or there's nothing else to look at but the wall. Which maybe opens up to a vista. I prefer the walking.

None of the game mechanics really ramp up either. There's rarely a point where the game expects you to do something more complicated than what it did an hour ago. This gives the game a very random, unordered feeling to it, like you could have rearranged the levels in a totally different order and it wouldn't have made any difference.

In terms of moment to moment what-am-I-doing, Uncharted 4 has you doing very little. That's not to say combat would have made it better. I'm not sure what would have done it.
 
U4 is shockingly low key.

I enjoyed it, and loved the ending, but I admittedly did get bored playing it several times. Only Uncharted I haven't replayed at least once, and honestly I don't really expect to.

But I liked it, so it's a weird game for me.
 
I just feel tired when I think of UC4. Literally drained... Sapped of energy. Sleepy.

A good game is like a rollercoaster. Highs and lows; peaks and valleys. It should have dramatic contrast. A regular back and forth between high-octane set-pieces and more low-key, meditative, go-at-your-own-pace moments that allow you to bask in the world-building and narrative. UC4 lacks this contrast. It feels like a mesa (as in the kind seen in deserts) — you reach the top, it plateaus and just stays there, with two brief spikes (the truck convoy and the Nadine encounter in Libertalia).

An absurd amount of the game is semi-automated platforming and super-linear climbing, sometimes 10-20 minutes at a time. It's poor game design where they didn't know how to create compelling gameplay outside of the occasional shootout. The game is so in love with its own wit that it railroads the player through needlessly long stretches of walking/climbing just so you can hear more of its endearing humor. As such, it's not so endearing on the second go-around, and it was already testing my patience on the first.

UC4 has the best production values I've ever seen, tight player controls, tight vehicle handling, well-designed battle arenas, and witty writing/acting. But my praise pretty much ends there since it lacks the design principles, player agency and variety of mechanics for proper pacing and engagement.

It also doesn't help that the domestic dispute in the game felt very empty and uneventful, bereft of any meaningful tension, and that all of the characters pretty much end up where they started in terms of development. Such a limp plot all-around.
 
Game is beautiful. I'd give it that. Played some more Madagascar and the color is insane.

But boy is it hard to press on.
 
Game is beautiful. I'd give it that. Played some more Madagascar and the color is insane.

But boy is it hard to press on.
Madagascar is pretty much the only chapter I'd want to replay since the driving (rather than climbing) and semi-open layout means you have more agency, even if it's still linear overall.
 
Madagascar is pretty much the only chapter I'd want to replay since the driving (rather than climbing) and semi-open layout means you have more agency, even if it's still linear overall.

And luckily you can not only chapter select, but you can select specific encounters. You even apply fun game modifiers and play on harder difficulties. But people seem to completely ignore this when they're criticizing the replay value of the game. I'm glad that ND brought it back as it was great in UC2 as well.
 
And luckily you can not only chapter select, but you can select specific encounters. You even apply fun game modifiers and play on harder difficulties. But people seem to completely ignore this when they're criticizing the replay value of the game. I'm glad that ND brought it back as it was great in UC2 as well.

OK, I definitely have to agree with you there. Looking through the different filters and things that you can do to replay the game is pretty awesome, I just have no incentive to play through the entire campaign again. Bits and pieces definitely
 
OK, I definitely have to agree with you there. Looking through the different filters and things that you can do to replay the game is pretty awesome, I just have no incentive to play through the entire campaign again. Bits and pieces definitely

I would love a Greatest Hits mode of Uncharted 4 that's like 3-4 hours long and gives you those really good parts.
 
It's not a bad game. It's just not as compelling as ND top TPS--Uncharted 2 and TLOU.

Those were engrossing experiences to me.

Its not that UC4 is a bad game, its just very... boring, monotone, and forgettable which is pretty bad itself.

You have to remember this is GAF. This is also the type of topic where people are expressing their negatives views on the game so it's nature that they share their disappointment here. You'll generally find the people that love the game strongly outweigh the people who think negatively about it.

I think the general consensus is that the game has pacing issues, but it's by far the strongest in terms of gunplay/melee combat and the has a satisfying conclusion to the series. It's a must have PS4 SP experience and a great MP game. I'm ND will bring the goodies for the PS4 Pro version

Okay cool, I will probably get it at some point anyway on the cheap.

I tend to judge the Sony exclusives off my own bat anyway as the wacky fan base seems to hype every single game into the stratosphere. I usually find my own opinion on them to be at least a couple of notches below that lol.

Cheers!
 
Okay cool, I will probably get it at some point anyway on the cheap.

I tend to judge the Sony exclusives off my own bat anyway as the wacky fan base seems to hype every single game into the stratosphere. I usually find my own opinion on them to be at least a couple of notches below that lol.

Cheers!
It's a beautiful graphical showcase.

Any idea on the Pro enhancements?
 
The more I hear about it, the more I don't want to get it. Why does every franchise have to be serious and "emotional"?

I was skeptical about UC4 being ott last of us drama shoe-horned on to jee-shucks Nathon fucking Drake. For the most part it actually does a very good job and doesn't feel forced to me. I did have to laugh at "Drake, why do you always betray me and lie about investigating pirate-treasure?!". Other than that, what relationship drama there is isn't too hilariously stupid and really works with the story.
 
You have to remember this is GAF. This is also the type of topic where people are expressing their negatives views on the game so it's nature that they share their disappointment here. You'll generally find the people that love the game strongly outweigh the people who think negatively about it.

I think the general consensus is that the game has pacing issues, but it's by far the strongest in terms of gunplay/melee combat and the has a satisfying conclusion to the series. It's a must have PS4 SP experience and a great MP game. I'm ND will bring the goodies for the PS4 Pro version

That was evident in the games OT thread and the 'favorite games of the year so far' thread a while back. The fact is that this game will feature heavily in the gaf game of 2016 lists and indeed in most reader polls on other sites. Will definitely feature in a lot of top 10 game critics lists as well.
Expect some bitterness by those who didn't enjoy the game and can't accept that other people had the opposite experience. This is what happens whenever a hugely anticipated game does not meet expectations / disappoints for a minority, who then feel bemused or hurt (lol) by others who call it 'a masterpiece', 'game of foreva' etc.
 
The game unfortunately has a severe pacing problem that is due to the lack of action that gets somewhat better near the end but is pervasive throughout the work.
 
I just feel tired when I think of UC4. Literally drained... Sapped of energy. Sleepy.

A good game is like a rollercoaster. Highs and lows; peaks and valleys. It should have dramatic contrast. A regular back and forth between high-octane set-pieces and more low-key, meditative, go-at-your-own-pace moments that allow you to bask in the world-building and narrative. UC4 lacks this contrast. It feels like a mesa (as in the kind seen in deserts) — you reach the top, it plateaus and just stays there, with two brief spikes (the truck convoy and the Nadine encounter in Libertalia).

An absurd amount of the game is semi-automated platforming and super-linear climbing, sometimes 10-20 minutes at a time. It's poor game design where they didn't know how to create compelling gameplay outside of the occasional shootout. The game is so in love with its own wit that it railroads the player through needlessly long stretches of walking/climbing just so you can hear more of its endearing humor. As such, it's not so endearing on the second go-around, and it was already testing my patience on the first.

UC4 has the best production values I've ever seen, tight player controls, tight vehicle handling, well-designed battle arenas, and witty writing/acting. But my praise pretty much ends there since it lacks the design principles, player agency and variety of mechanics for proper pacing and engagement.

It also doesn't help that the domestic dispute in the game felt very empty and uneventful, bereft of any meaningful tension, and that all of the characters pretty much end up where they started in terms of development. Such a limp plot all-around.

Yeah, it feels like ND changed the genre. Just imagine Indiana Jones being a serious movie...with lots of dialogue and slow scenes. UC 4 fails at being an UC game. It's not a bad game (of course not), it's just a boring Uncharted game.
The ending is cool but it should have been the ending to Uncharted 3 (like..."X years later"- epilogue). That would be perfect. The whole game (UC4) is completely unnecessary.
 
The honeymoon phase is ovaah but I'm still in love with this game.

I was sorta wanting it to be Uncharted 2 at times, but after I settled in and let it do it's own thing I was rewarded. I liked soaking it in and letting the game breathe, and letting the story unfold during "walking simulator" sections. Also liked it as it seemed like it was letting you take some time to say goodbye to the characters and to the franchise. It also has this nice narrative beneath it if you can finding the documents coupled with the nice bits of environmental storytelling. The bigger areas made it feel like this adventure and pirate treasure hunt.

The action is there as well, it's Uncharted 2-esque "balls to the wall" at times, there's flashes there that they're still that company.

I played through it twice and ready to give it another go (currently replaying TLOU). Sorta cause I'm ready for the adventure again and also because I wanna see if I feel the same lol even watched my friend play it to completion by coming over and chipping away for a few hours over a few days. This game is not for everybody and it's not without flaws. But adventure games of this quality and ambition don't come along too often.

TLDR: For the people that can get a lot of mileage out of the slower moments, downtime, and characters it's an unforgettable adventure.
 
Yeah, it feels like ND changed the genre. Just imagine Indiana Jones being a serious movie...with lots of dialogue and slow scenes. UC 4 fails at being an UC game. It's not a bad game (of course not), it's just a boring Uncharted game.
The ending is cool but it should have been the ending to Uncharted 3 (like..."X years later"- epilogue). That would be perfect. The whole game (UC4) is completely unnecessary.

The bolded is one of the most selfish and frankly silly comments I've read in this thread yet. How can you say that when so many people in this very thread are calling this game one of their favorite games of the year, favorite uncharted etc?
Unnecessary my behind..lol.
 
The bolded is one of the most selfish and frankly silly comments I've read in this thread yet. How can you say that when so many people in this very thread are calling this game one of their favorite games of the year, favorite uncharted etc?
Unnecessary my behind..lol.

I's just my opinion. The story is completely unnecessary. The ending is great but it could've been the ending to Uncharted 3. Just like Indy 4....it has nothing important to tell. It exists because everyone wanted it (hell, I wanted another Uncharted game).
 
I liked it. But I do feel the game dragged at times. I did not care for Sam at all. I think the game got much better when Elena tags along 3/4 of the way through. Those sections also had the best emotional anad character work of the whole game. Loved the ending/epilogue.

Music was also a let down in that it felt way too subdued.

Snarky reductive answer:
Uncharted 4 is the Jason Bourne of this franchise. I liked it but no interest in going back to it. Golden Abyss would be Legacy.
 
I always enjoyed the platforming the most. Loved the game all throughout and I felt sad it ended. It was a long game but it all felt amazing. I enjoyed Sam for what he was and the build up on the mystery with the pirates had me hooked.
 
UC4 has dreadful replay value compared to ND's previous games because of pacing. The fact that you play with a Sam (who is essentially a clone of Nate) for huge chunks of the game just makes it worse. The slower sections would have been a lot better if you spent all of it with characters we actually care about ie. Sully and Elena.

I've replayed UC2 and TLOU 5+ times and I've yet to complete my first replay of UC4.
 
It's a really surprisingly boring game. A technical masterpiece, maybe, but it is just so boring. I couldn't be happier that they are officially done with the franchise. After they get done with the Last of Us sequel, it'll be really cool to see what they put out next without the Nate shackles.
 

Great post breh; I haven't thought about U4 this way and it kinda makes sense if you put it this way

It's a really surprisingly boring game. A technical masterpiece, maybe, but it is just so boring. I couldn't be happier that they are officially done with the franchise. After they get done with the Last of Us sequel, it'll be really cool to see what they put out next without the Nate shackles.

U4 feels a lot like their 'The Dark Knight Rises' tbh - you can kinda feel that the people behind it want to do other types of games at this point
 
They should remaster the first three games with the new engine.
That said...Uncharted 3 still looks absolutely amazing.
And yeah...I think UC1 and UC3 had better pacing than UC2....I'm ready....punch me :D

I still think UC2 is the worst of the trilogy (while being a great game).
 
i had mixed feelings with the pacing on the first run, but extrangely enough, i find the pacing better after replays. There are some setpieces that are very small and personal that are my favorites from the franchise now. Spoiler alert, but this set piece is one of my favorites https://youtu.be/SJrSo_zbIDQ
 
Have we heard anything about the big set piece that never made it to the game? It really needed one or two more. Hell it felt like there were only about 2 in the entire game.
 
Uncharted 4 is one of the prettiest games, with some of the best directed cutscenes seen in video games, along with some great acting and a solid story.

All that completely blinded most people into believing Uncharted 4 is one of the greatest games ever made. It's gameplay is completely average, with pacing that is very uneven...

Crazy how much something pretty can get away with.
 
Uncharted 4 is one of the prettiest games, with some of the best directed cutscenes seen in video games, along with some great acting and a solid story.

All that completely blinded most people into believing Uncharted 4 is one of the greatest games ever made. It's gameplay is completely average, with pacing that is very uneven...

Crazy how much something pretty can get away with.

Combat is amazing in Uncharted 4, haven't played any other TPS that allows for the same type of action. A short clip i made from one of the best fights in the game to help ilustrate my point https://youtu.be/sZcVhWXLT5Y
 
Uncharted 4 is one of the prettiest games, with some of the best directed cutscenes seen in video games, along with some great acting and a solid story.

All that completely blinded most people into believing Uncharted 4 is one of the greatest games ever made. It's gameplay is completely average, with pacing that is very uneven...

Crazy how much something pretty can get away with.

You're thinking of Uncharted 2.
 
Uncharted 4 is frustrating in retrospect because it went in a direction I wanted it to in theory (less combat and more exploration of other design areas), but the problem is that, story aside, it just has more of the other stuff without actually making it any more meaningfully interactive; most of the game is hammering jump to autoplatform, while I've never liked that style I can at least accept it in the earlier Uncharted games as a pacing device between the combat sequences, but in Uncharted 4 it's so omnipresent it's obviously supposed to be one of the main gameplay styles rather than just a compliment to shooting people. That's a problem as it's still completely braindead but there's way, way more of it. So basically Eatchildren and Net_Wrecker's posts.

While I still think it's the second best after Uncharted 2 I don't feel much desire to replay it (compared to Uncharted 2 which I've replayed a bunch of times) because so much of it has very little going on in terms of interaction. That they actually pretty much nailed the combat this time makes it even more irritating that they de-emphasised it for stuff that is barely developed from the earlier games.

I do feel it gets better as it goes and really gets going once you get to
the island
though.

Edit: Lmao at people still getting Chinner'ed
 
UC4 would have been the GOAT if they threw in more set pieces, more firefights and made the majority of the game like the section with Nate and Elena in the last third. So essentially UC1 with modern combat scenarios and gunplay.
 
The pacing of this game is completely off. Naughty Dog treats the walk and talk as the meat of the experience and the traditional segments of climbing, action and (very light) puzzles are instead treated as the breaks between that main course of story and immersion. For me it wasn't a great playthrough and I found myself not paying attention a lot and just thinking about playing something else. The pacing just leads to these long boring sections of 'soaking it in' that I have no interest in.

Another issue is that of what other gameplay is in there isn't a saving grace either. The climbing is completely braindead and automatic so again you feel like you are just going through the motions while talking happens, and the combat isn't great for what little of it there is.

I also think the change in developer leads and focus of the project could have harmed it. Ultimately I think UC4 is highlighted by its presentation, which is how I feel about most ND games outside of Uncharted 2.

A lot of people wanted the game to be The Last of Us: Uncharted Edition.

In the end, we for a poorly written, badly paced conclusion to a series that had Uncharted freaking 2 in its resume.

Hope ya'll are happy.

Before release this was a common fear amongst people looking forward to more traditional Uncharted game. They were going to take the reception to TLOU and change Uncharted to be more like that. I think that's what ended up happening in the end.


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.

Too true. TLOU was a game people could finally point to their non gaming friends and not be embarrased about due to how well the presentation and seriousness of it all was. I think ND wanted that same thing for Uncharted and tried to make a campy action series into a more serious and character driven experience, and led to UC4.
 
Uncharted 4 is one of the prettiest games, with some of the best directed cutscenes seen in video games, along with some great acting and a solid story.

All that completely blinded most people into believing Uncharted 4 is one of the greatest games ever made. It's gameplay is completely average, with pacing that is very uneven...

Crazy how much something pretty can get away with.

Expect for me U4 had the best gameplay in the series, puzzles, traversal and combat were all superior to all the previous Uncharteds.

Look fam, I know for some of you this game was a huge letdown...but your condescending tone towards people who genuinely enjoyed it comes across as childish and more than a little bitter. People have different experiences with games - deal with it.
Uncharted 4 is a masterpiece in my honest opinion and out of the hundreds of games (I've played in over 20 years gaming) joins the ranks as one of my absolute favorites.
 
I like the game a lot but I can't help but agree with much of the criticism in this thread. The flashback chapters especially were a slog, like that ridiculously long rooftop traversal and the manor stuff which felt a little detached from the central narrative. It's frustrating because there's solid storytelling in there but it just doesn't make for an exciting gameplay experience IMO.

But man, about halfway through it gets really fucking good in the gameplay department, the level design is pretty amazing in certain spots and the open Madagascar chapter, while maybe too much driving, was really damn good.

Definitely a game with soaring highs marred by pacing and less than compelling gameplay scenarios in the first half. But hell I thought TLOU was far too drawn out so perhaps Druckmann and co. are just interested in doing things this way. I'm just a bigger fan of solid pacing and flow.

Also thought the climax was underwhelming but that's a different topic.
 
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've 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 its 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

🙌

drag 'em
 
This is the first Uncharted game I haven't played through in 1-2 sittings. I played the game about 4 times and haven't returned to it since, that's not to say that it's a bad game just that it didn't hook me as the previous entries had. I'm probably venture back to UC4 during Thanksgiving recess or Winter Break.
 
Yeah Net's analysis is exactly how I feel about it and TLOU. These are what I'd call mostly great games, but with those issues ironed out, Uncharted 4 could have been an absolute masterpiece.

As he said, the problems become more apparent when you look back at it. It works the first time through because it's new and the presentation is impeccable, but when you go back to replay it I ran into the "just end already" feeling with several stretches of the game.

I'd never suggest that developers not reach for their vision but sometimes, I mean, it's still a videogame and when you're a third person shooter but also with tons of walk and talk and drawn out segments like the heist sequence it's relatively jarring and even boring.

A clash of ideologies, so to speak.
 
One of the biggest disappointments this gen. I actually would prefer to replay UC3 over UC4. Quality wise the game is a huge step down from TLOU and UC2, it's so boring.
 
One of the biggest disappointments this gen. I actually would prefer to replay UC3 over UC4. Quality wise the game is a huge step down from TLOU and UC2, it's so boring.

I'm replaying Rise of the Tomb Raider and game play wise this game is way better than UC4 and I'm actually finding it to be more like TLOU minus the Joel/Ellie component.

The areas are way more open, the weapons are more varied and offer more variety game play wise. The upgrade paths for weapons and skills adds depth missing from UC4. Basically they slowed down the Uncharted Action without adding depth.

The traversal in Tomb Raider has a puzzle element missing from UC4. It's not just push forward until it's done.
 
Uncharted 4 was uncharacteristic until the last third of the game. Most of it was like a chore. The lethargic pacing and the lack of impressive, large scale set pieces really stripped the game of all the franchise's main strengths.

Uncharted 3 is definitely worth playing. I wasn't a fan of it as much when it came out - also due to some odd control issues and a bit of its pacing - but after going back and playing the trilogy prior to 4, I saw it in a new light. It was extremely ambitious, with some of the best environments, action sequences, and set pieces. Playing through 4 only made it seem even better.
 
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