i1) drake doesn't kill because he enjoy it , but because he is forced to. ( see beginning of Uncharted 2 for the same point of view )
There is a difference between "saving someone" and "not killing them." Woman spends 8 hours of game time trying to kill Nathan Drake, and then at the end she's stuck in quick sand (haha) and Nathan tries to save her? Trying to save someone and trying to "not kill them" is different.
He is not ..i discussed this earlier in this thread and this method is one of the possible methods to stealth this part completly.
i have to say that i disagree with albatross complains ..it's clearly shown in chapter 4 that to "shoot stealth" a group of people , you have to have someone shoot at them at the same time as you. "But i shooted at them instantly !!" 1 sec delay in not instant.. If you do the same thing in say ..metal gear solid 2 , you'll alert guards too ..
Now it's obvious the spawn points are "unfair" but they have to appear somewhere and at this point you're supposed to be in a hostile territory ...
You can be disapointed by the uncharted 3 direction but just because the game doesn't play exactly like you want doesn't mean that the game sucks as you say
I actually don't have that much of a problem with it breaking stealth, if you shoot them with silencers at about 1-second intervals -- even if using the exploding barrel (lol, stealth?) is the way to do it... here's what bugs me about it: You break stealth, which is fine, and then 20 bad guys randomly
magically appear. You don't need "fair" spawns or even "rational" spawns, how about the spawn points actually
don't have to appear, especially in areas like this. Now, magic spawns in areas that are inaccessible are fine for me in games, but when I am standing on a shipping container, which 5 seconds previously contained no enemies, and I just cleared a zone using stealth and all enemies are accounted for, to "break stealth" an then have three enemies spawn next to you isn't a question of "fairness" it's a question of bad design. Breaking stealth should mean that the bad guys in that zone, who have already spawned, are alerted to your location or your appearance, or even, if they NEED more enemies, they should barrel out of the back of a truck or out of an inaccessible room.
But to have them spawn
out of nothing in a zone that you just cleared, isn't just a question of "fairness" it's a question of ridiculousness and bad design. Instead of sending enemy hordes at you ... how about, you break stealth on the last guy, he tries to alert others, but, gasp, there's noone there to alert because you've already killed them all.
The easiest method to beating that area was to just break stealth right away. I went up to the first guy and shot him with a khal instead, because it was just easier than clearing the area and then having baddies spawn behind you. Whenever Nathan or one of his buddies says, "looks like you'll have to do this quietly," actually, don't, it makes it much more difficult to actually follow what the game wants, because if you kill 10/11 guys with stealth, and then one guy is alerted to where you are, you still have to fight his monster closet buddies that appear out of nowhere. It's easier to just fire your gun into the air and face the unending horde of enemies, rather than putting yourself into a compromised position trying to take out a few of them using stealth. This is bad design: punishing the player for trying to play a level the way that he is instructed to play it.
Now, do I really mean it "sucks" like how, say, a really bad game sucks? No, but I think it's very, very over-rated. The game received so much critical praise, yet it was redundant, predictable, and poorly paced. They created these gorgeous worlds and then didn't give you any time to explore them in any meanginful way because you were in gun fights for pretty much the entirety of the game. It's a shame because Uncharted 2 was not this way, at least, from how I remember it. Uncharted 2 had a fitting balance of "slow" parts and "fast" parts, Uncharted 3 is all tiring fast parts, it's all killing thousands of enemies, it's all cliff-hangers and exploding buildings or stormy seas. I had very little motivation to really do anything, because even in the areas where you're exploring, puzzle solving, or trying to find something you need, you're just doing that for the enemy. In every sequence that you discover something, as soon as you discover it and you're on your way out, OH LOOK THE BAD GUYS FOLLOWED US HERE, and then they take whatever you have, and then the next section of the game is "omg I cant believe they just stole that priceless artifact, we need it back!" It was so predictable.
I'll also add, that it feels like the developers got tired of creating unending enemy horde zones, but they persisted in it. Nathan makes many comments throughout the game, "guys, this is getting annoying!" As you face YET ANOTHER horde of enemies (desert level, bahaha), just one zone after another. So I'm sitting here thinking to myself, okay, developers, if you're programming your character to say "This is getting annoying," then why do you keep doing it? It made exploring the zones aweful, because instead of exploring them for being unique and well crafted environments, you stumble into an area and say, "oh, I'm going to have to fight 40 guys here, and here are my cover spots and there are the weapons I need." Then you cross a zone and oh what do you know, 40 enemies in the middle of what was supposed to be an abandoned desert down. Like, lul, what.