The Uncharted series is revolutionary, and here's why

Supervlieg said:
I tried really hard, but couldn't remember a single line from uncharted 2. So bleh.

"Kitty got wet!"

Edit:
"There's a guy above you! There's a guy above you!"
"There's a guy below you! There's a guy below you!"
 
There are a lot of words to describe Uncharted, good bad, and otherwise, but I would most definitely go for "derivative" looooooong before I even consider "revolutionary"
 
Crunched said:
You are robbed of control. You don't play a cutscene.

I can appreciate a well written and executed scene, but I still prefer that games use their biggest strength -- interactivity -- to tell a story.
This is an interesting point, and something that I thought Portal 2 did very well recently. Through both Portal games you pick up much of the "story" through the atmosphere and level architecture that you explore, and in Portal 2 specifically there are very few "cutscenes" that have you standing still witnessing someone talk. Usually you're doing something like running alongside Wheatley as the facility tries to kill you or whatever.
 
Veidt said:

I love that the title of the video says "New gameplay", yet all it shows is a cut-scene. Uncharted is great at offering a cinematic experience, but that's not what I want from a game. Then again, if Uncharted was movie, it wouldn't anything special. Just another blockbuster that you'll have forgotten the moment you're leaving the cinema. Few developers are willing to go that far when it comes to integrating cinematic (non- or barely-interactive) moments into a game and I think that's what gives Uncharted the benefit of the doubt. I'm sure people would realize how dull and shallow Uncharted really is if there were more games with a similar agenda.
 
Crunched said:
You are robbed of control. You don't play a cutscene.

I can appreciate a well written and executed scene, but I still prefer that games use their biggest strength -- interactivity -- to tell a story.

I think exposition is a crutch. Doesn't matter if it's in film, games, books, whatever. It's very comic book, it's a way out of working around a plot in an interesting way by going the lowest common denominator route and explaining things flat out. It's boring to me.
Ahahahahaha. Oh man. I laughed hard at this. Exposition is a tool. The fact that you think it's a crutch in books or film shows how little you actually know.
 
jman2050 said:
There are a lot of words to describe Uncharted, good bad, and otherwise, but I would most definitely go for "derivative" looooooong before I even consider "revolutionary"


Indeed. It is a quality game, and it's got charm, but -I don't want to say it- I believe some people give it lots more credit than it deserves for the simple reason of it being an exclusive to a certain platform.

I think the distinctive attribute in games should be first and foremost 'gameplay' and true revolutionary games should be the ones that elevate that aspect to a whole new level. To me Uncharted doesn't qualify at all.
 
MrOogieBoogie said:
Do you see this as becoming a trend for the next generation? Will video game advertisements feature "Starring..." bullets?
Hey look, a 1993 game that has "featuring the talents of:" bullets...
p3de7.jpg


Yes, Uncharted games are polished as hell (at least in the presentation department) but they are not revolutionary, at all. They are just really good at what they do.

EDIT: That cut-scene from U3 with Elena doing the thing with her fingers is amazing. :D
 
Verendus said:
Ahahahahaha. Oh man. I laughed hard at this. Exposition is a tool. The fact that you think it's a crutch in books or film shows how little you actually know.
Exposition is a tool, and its abuse and overuse is rampant.

It is one thing to set up a story, and another to rely on exposition to actually tell it. Relying on exposition is a crutch.

Thanks for the response all the same.
 
I think the writing and acting are great for a game of that type (action-y and such) but I feel the story and a lot of the parts in AC or ME are just as good sans the graphics. I do feel UC has stepped it up with motion capture and fluidity but story wise I always thought it felt flat. At times I would chuckle but the story was the least important thing to me, the gameplay is where it shines. Now if they could only put a little more "oomph" into the bullets.
 
The_Technomancer said:
This is an interesting point, and something that I thought Portal 2 did very well recently. Through both Portal games you pick up much of the "story" through the atmosphere and level architecture that you explore, and in Portal 2 specifically there are very few "cutscenes" that have you standing still witnessing someone talk. Usually you're doing something like running alongside Wheatley as the facility tries to kill you or whatever.

Valve usually does the thing where the only time that the player isn't in control of the characters movement is when the character isn't in control of their own movement. I think this method works best for first person video games.
 
Crunched said:
Exposition is a tool, and its abuse and overuse is rampant.

It is one thing to set up a story, and another to rely on exposition to actually tell it. Relying on exposition is a crutch.
Yeah, you have no idea what you're talking about. There's plenty of great writers who have used it well in telling a story. Some stories simply cannot be conveyed without some level of exposition due to their scope or the restraints on the writer. It's inevitable that it comes in, but a good writer is able to hide it and make it feel integrated so that it doesn't stand out. To say it's a crutch is moronic considering every story by necessity includes it.

It's not the fault of the tool if there are writers who, due to the lack of their own ability, do not use it well.
 
Verendus said:
Yeah, you have no idea what you're talking about. There's plenty of great writers who have used it well in telling a story. Some stories simply cannot be conveyed without some level of exposition due to their scope or the restraints on the writer. It's inevitable that it comes in, but a good writer is able to hide it and make it feel integrated so that it doesn't stand out. To say it's a crutch is moronic.

It's not the fault of the tool if there are writers who, due to the lack of their own ability, do not use it well.
Okay.
 
snoopeasystreet said:
Valve usually does the thing where the only time that the player isn't in control of the characters movement is when the character isn't in control of their own movement. I think this method works best for first person video games.
Yes, but even in stuff like Half-Life 2 there would be lots of moments where you would arrive in a locked room with another character and they would talk for five minutes while you jumped around like a madman. What impressed me about Portal 2 was how it kept you moving
 
Metalmurphy said:
"DRAAAAAAAAAAAKKKEEEEEEEEEEEEE!"


That's all I remember.


I can't think of a single line from Indiana Jones either so I don't think that matters much.



*edit* Oh and "Coming at ya!"
Cant remember where, but im pretty sure the "Drakeeee" was in there somewhere. The other one, I really wouldn't know.

Btw, if "you have chosen wisely" doesnt ring a bell from an indy movie, you're from another planet. To be fair, I have seen more reruns of indy compared to replays of uncharted 2.

The cool thing about uc2 was that part when the guy in a monstersuit comes up to you, I actually thought: "hey that looks like a guy in a suit." and it turned out to be a guy in a suit. Not quite revolutionairy, but still neat for a videogame if you ask me.
 
Crunched said:
You are robbed of control. You don't play a cutscene.

I can appreciate a well written and executed scene, but I still prefer that games use their biggest strength -- interactivity -- to tell a story.

Which would be an odd criticism because uncharted yields some of the most impressive in-game story telling set pieces of this generation. Such examples include the train sequence (including the beginning), falling building, Indiana Jones trap in the temple, etc. Of course there are cut scenes entwined with these some of these events but it's quite obvious that Uncharted is in a league of it's own here in terms of interactivity.
 
Patapwn said:
Which would be an odd criticism because uncharted yields some of the most impressive in-game story telling set pieces of this generation. Such examples include the train sequence (including the beginning), falling building, Indiana Jones trap, etc. Of course there are cut scenes entwined with these some of these events but it's quite obvious that Uncharted is in a league of it's own here in terms of interactivity.

How is a train on a loop and a falling building "story telling"? They're awesome but they aren't storytelling and there isn't any interactivity in the story other than shooting guys.
 
jim-jam bongs said:
I feel fairly confident in saying that if every new game were like Uncharted I would stop playing new games.

Surely that goes for every game? Variety is always welome. Doesn't mean Uncharted isn't very good at what it does. It's my favorite shooter as well, as the verticality and mobility give you much more options than most games of its ilk. Not revolutionary perhaps, but in a class of its own at what does, which is why both gamers and critics are fans.
 
BigJiantRobut said:
How is a train on a loop and a falling building "story telling"? They're awesome but they aren't storytelling and there isn't any interactivity in the story other than shooting guys.

Has anyone not advanced in the train level and just ride it all the way to the tunnel bit?
Does the helicopter appear as usual or is it not possible to do?
 
The_Technomancer said:
Yes, but even in stuff like Half-Life 2 there would be lots of moments where you would arrive in a locked room with another character and they would talk for five minutes while you jumped around like a madman. What impressed me about Portal 2 was how it kept you moving

That's true. I haven't really thought about until you pointed it out but there's never a scene like Kleiner's Lab in Portal 2. I guess the reason why they want to keep the player moving is to stop them goofing around.
 
Patapwn said:
Which would be an odd criticism because uncharted yields some of the most impressive in-game story telling set pieces of this generation. Such examples include the train sequence (including the beginning), falling building, Indiana Jones trap in the temple, etc. Of course there are cut scenes entwined with these some of these events but it's quite obvious that Uncharted is in a league of it's own here in terms of interactivity.
I am not saying Uncharted is poor. It's very good. It deserves a lot of praise. What I'm disputing is the reliance on cutscenes, or the idea that they should be "rewards" for players completing each chapter.

I do have to say though, that while it's good to have a few scripted setpieces, they often don't hold up on multiple playthroughs. YMMV obviously, but I find it hard to repeatedly enjoy the gameplay of something that's clearly meant to be completed and experienced a single way.
 
BigJiantRobut said:
How is a train on a loop and a falling building "story telling"? They're awesome but they aren't storytelling and there isn't any interactivity in the story other than shooting guys.
They are interesting in a different sense: there's not much I've seen in big budget game design that explores what you can do with dynamic or at least non-static environments, beyond "moving platforms" and/or "that wall blows up"

You're right though, those examples don't have much to do with narrative.
 
I dont think the Uncharted games are revolutionary, but I do think I am seeing a few games that are trying to go for that light hearted dialogue like Uncharted and people are even trying to get Nolan North do Drake for their characters. Also in the new Tomb Raider felt a little like Uncharted in the sense of "shit always happening" and how the camera was placed at times.

I honestly dont get how people can hate or dislike the series or complain about the shooting, I play Gears and other shooters and it feels great to me. I wouldnt want most games copying Uncharted as I feel that cinematic gameplay can get tedious if I had to play it all the time. Uncharted is a great Indiana Jones movie modernized so I love it. Its my favorite series this gen. At its simplest, Uncharted isnt revolutionary or have gameplay mechanics that are terribly original, its just the games are just plain ole fun to me. I dont need innovation, I just need fun. Uncharted does just that for me
 
BigJiantRobut said:
How is a train on a loop and a falling building "story telling"? They're awesome but they aren't storytelling and there isn't any interactivity in the story other than shooting guys.
I could have sworn that the train wasn't on a loop.
 
The_Technomancer said:
They are interesting in a different sense: there's not much I've seen in big budget game design that explores what you can do with dynamic or at least non-static environments, beyond "moving platforms" and/or "that wall blows up"

You're right though, those examples don't have much to do with narrative.

Yeah, they're definitely awesome - I'm not belittling them as setpieces or anything - but that stuff is purely whizz-bang, it has nothing to do with moving a narrative.
 
jim-jam bongs said:
I feel fairly confident in saying that if every new game were like Uncharted I would stop playing new games.

I feel fairly confident in saying that if every game was the same kind of game, I'd probably stop playing them too

upJTboogie said:
I could have sworn that the train wasn't on a loop.

It must be some sort of loop, what happens if you stand still and never move forward?
 
Kyaw said:
Has anyone not advanced in the train level and just ride it all the way to the tunnel bit?
Does the helicopter appear as usual or is it not possible to do?
Each segment of scenery loops until you move to the next set of cars.
 
Hang-on, you guys realise that exposition isn't always clunky? Exposition isn't the problem, clunky exposition is. If you need a character to explain the back-story to camera then you suck at writing.

Magic Mushroom said:
Surely that goes for every game? Variety is always welome. Doesn't mean Uncharted isn't very good at what it does. It's my favorite shooter as well, as the verticality and mobility give you much more options than most games of its ilk. Not revolutionary perhaps, but in a class of its own at what does, which is why both gamers and critics are fans.

Yeah sort of, but for me the lack of choice sort of kills the game. Games like Uncharted specifically are really great rollercoaster rides but part of me feels like I'd rather just watch a movie instead. Now, if every game were a complex multifaceted RPG which emphasised self-determination I would be a very happy chap.
 
People saying the gameplay is shallow...haven't played the game. Pulldowns, kickoffs, ledge shooting, stealth kills, etc.

People saying it's the same as Gears and/or Tomb Raider...haven't played the game or TR/Gears.

People saying it's overrun with cutscenes...haven't played the game.

It's a linear third person cover-based shooter with fantastic production values. It isn't revolutionary in a sense, but it does what it attempts to do fantastically.
 
revolverjgw said:
It must be some sort of loop, what happens if you stand still and never move forward?
Just saw what Stallion posted, that's a smart design, I remember on my second playthrough I stayed in one place and kept looking to see any repeated design and didn't notice any, but I didn't stay that long.
 
BigJiantRobut said:
How is a train on a loop and a falling building "story telling"? They're awesome but they aren't storytelling and there isn't any interactivity in the story other than shooting guys.

Because they showcase the story as it unfolds? Also, in many cases these moments are full of character interactivity which well... add to the depth and believability of the characters.

As for just shooting guys, I think that barely classifies. In most games, enemies are simply cannon fodder to get to story/character progressing events such as the ones I detailed above.
 
I enjoyed Uncharted 2 a ton.

Sure, it didnt really do anything new, but everything it did was done right. The characters are charming and the story is intriguing enough. What it really does well is creating a journey that you want to take in order to experience the next thrill. On top of that are the obviously impressive graphics and entertaining gameplay.

I'm sorry if you are one of the folks who disliked the game. I would be bummed if someone took the experience away from me. I really enjoyed it a lot and despite its formula it felt fresh.
 
It's far from revolutionary, but that doesn't stop it from being one of the overwhelmingly best games this gen, UC2 that is.
 
Revolutionary or not, Uncharted 1 and 2 are some of the best games i've played in many years. I'm really looking forward to Uncharted 3 :)


Ulairi said:
Uncharted isn't a very good video game and it's a terrible movie. I don't like "interactive cinematic experiences" I like video games. Anytime you have to do something in a cut scene instead of allowing the gameplay to tell me the story, show me the cool thing, you're failing as a game designer. But it's pretty and easy to play so it's going to be popular.

http://imthatold.com/wp-content/uploads/2011/06/jay_sherman_it_stinks.jpg
What do you think are bad about them? Then i think objetively. If you personally dont like them, then i cant argue against that since that is a matter of taste, but what is bad about Uncharted objetively? There are games that i have almost zero interest in playing, but that i still would concider as good/great games.
 
I agree OP.

Videogames have terrible performances. We've become used to the "WESKERSSSS!" for all these years. There are the rare standouts, and the reason they are, is because they revolutionized story telling in games. Why are people pretending they can't understand the idea of a well done cut-scene, or hell, a cut scene in general.

Uncharted is the bar for your in-game cut scenes. There is no game that has performances, chemistry, and animation, like Uncharted. Its good writing, for what it is, and its interesting, for what it is. Trying to pawn off Uncharted for having no gameplay to go with the top notch performances, is just beyond it. What exactly are you guys playing, that does it better, and what are your expectations of videogames? I'm sorry, but anyone pretending Uncharteds gameplay is it shortcoming more so than any other game with galactic praise (and more than likely in your catalog of gaming) isn't being serious. Sure if we want to lump this entire gen's games as sheer ass, I'm with you. Gaming used to be pretty damned awesome, but its really winding into cash grabs. But don't have double standards.

There are a lot of knee jerk reactions to the word revolutionary. Unfortunately, by definition Uncharted does this in spades. Sure, you guys can pretend that Uncharted's performances aren't the best in the industry, this generation, in our lifetime, but thats all anyone is doing, pretending. Closely followed by Heavenly Sword. The reason Uncharted moves above all games, is due to the chemistry of the characters. There wasn't that much in HS. It was emotional, definitely. Her eyes were so damn expressive thinking back. And that made the entire experience a better one. Hell, even HL2's performances were still very much videogame-esque, but revolutionary none the less. Compared to its predecessor, and the quake/doom series, You felt for the characters, but thats not to say that better performances would have really hit it out of the park. Still enjoyable. Final Fantasy franchise, had the best looking, most unique visuals, coolest action, but the characters still fall short. Bioshocks voice talent was sickly amazing, I'd say it revolutionized that method of telling a story, and its the bar. Amnesia comes pretty damn close.. I'm not excluding any titles on purpose, just for the sake of the post.

For the genre Uncharted is in, its revolutionized the way we see a story taking place in our gaming world. It helps the immersion, and it does something better than anyone has done in the past. You guys can all agree that BF3's sound is revolutionary for gaming, that image based lighting is revolutionary for gaming, stream loading, normal maps, deferred rendering, etc. But you demand that the brakes be applied for Animation/Voice Performance, as its not essential to your physical interaction and application of a button. I mean I know the answers here, just calling it out.

Everyone likes to take a shit on anything, right? But Uncharted's entire goal was to tell a story, have us feel for the characters, and take a ride as them, as everyone associated with the title claimed. Its a silly adventure pulp comic. Does the job well, and I haven't seen anything to top it in my gaming career.
 
jim-jam bongs said:
Hang-on, you guys realise that exposition isn't always clunky? Exposition isn't the problem, clunky exposition is. If you need a character to explain the back-story to camera then you suck at writing.



Yeah sort of, but for me the lack of choice sort of kills the game. Games like Uncharted specifically are really great rollercoaster rides but part of me feels like I'd rather just watch a movie instead. Now, if every game were a complex multifaceted RPG which emphasised self-determination I would be a very happy chap.

Uncharted has plenty of choice for a game of its type. One part that stands out is the big courtyard surrounded by water in one of the later chapters of UC2. There's high ground you can get to to snipe from if you go right and climb the piers and ruins, you can directly enter the courtyard directly using cover for a Gears-style frontal assault, you can shimmy along the perimeter on the left and try to stealthily kill the turret guy without being detected, etc. I replayed that sequence about a dozen times on Crushing and each battle was different. There are many parts, like the snowy trainyard, where you can shoot everyone in a huge gun battle, or you can utilize the maze of traincars to kill everyone without alerting anyone.

Anyone who thinks Uncharted offers no interactivity must be playing it on easy and not even bothering to try the options that stealth and environmental traversal gives you. It's not an FPS.
 
test_account said:
Revolutionary or not, Uncharted 1 and 2 are some of the best games i've played in many years. I'm really looking forward to Uncharted 3 :)



What do you think are bad about them? Then i think objetively. If you personally dont like them, then i cant argue against that since that is a matter of taste, but what is bad about Uncharted objetively? There are games that i have almost zero interest in playing, but that i still would concider as good/great games.

You cannot have an objective subjective opinion. I don't like the games. I don't like the fact that they use cinematics to show off the cool stuff. I don't like the gun play and the platforming. I don't really think the story or writing is that great. I think they are pretty and not that difficult or overly long so they are easy to complete. I think Uncharted is a BAD video game and hurts VIDEO GAMES. I want less reliance on movies and I want game developers to quit being lazy and use the language of games to tell stories. I think the average TF2 game has better story telling than Uncharted.
 
Before there was Uncharted, there was MGS (for PS1). I feel MGS revolutionized videogames, especially action adventure ones. Before MGS, you were just a buff dude and you blew up shit and saved bitches. Now you actually cared about everything. I don't think any action adventure games treated the storyline and characters with seriousness and dedication as MGS did. Kojima lost his way with MGS2, and re-emerged victorious with MGS3: Snake Eater.
 
Patapwn said:
Because they showcase the story as it unfolds? Also, in many cases these moments are full of character interactivity which well... add to the depth and believability of the characters.

As for just shooting guys, I think that barely classifies. In most games, enemies are simply cannon fodder to get to story/character progressing events such as the ones I detailed above.

What are you talking about? Uncharted has loads of cannon fodder grunts.

And seriously, what are you talking about? You keep using buzzwords like "depth" and "interactivity" but I still don't understand what you mean. How are you interacting with the falling building (an awesome level, but a level nonetheless)? How are you interacting with the train? You're navigating it and shooting dudes/a helicopter. They are things that are in your way between point A and point B. The only depth that adds to Uncharted if you think about it as a story is "man, Nathan is a pretty chill motherfucker considering how many people he wastes with firearms every day".
 
jim-jam bongs said:
Hang-on, you guys realise that exposition isn't always clunky? Exposition isn't the problem, clunky exposition is. If you need a character to explain the back-story to camera then you suck at writing.
I'd say it's almost always more interesting working around a story and coming to your own conclusions than it is to have things spelled out for you. It's the gaming equivalent of reading "Suzy felt sad" in a book. Almost always better to have emotion and meaning through behavior and action than it is through telling and indicating.

But we're moving away from Uncharted and gaming now and heading more toward general storytelling rules.

The subtle hand gesture in the cutscene on the last page is an example of good storytelling. It's still a cutscene, but it says a whole lot without saying anything at all.

RustyNails said:
Before there was Uncharted, there was MGS (for PS1). I feel MGS revolutionized videogames, especially action adventure ones. Before MGS, you were just a buff dude and you blew up shit and saved bitches. Now you actually cared about everything. I don't think any action adventure games treated the storyline and characters with seriousness and dedication as MGS did. Kojima lost his way with MGS2, and re-emerged victorious with MGS3: Snake Eater.
Love can bloom on a battlefield
 
Cheech said:
Squee. Another Uncharted jerk off thread.

ITT: Children who have never played a PC RPG.


I dont see how playing a PC RPG has anything to do with Uncharted being a good or bad game.

But please enlighten me.
 
commedieu said:
I agree OP.

Videogames have terrible performances. We've become used to the "WESKERSSSS!" for all these years. There are the rare standouts, and the reason they are, is because they revolutionized story telling in games. Why are people pretending they can't understand the idea of a well done cut-scene, or hell, a cut scene in general.

Uncharted is the bar for your in-game cut scenes. There is no game that has performances, chemistry, and animation, like Uncharted. Its good writing, for what it is, and its interesting, for what it is. Trying to pawn off Uncharted for having no gameplay to go with the top notch performances, is just beyond it. What exactly are you guys playing, that does it better, and what are your expectations of videogames? I'm sorry, but anyone pretending Uncharteds gameplay is it shortcoming more so than any other game with galactic praise (and more than likely in your catalog of gaming) isn't being serious. Sure if we want to lump this entire gen's games as sheer ass, I'm with you. Gaming used to be pretty damned awesome, but its really winding into cash grabs. But don't have double standards.

There are a lot of knee jerk reactions to the word revolutionary. Unfortunately, by definition Uncharted does this in spades. Sure, you guys can pretend that Uncharted's performances aren't the best in the industry, this generation, in our lifetime, but thats all anyone is doing, pretending. Closely followed by Heavenly Sword. The reason Uncharted moves above all games, is due to the chemistry of the characters. There wasn't that much in HS. It was emotional, definitely. Her eyes were so damn expressive thinking back. And that made the entire experience a better one. Hell, even HL2's performances were still very much videogame-esque, but revolutionary none the less. Compared to its predecessor, and the quake/doom series, You felt for the characters, but thats not to say that better performances would have really hit it out of the park. Still enjoyable. Final Fantasy franchise, had the best looking, most unique visuals, coolest action, but the characters still fall short. Bioshocks voice talent was sickly amazing, I'd say it revolutionized that method of telling a story, and its the bar. Amnesia comes pretty damn close.. I'm not excluding any titles on purpose, just for the sake of the post.

For the genre Uncharted is in, its revolutionized the way we see a story taking place in our gaming world. It helps the immersion, and it does something better than anyone has done in the past. You guys can all agree that BF3's sound is revolutionary for gaming, that image based lighting is revolutionary for gaming, stream loading, normal maps, deferred rendering, etc. But you demand that the brakes be applied for Animation/Voice Performance, as its not essential to your physical interaction and application of a button. I mean I know the answers here, just calling it out.

Everyone likes to take a shit on anything, right? But Uncharted's entire goal was to tell a story, have us feel for the characters, and take a ride as them, as everyone associated with the title claimed. Its a silly adventure pulp comic. Does the job well, and I haven't seen anything to top it in my gaming career.


Best != revolutionary
 
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