DoctorFling
Member
Uncharted 4 played quite well but holy hell did I find the main plot boring. Nathan Drake and his brother are possibly the two most dull treasure hunters ever. Gimme a Sully and Elena game.
ND writes banter better than anyone else, I'll give them that.
Uncharted 4 played quite well but holy hell did I find the main plot boring. Nathan Drake and his brother are possibly the two most dull treasure hunters ever. Gimme a Sully and Elena game.
UC4's banter isn't even the best UC banter. Rockstar do it better in my opinion. Both in terms of writing, and implementation.ND writes banter better than anyone else, I'll give them that.
You think a stamina meter would have made the game better? You're daft.
It's fun to run around and shoot.. Not the best thing ever, but it's fun enough, and drives the story forward. At worst, it's a goodish game that includes an engaging pretty good movie. There's nothing in video games like it, either.
I was impressed upon finishing it. Felt like a good sequel. What were people expecting? It looks awesome, has charismatic characters, has the samish run, climb, and gun gameplay that if you'll remember, was kind of a huge deal at the time of the first couple games. I really liked it. I don't think I want to play it again anytime soon, but I was thoroughly satisfied.
Have fun. Not switch off the ps4 after an hour for the tedium. Never happened to me in the previous prequel. Pacing was quite balanced in the past after all. There are lot of area where you travelling without any gameplay purpose, yeah beautiful but come on, it's a game, I want to play. Let's not talk of the whole levels without nothing to do but with just look and chat mode activated. What a waste.You think a stamina meter would have made the game better? You're daft.
It's fun to run around and shoot.. Not the best thing ever, but it's fun enough, and drives the story forward. At worst, it's a goodish game that includes an engaging pretty good movie. There's nothing in video games like it, either.
I was impressed upon finishing it. Felt like a good sequel. What were people expecting? It looks awesome, has charismatic characters, has the samish run, climb, and gun gameplay that if you'll remember, was kind of a huge deal at the time of the first couple games. I really liked it. I don't think I want to play it again anytime soon, but I was thoroughly satisfied.
Just beat this game tonight. Everything that frustrates me about this series was summed up in that final boss fight. I had no sword but saw one sticking out of a body so I went to grab it... however I couldn't until Rafe said his lines and triggered a cut scene. I had to let Nate do it for me.
Then after 20 minutes of tediously trying to parry his attacks, the entire fight ended with a cutaway where Nate figured out he could use his broken sword to cut the treasure and have it drop in Rafe. Only problem? I had nothing to do with the victory. I watched Nate figure it out. I didn't even get a chance to defeat the boss, I just had to hit triangle and circle until Nate decided the fight should be over.
I really liked this game for the spectacle, the touching moments with Sam and and Elaine, the attention to detail and the sense of adventure. I thought the pacinf was great, and the visual direction was phenomenal. But man after this one I'm just as done with these adventures as Drake was. I am glad I played the game, but the lack of interactivity and player agency will forever cap how much I can enjoy this series.
This is the core of what I don't like about ND games. It's like in The Last of Us where you get to the small neighborhood with the sniper shooting at you. It looks like a cool open area that you can approach from multiple directions, but the sniper, houses, and heavily scripted enemy spawns force you to figure out what exact path they want you to take through trial and error.
Another interesting thing could be an interactive story like a rpg where your gameplay approach can change the narrative. I hate when some character dead and I can't do anything in the gameplay to avoid it. But it seems ND really disappreciate this design practice (they tried to justify this choice because their games are cinematic and blah blah, a bizzarre logic where cinematic means scripted at all costs but still sounds like a weird excuse to me). It adds a lot of replay value to the game.This is the core of what I don't like about ND games. It's like in The Last of Us where you get to the small neighborhood with the sniper shooting at you. It looks like a cool open area that you can approach from multiple directions, but the sniper, houses, and heavily scripted enemy spawns force you to figure out what exact path they want you to take through trial and error.
This is the core of what I don't like about ND games. It's like in The Last of Us where you get to the small neighborhood with the sniper shooting at you. It looks like a cool open area that you can approach from multiple directions, but the sniper, houses, and heavily scripted enemy spawns force you to figure out what exact path they want you to take through trial and error.
This is the core of what I don't like about ND games. It's like in The Last of Us where you get to the small neighborhood with the sniper shooting at you. It looks like a cool open area that you can approach from multiple directions, but the sniper, houses, and heavily scripted enemy spawns force you to figure out what exact path they want you to take through trial and error.
It felt more like a chore. Maybe it was me, but I could tell that the developers wanted the players to jump around the stages to gain advantages over the enemies but it just felt sloppy. I just ended up finding a corner and blasting fools.
Well he isn't that wrong. I tried to finish the level following the right path of the area, and it was almost impossible because enemies respam in a precise point of the left side. I remember to have had tons of problems to reach the final house for this reason.This... isn't accurate.
Well he isn't that wrong. I tried to finish the level following the right path of the area, and it was almost impossible because enemies respam in a precise point of the left side. I remember to have had tons of problems to reach the house for this reason.
U4 is proof that graphical fidelity means jack all in the long run.
You dont really need U4 for that though. Generally speaking, a game can be boring or fun regardless if it has good or bad graphical fidelity, that has been true since the first game was made. Whats fun or boring is of course highly subjective though. High graphical fidelity can also help creating/enhancing the mood/atmoshpere, which also affects the enjoyment of a game.U4 is proof that graphical fidelity means jack all in the long run.
U4 is proof that graphical fidelity as the main focus of youf game means jack all in the long run.
Ignoring the sniper section for a second, do you think that's true for Uncharted 3 ship graveyard's first open area? Or every TLOU open area? Do you think that's accurate for any open combat area in Uncharted 4?
What about the press that isnt mainstream though, did they love it or hate it? And how does this apply to other critical praised games?I agree.
The mainstream press love for it is not surprising, though.
It's designed to win GOTY awards.
The heavily-scripted, linear nature of these games becomes much more apparent on the higher difficulty levels.
I thibk the big problem is that they spend all the money in these gorgeous sets but then theres not much to do with them and everything is too much scripted.Gameplay wise it felt "done". No surprises like in Uncharted 2, just more of the same. Uncharted 4 is a technological marvel and the story telling is top notch, but the gameplay is pretty mediocre. The flashback segments were interesting but no fun at all to play.
I haven't returned to it since I finished it last spring.
https://www.youtube.com/watch?v=xnlDwEZkidI#t=1m29
braindead and terminally dull series of games. snake on a 3210 has more rewarding mechanical agency.
https://www.youtube.com/watch?v=xnlDwEZkidI#t=1m29
braindead and terminally dull series of games. snake on a 3210 has more rewarding mechanical agency.
I agree.
The mainstream press love for it is not surprising, though.
It's designed to win GOTY awards.
FTFY
lol he's playing for the first time and he can do it one-handed. It says it all really when he's climbing up the pipe and it breaks...and then he just continues climbing up the pipe.
My girlfriend called it "that climbing game". In retrospect, she was right.
Going for a realistic look is just as much of an art direction as something else though, and i dont think there are many games that looks as good/detailed as Uncharted 4 in this category. That alone makes it stand out. I think i know what you mean though, you're thinking of an art direction that are more stylished. If you dont like this type of realistic art direction, that is fine of course, cant argue against that.Well yeah.
Either way I never got the acclaim for U4. The gameplay is nothing special, the plot is videogame-tier (so... kinda shit), and the graphics didn't strike me as anything special because there was little to no art direction to make it stand out.
If I want something that looks real I'll look out of the window.
Exactly, I don't see how people think TLoU is a walking sim or an interactive movie. It is still very much a game and a very good one at that. Stealth fells nice and seamless, weapons were fun to use and upgrade, and they gave you enough weapons to have a variety of tactics to kill enemies.
People who dont like that type of art direction are also kinda in luck with Uncharted 4, because that game has many graphical filtersI feel when people talk about "art direction," they mean, "Does it look not real?" And that's not art direction.
I feel when people talk about "art direction," they mean, "Does it look not real?" And that's not art direction.
100% agree OP.
But people nowadays really dig these "cinematic experiences"
Dont you also like them, considering that you bought, or at least played the game?100% agree OP.
But people nowadays really dig these "cinematic experiences"