darkwing-buck
Member
Try it on Crushing. Shit was frustrating to no end. I died probably 100 times on that encounter.
Yeah I heard that level on crushing is tough but playing it on moderate I fell in love with that level.
Try it on Crushing. Shit was frustrating to no end. I died probably 100 times on that encounter.
WARNING: My post will have spoilers and is clearly subjective, personal opinion
What was so bad about it? It was in an amazing setting, that was fitting with respect to the context of their environment and the story, intertwined with excellent animations, character delivery and building, narrative poignancy and also some simple but effective timing based counter style combat. I thought it was great, and once you learn to analyse the animations effectively, you basically become a boss at blocking everything and pulling off some cool looking moves. Hell it took me enough tries on crushing, but by the end I honestly felt I had the timings and telegraphy down to a tee.
Just booted the game up and my PS4 sounds like a jet engine
legit shook
I can only barely tolerate the shooting in these games, but damnit ND is just so good at story and "fun" (when it doesn't come to shooting, that is).
Yes. That's the word and what I'm working on currently. Playing with the Bonus add-ons is a nice way to 'simulate' Newgame+ as well with bullet time, shaders, all weapons etc.Do you still get the trophy for playing through on crushing with the unlimited ammo and slow mo on?
Playing on crushing is no joke.
The setting was really good, I agree, but the boss fight is absolutely just horrible designed. It's a QTE fight, I thought they learned from U3, but I guess not. It's simple parrying and just attacking. Lazy design. ND should really hire someone who has experience with boss battles. The melee system in this game is as basic as you can get, and I can't believe they designed the last boss battle around that.[spoiler/]
YesDo you still get the trophy for playing through on crushing with the unlimited ammo and slow mo on?
Playing on crushing is no joke.
8 hours into the game and I can't say I'm enjoying it. The camera and aiming feel off. I tried every settings but I can't find the right one for me.
It isn't the 30fps because I booted my PS3 versions of UC and TLOU to compare and it's just this game.
It's sad because I can see they put a lot of efforts into the game, but something is off.
Not an enjoyable experience. And that probably means I'm not going to enjoy their future games if they chose to design and tweak them like UC4.
Honestly I have no issue with it whatsoever. I don't know what there is to hate about it.
8 hours into the game and I can't say I'm enjoying it. The camera and aiming feel off. I tried every settings but I can't find the right one for me.
It isn't the 30fps because I booted my PS3 versions of UC and TLOU to compare and it's just this game.
It's sad because I can see they put a lot of efforts into the game, but something is off.
Not an enjoyable experience. And that probably means I'm not going to enjoy their future games if they chose to design and tweak them like UC4.
You either didn't play the game and are lying or you ignored half of what was going on. Maybe both.
Except it's not a new mechanic. You've been pressing square or circle all game; what's so hard about it now?Introducing a new mechanic specifically for a final boss is bad design. Bosses are supposed to be tests of the mechanics you mastered throughout the game to that point and final bosses more so. While the boss worked very well thematically and in terms of the story, it was bad game play precisely because it was a new combat system they teach you at the start of the fight.
That's literally it. It actually doesn't matter all that much that it's not a bad system; it's just not what the game was telling you was important,.even in the forced melee fights against Nadine where they probably could have put in the dodge system
Can anyone tell me what that silver skull is from? I've never seen it. Mind you, Ive never played Golden Abyss.
Ending boss
Congratulations ND on making one of the worst boss fights off all time, and surely the worst last boss of all time. Like what the hell were they thinking!? ND just suck at making boss fights in general, they can't make a decent one even if they had a gun to their head.
I'm at the part after the auction where you're climbing around in Scotland and I'm seriously losing steam. Does it start to pick up soon?
The setting was really good, I agree, but the boss fight is absolutely just horrible designed. It's a QTE fight, I thought they learned from U3, but I guess not. It's simple parrying and just attacking. Lazy design. ND should really hire someone who has experience with boss battles. The melee system in this game is as basic as you can get, and I can't believe they designed the last boss battle around that.
Except it's not a new mechanic. You've been pressing square or circle all game; what's so hard about it now?
The melee combat earlier on in the game functioned differently, did not have a dodge mechanic, you were able to roll around, etc. The boss fight introduced specific dodge left and dodge right mechanics, removed the roll ability, and added timing necessary to complete the various sequences. It is a different system. It's a fine system and once you get the hang of it it's actually kind of fun. But they are teaching you a new system in the final boss chamber and that's not good game design.
Let me restate here that UC4 is my favorite UC game and I absolutely adored basically everything before and after the final boss. But that boss fight was just not good as a boss fight for this specific game because of what I stated above.
I can only barely tolerate the shooting in these games, but damnit ND is just so good at story and "fun" (when it doesn't come to shooting, that is).
I didn't have a problem with it but understand why others did. I loved the concept and dialogue so much though. Maybe they would have been better off just literally making it a QTE which is nearly impossible to fail.
I kind of take issue with calling it a QTE. A QTE is like "button appears on screen, you press button in set time." That's how it has been in God of War, Dragon's Lair, etc. The mechanic here actually is more than just a simple reflex test. It's asking you to identify an animation and then react accordingly. I don't think it really qualifies as a QTE. Would it be considered one if you had to, for example, move your weapon to the appropriate "side" using the right analog stick? Mechanically this doesn't seem to make a meaningful or material difference to me (and this would probably be more frustrating).
Parrying (or countering) in most character action games, for example, is basically the same rule. To pull one of my favorite arrows out of my quiver, Heavenly Sword's countering system is not a bunch of QTEs. I don't think this counts.
Now I don't know if I think this discussion in and of itself is significant. Obviously it can be bad or you can dislike it without it being a QTE. But I think there's a lot more to it than just it being a simple reflex test.
Eh, I don't think they could win with the specific framework they decided on. If I'm trying to think "how do I make this fight function as a proper final boss for this specific game?" I keep having to scrap the entire concept. You probably have to redo thefights and maybe even theNadinefight and implement the dodge mechanics there. That doesn't mean you need the swords in those fights, just the basic mechanics should be consistent across all four fights.prison
Even then I don't think they're good as bosses for Uncharted gameplay, but at least then it's not "oh hey here's this new system" in the last fight of the game. I'd prefer a fight that tested your ability to use the traversal mechanics in combat as the bosses, but the framing of the fight screwed them on that one in this case.
My main gripe with the game was I feel there was just to much downtime especially in the beginning half and some of those parts tended to drag on to long. I feel like they completely mis-paced that section of the game. Like there would be a lot of downtime then you would get into a firefight/stealth section that wouldn't balance out with regard to how much downtime there actually was. So it felt very lopsided in that respect. At times I would want to let loose but it wouldn't let me. I wish there was like 10-20% more combat during this section of the game. I didn't really have this issue with the second half...
Alright, well I finally beat it. Honestly, I'm not sure how this game is getting perfect scores. It is fantastic in some respects (visuals, charecterization, storytelling, animation, environments, etc.) but fails pretty badly in others (lopsided combat, piss poor gameplay pacing, way way too much straightforward traversal that gets old really fast) that holds it back.
I would probably give it an 8 or 9 out of 10, not sure which yet. I'll just spoiler this whole thing because I want to talk openly about it.
First off, the story was great. Really good balance of fun and serious, with interesting characters and globe-trotting plot. The visuals, of course, were incredible. The set-pieces that exist were great.
The bad list is pretty long. First, the combat. Combat in Uncharted's games have never been amazing, but in this game the problems are magnified. The "free form" level design of combat encounters promotes the player in taking big risks and making interesting decisions, however the combat mechanics do not assist in this. The aiming is floaty and imprecise, and Nate's controls leave a lot to be desired: snapping to the wrong wall or jumping to the wrong ledge in the middle of a major combat encounter does not make for a fun encounter. The game almost begs you to "create your own action movie" in each encounter, but the tools it gives you are half-assed. They work really well, but only sometimes. This is only further increased by the fact that enemies take 5-10 bullets before they go down. This choice baffles me, especially considering the amount of enemies the game throws out you by the end. It seems like a parody of Nate being an action hero, it's weird. I would've preferred encounters of similar size where instead of killing everyone, Nate can just go from point A to B to escape the encounter. Instead of this, I'm forced to end the lives of everyone. Again, this wouldn't be a problem if the combat controlled better, but it does not. Uncharted 4's encounters are at there best in the "set-piece" moments when Nate is trying to achieve a goal during the combat encounter: escaping a building that is getting destroyed, making it to a vehicle to escape, catch up with his brother on a motorcycle, etc.
Additionally, many encounters promote stealth at the beginning to avoid straight up killing. This works, to a degree. But the stealth mechanics aren't interesting enough and quickly get repetitive. I was almost always craving something cool to happen and seldom did it. Most of the time I was forcing something cool to happen, only to be greeted with death. Don't try that cool swing attack, player. Play it safe. Survive, and murder these hundreds of guys. Especially this shotgun guy, that takes 20 hits to go down. It felt less like a man trying to survive by GTFO and instead a guy trying to mop up 20 or so bad dudes every time. That bothered me.
The second big gripe I have with the game is the general lack of "oh shit" moments. Thi may seem very cliche and blasphemous, but I play Uncharted in equal parts for the moments of awe and wonder (finding that hidden village in the clifftops or what haave you) and the parts where Nate has to survive some crazy situation using his wits and quick reflexes alone. There were a decent amount of these, but, especially near the end of the game, the developers decided to throw more straight-forward encounters to the player instead of crazy moments. U2 has this really on lock. The player constantly feels like he is behind the enemy, and he or she is trying their darndest to sruvive. Sure, you gotta pop some dudes sometimes, but a lot of the time you are trying to just get away and survive. Run from a chopper, make your way up a speeding train, escape a crumbling building. It seemed like U2 balanced "straight" combat with "setpiece" combat in almost equal measure. And whlie setpiece combat is no where near as interesting mechanically, it works on a different (and more fun) level. Uncharted's "basic" combat has never been fantastic enough to pack completely into a whole game, and I think the developers must have realized this during this game: because there is so many stretches of no combat. Which brings me to the next issue:
Way, way, way too much traversal. Traversal is fun, in practice. But after hours of doing the same thing over and over again, it grows old quickly. U4 does not break this up very well. In the opening 5 or 6 chapters, it's broken up decently well (albeit with story exposition instead of combat), but later on there are entire chapter stretches that have nothing but traversal and some dialogue. I would have quit long earlier if the dialogue wasn't actually interesting. And, to ND's favor, the dialogue is interesting, so there's a sense of passability there.
And my final criticism, which is more of a preference one: the ending was not good. There was a lack of exciting moments. It was more of a trek to Sam, followed by a single poorly executed boss fight (that introduced new mechanics just for the sake of a boss fight! Woo!) and then it's over. I'll give it the benefit that the falling action is good, with the character's loose ends tied up (albiet the whole salvage thing felt forced), and the epilogue was interesting, except for overstaying it's welcome a tad bit. I just felt the climax did not feel earned in relation to the rest of the game. I was waiting for some final, amazing spectacle, but did not get it. Maybe I'm spoiled from other Uncharted games, but the expectation was there nonetheless.
Whew, that was long. I apologize. I want to make it clear that I did not hate the game. I actually liked it quite a bit, but I feel like the team went in a direction for the series that just does not "do it" for me. It went for a more grounded approach, and focused on character interaction over spectacle. And while I can appreciate a good character story, I expect from Uncharted equal parts fun story beats and incredible spectacle. This game highlighted the former, but felt lacking in the latter. At least in my mind. It's probably more of a preference thing, but I felt like the "genre" they created in U2 and U3 was somewhat abandoned in U4 (not completely, of course). The incredibly inconsistent pacing really brought the adventure down to an almost boring level at some points, making those really incredible story and spectacle moments feel a little less impactful.
It's a really hard game to criticize, because the things it does well it does, really, really well, but it just doesn't have the same things that I loved about the previous games. It seems like ND is going all-in on the "walk and talk" style of moving around, getting story beats design philosophy, which is highlighted with a few "big moments" throughout the game. The Last of US does this incredibly well, especially considering it's thematic underpinnings and the genre it lives without. I feel, however, it doesn't work nearly as well in Uncharted 4.
Quick question: I haven't played 1-3 in a while and was curious about the Nathan Drake Collection. Is it worth rebuking games for this? Are the improvements worth it? If so I'll pick it up tomorrow.
As much as I love Uncharted 2, that game's main problem is at several points I want a break from the shooting, but Naughty Dog still manages to squeeze not one, not two, but at least that into any given stretch of playing the game. In Uncharted 4, everything feels right. Currently through the first half of the game through chapter 11 and I WANT to see what the next encounter holds for me because they're not shoved down your throat. There's a part in Uncharted 2 where right after the sequence where you're running away from Laz's men with Jeff on your shoulder, and then there's the heavy cutscene where he dies and Chloe gets "captured," you then are on you way to the train setpiece. Even in that small stretch of getting out of the city you have to fight a bunch of goons from the rooftops, and then in the trainyard. It's in those moments of that game that I can't help but feel like it's too much. Uncharted 4 ditches that mindset and makes it about balance.