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Uncharted 4: A Thief's End |OT| You're gonna miss this ass

I tried lock-on when doing the trophy stuff and it's pretty awful, imo. Auto locks to enemies but trying to get headshots is like impossible or maybe I'm just not used to it. Kept turning it off lol

Yeah, I was getting a few of the trophies yesterday on an easier difficulty and the lock-on is horrible.
 

Pilgrimzero

Member
I'm up to chapter 13 and I can see ND has embraced the Last of Us style of storytelling and gameplay.

Not that's bad, I am loving the game so far.
 

Bsigg12

Member
Just finished it. Really, really enjoyed the story and acting. Kinda got tired of the climbing. A really solid way to end Uncharted for Naughty Dog, can't wait to see what they do next.
 
Beat the game last night and cant help but feel a little underwhelmed by the entire experience.

First the good stuff:

The story is much more nuanced and dives into the character development a lot more than the previous efforts. The graphics are gorgeous. Shooting has definitely improved and the combat areas give a lot of tactical opportunities.

Now the Bad:

There is a ton of uneventful walking and jumping around; which wouldnt be too bad in itself if the climbing mechanics were a little bit deeper than just holding a direction and mashing X. I found a lot of it to be just kinda boring.

The open areas are largely wasted space. Its kinda curious that they added in these large spaces but had nothing to really fill them with. There are little trinkets to collect and some additional journal entries but none of them are really that interesting and feels more like busy work than anything else. In Tomb Raider, almost all the collectibles either gave you something that would help you in the game or, at the very least, give you experience, which made collecting and finding the trinkets feel a bit more important....there is none of that in Uncharted 4. Driving around for 15 minutes only to find another bowl that you will glance at for 4 seconds feels like a very unsatisfying reward for exploring.

The combat is pretty fun but Nate feels too delicate to utilize some of the more interesting possibilities of the environment. The combat areas seem to be designed for you to keep moving around them but in my experience, this only leads to you getting murdered. The most effective strategy that I found was to find some cover that was indestructible and dig in. The AI will occasionally flank you but if you are paying attention, you should be able to handle them.

Set pieces seem to be lacking as well. There are a few good ones in there but none of them feel as memorable as the train sequence of U2 or the cargo plane of U3. Some of them also just kinda feel like retreads of stuff from previous games as well.

Overall, its definitely still a good game but I walked away from it feeling a bit dissatisfied.

This is the issue. The more open combat arenas are mostly great, but the open areas with basically nothing in them don't feel rewarding at all. Pretty scenery can only go so far especially on replays. During certain parts of this game, it feels like you're just going through the motions.

I'm not a Tomb Raider fan at all. Couldn't get through the latest one and it is not as good as Uncharted 4, but the open space in that game is better utilized.
 

Croash

Member
The more I think about it the more I wish ND would patch the game to add a main menu option for Encounter Select.

A simple "Continue when Encounter ends? Yes/No" before launching it.

Please someone make it happen <3
 

LiK

Member
Hey are 2 and 3 really improved as well or just a new coat of paint and 60 fps? Any gameplay improvements in the collection? About to pick it up and I was just wondering

Same as UC1, they refined the aiming as well as some other gameplay tweaks so it's better. I didn't read up on all the changes but I know they improved those aspects so when you replay them, you'll def feel the difference compared to the originals.
 
Finished it last night.

Enjoyed the game tremendously, I enjoyed the pacing to be honest, even the beginning, it was cool to go through the home they built, it also served as a nice nod to those who played through previous games.

Fuck the
exploding mummies though, the bit in the caves, I did not enjoy that

4 > 2 > 3 > 1

This is the issue. The more open combat arenas are mostly great, but the open areas with basically nothing in them don't feel rewarding at all. Pretty scenery can only go so far especially on replays. During certain parts of this game, it feels like you're just going through the motions.

I'm not a Tomb Raider fan at all. Couldn't get through the latest one and it is not as good as Uncharted 4, but the open space in that game is better utilized

The
driving
sections if im not mistaken were a bit too open, perhaps they should have added more in terms of obstacles... or perhaps wild life hazards
 

SomTervo

Member
Just had a read of that Washington Post review.

Like... Fair enough if the guy didn't like it. Totally fair enough. He can give it a 2/10 for all I care (not that it's scored).

But it honestly doesn't read like a review at all. Uncharted 4 is a large, expansive game, with a handful of new mechanics, implemeted deeply throughout, and lots of gameplay. Then this the guy writes a short opinion piece, literally doesn't mention a single mechanic or what he did in the game, and slags off the entire series based on a pretty clear misunderstanding of it from a story/character point of view (for one thing, he seems to have seen the whole thing as a trilogy, when it isn't and never was).

Just strange. It doesn't read like a game review, it reads like a film review. He barely even mentions combat or how it actually plays.
 
Just had a read of that Washington Post review.

Like... Fair enough if the guy didn't like it. Totally fair enough. He can give it a 2/10 for all I care (not that it's scored).

But it honestly doesn't read like a review at all. Uncharted 4 is a large, expansive game, with a handful of new mechanics, implemeted deeply throughout, and lots of gameplay. Then this the guy writes a short opinion piece, literally doesn't mention a single mechanic or what he did in the game, and slags off the entire series based on a pretty clear misunderstanding of it from a story/character point of view (for one thing, he seems to have seen the whole thing as a trilogy, when it isn't and never was).

Just strange. It doesn't read like a game review, it reads like a film review. He barely even mentions combat or how it actually plays.

Sounds about right to me!

j/k
 
Only halfway through, but overall I'm finding the pacing my biggest problem.

Uncharted traversal has always been barely more than connect the dots, and I actually appreciate the slides and rope mechanics as they actually add some timing requirements to things, but rather than the kind of puzzle arena crossed with decent gunplay when things went wrong that TLoU offered, this feels more like large areas that exist largely to be passed through interspersed with enemy nests. Giving more options and ways to approach encounters was sorely needed for this series and works great, in fact this is far and away my favorite UC in terms of engaging in encounters, but the spaces in between are frankly boring. I was hoping the more open structure would instead lead for more stealth opportunities and less large blocks of mashing X while aiming at white ledges. I have to admit, some of the areas do feel really organic, and there's no derogating the game's presentation (aside from the score), but I'm having trouble placing the game vs the other UCs just because of the pacing. I don't see this touching TLoU in terms of my overall satisfaction by the time it's over.

I know a lot of people seem to really dislike the rope, but I'm actually hoping for a lot more of it in the back half of the game.
 

SomTervo

Member
I've got a feeling the 'open world' stuff was really just to play up to graphics gawking and a sense of scope with the PS4 hardware. It is underutilized but I'm guessing ND decided to go for that rather than totally a one path claustrophobic adventure.

Personally I think it pays off for a first time playthrough just to enjoy the tech side of things, but a second playthrough? No need at all to do much more than steamroll down the required path.

Could be they are dipping their toes into trying a truly open world game one day.

I'm replaying it right now on Crushing and I'm actually enjoying the open areas more second time through. I'm taking my time and exploring. There are actually quite a lot of secret areas, puzzles, little things to discover scattered in there.
 

Poetaster

Banned
Anyone else experience a bug that has your treasure collected stat stuck at 108/109 despite having every treasure collected? Any way to fix this or would I have to start from scratch?
 
Only halfway through, but overall I'm finding the pacing my biggest problem.

Uncharted traversal has always been barely more than connect the dots, and I actually appreciate the slides and rope mechanics as they actually add some timing requirements to things, but rather than the kind of puzzle arena crossed with decent gunplay when things went wrong that TLoU offered, this feels more like large areas that exist largely to be passed through. Giving more options and ways to approach encounters was sorely needed for this series and works great, but the spaces in between are frankly boring. I was hoping the more open structure would instead lead for more stealth opportunities and less large blocks of mashing X while aiming at white ledges.

I know a lot of people seem to really dislike the rope, but I'm actually hoping for a lot more of it in the back half of the game.

The game starts off a little slow, which is off putting for some. I love the rope too, especially on traversal kills

What chapter are you at?
 

Keihart

Member
OK, finished!

A few thoughts, which I'll preface by saying I'm not really an Uncharted or Naughty Dog fan. I quite liked TLoU (though it wasn't my game of the generation or anything), and I couldn't finish UC2, the only game in the series I'd played before. Still, I think I went into this with an open mind, in part because of my appreciation of TLoU.

First the positive:

Graphics -- no question, this is a truly beautiful game. I don't get fussed about IQ and framerate (as long as it's generally stable), but I do appreciate good environmental art direction, and this game has it in spades. Everything, from layout to lighting to palette, just fantastic. The urge to see the next area is a big part of what kept me moving through the game at a steady clip.

Character acting during cutscenes -- Great voice acting (w/ a few minor exceptions noted below), great motion capture work, and reasonably good writing, grounded in a pretty universally recognizable family/domestic story went a long way for me. Although I don't really like any of the UC characters (they're basically distilled adventure movie tropes), I still became moderately invested in how their personal stories were going to play out, which is saying something about the quality of delivery.

Environmental story telling -- this really shone in a few instances which I'll spoiler:
1. Chapter 4, exploring Nate and Elena's house, really does a great job of getting you a sense of the characters and their history together, and their current malaise. Much better job than their stilted conversation on the couch actually. 2. Avery's mansion -- in general, I didn't get too absorbed in the Libertalia backstory, as not enough was done to paint a picture of the principle players, they were just generic pirates as experienced through the letters and such. However, the decrepit mansion, and the dinner tableau were really effective at getting a sense of the doomed pirate endeavor and its resonance for Nate and co. in modern day. 3. The epilogue, my favorite part of the game probably. Again, predominantly letting the house tell the story as you look at the decorations, leaf through photo books, etc. It gave a really nice sense of Nate and Elena's arc after the end of the game proper, and I found this whole scene genuinely touching.
Chapter 11 -- best chapter for gameplay in the whole game. Great mix of slightly less rote platforming, gunplay, exploration, and high octane action. Game never reached this high again for me actually.

Now for the negatives:

Traversal. Lots have said it in here, but I found it a real chore, just boring busywork, and there is SO much of it.

Related, the pacing. I like slowly paced stories, and I like downtime between action to get to know characters better. However, I don't think this game handled its downtime well at all. Most of it was platforming, which, as just mentioned, I did not enjoy. The character moments in the downtime are mostly poor, consisting of bland chatter and banter which I almost never found illuminating or enlightening. This is a real shame, as I generally enjoyed the more traditional cut scenes, and I feel ND could have done a much better job making the traversal banter interesting. It almost feels like it was written by the B team, late in the game, just to fill up space in all that silent traversal. Mostly corny jokes, ham-handed attempts at illustrating interpersonal drama, or truly bland exposition. I don't know what the solution is, and I applaud ND for trying to make a more carefully and thoughtfully paced action game. But they did much better in TLoU, where the characters' relationship was building throughout the game, and where the exploration had direct value for the story (survival).

Music -- truly bland, warmed over hollywood blah. Just emphasizes the extent to which the game is built to be observed versus experienced (that is, most of the interesting stuff that happens is something you see or listen to, not something you do).

Hand-to-hand -- why can't Nate block or counter a punch? If they're going to keep throwing you into hand-to-hand, particularly in climactic boss fights, why is this a one button affair?

Villians -- somewhat surprised to see so much enthusiasm for them. They were both completely generic and forgettable to me.
Nadine was a stereotypical badass (with the least well trained mercenary army imaginable) who, despite having only 30 lines or so managed to fit in about 5 regional accents (at the end of the game she suddenly became Irish for some reason). Fighting her was super boring due to the aforementioned weak combat, which, sans dodge roll, was even worse against her. What's her background? What are her motivations? Who knows. Rafe was just as bad I thought. Trust-fund baby who decides to obsessively chase pirate treasure because that will prove he's able to do things for himself? Why didn't he just work out his daddy issues in business instead? Maybe an interesting motivation for this could be established, but it sure isn't here. The final fight against him is lame, too. Didn't find it difficult, but it just wasn't engaging/fun, particularly compared to the recently experienced big ship gun battle.

Elena and Nate chemistry (or lack thereof). I'm sure many will disagree w/ this, but I found them flat together. And their relationship is one of the two pillars of the game, so that's a pretty big minus.
I think their relationship tension is believable and an interesting theme to explore in this kind of game. And the final chapter discussion about buying the salvage company and their ease with each other in the epilogue were good. But everything before that felt like a generic "troubled couple" arc from a screenwriting 101 class. (following an awkward pause in conversation): "Are you... happy?" After a bunch of exploding mummies somehow magically unravel the Gordian knot of their marriage problems: "You have a weird idea of what's romantic!" What is this, a low-tier 80s rom com? This is a shame, as, again, the environmental story telling does a great job of getting you to be sympathetic to their relationship travails.

Overall, good but uneven game. I didn't think it was great, but I was genuinely motivated to keep pushing forward to see the next environment and find out what happened next.

Hope ND does a new IP next, and, as w/ TLoU, build it from the ground up for the kind of storytelling they want to do, as the studio's current interests seem a bit of an ill fit for pulp adventure.

You nailed it in the fact that i too think that the story is very much an 80's movie and i don't think it needs to be more complicated than that.

My only real complain with it would it be that there is a little to much restraint in some chapters.
 

SomTervo

Member
Nah, it's lame. Blindfire only gets you far if you have a shotgun, boroke, flintock or pistole on you or if it's just one dude coming out at you and you can shoot with the para or assault rifle. It's is pretty ubiquitous, a lot of the time you want to be hanging because the only decent cover is like that, course the maps are designed in a way that enemies can get around below you to get around your defense. With enemies being more aggressive and wanting to rush you in groups like the cavern fight late game, yeah nah.

The Madagascar tower is open with lots of stone cover and the option to stealth a lot of enemies beforehand. Not a great argument against the forced encounters like chapter 20. Plus you have the benefit of having already played the game and knowing what to expect so I don't even know if you're playing legit or not with the bonus unlocks.

Deffo not playing with bonus unlocks. Just going straight on Crushing. Seems fine so far, you just need to play clever.

I can imagine that last fight will be a pain in the arse. Will report back.

Only halfway through, but overall I'm finding the pacing my biggest problem.

Uncharted traversal has always been barely more than connect the dots, and I actually appreciate the slides and rope mechanics as they actually add some timing requirements to things, but rather than the kind of puzzle arena crossed with decent gunplay when things went wrong that TLoU offered, this feels more like large areas that exist largely to be passed through interspersed with enemy nests. Giving more options and ways to approach encounters was sorely needed for this series and works great, in fact this is far and away my favorite UC in terms of engaging in encounters, but the spaces in between are frankly boring. I was hoping the more open structure would instead lead for more stealth opportunities and less large blocks of mashing X while aiming at white ledges. I have to admit, some of the areas do feel really organic, and there's no derogating the game's presentation (aside from the score), but I'm having trouble placing the game vs the other UCs just because of the pacing. I don't see this touching TLoU in terms of my overall satisfaction by the time it's over.

I know a lot of people seem to really dislike the rope, but I'm actually hoping for a lot more of it in the back half of the game.

You're probably not halfway through.
 
They aren't really a troubled couple though. There's never a question of their couple-dom really.

It's just a matter of Drake admitting that he was eventually going to break his own promise that he would stop looking for treasure, and that he didn't want to admit that he still wanted to go for the adventure.

What is wrong with their relationship, that is resolved at the end, is that the couple lusts for adventure
That's the crux of the Elena-Drake relationship, not that they actually have typical marital issues of lying to one another or something trite like that.

Also to the people saying there is only one way to go: that applies for some of the game, but there is A LOT you are missing by simply taking the obvious path.

There's so much to explore in this game compared to similar games, it's not even a comparison. No other games get similar criticized for having one door to walk through. Yet Uncharted 4 provides so much more to explore, it's just that people miss it completely by assuming the right path is the only one to take.

Again, that applies for more than half the areas, but not close to all of them.
 
Finished it over the weekend. Overall it's a great game. As everyone has said ND are gods on game presentations, the whole thing felt expensive, masterfully crafted. I really liked the end, it was fitting
and nice to see that both Nate and Elena denied themselves something they both loved...adventure, and by accepting that part of themselves and legitimizing how to do it, found the way to make their relationship not only work but grow.

Lots of talk on the pacing, and overall I think it was done well, I like the reduction of enemy encounters, but maybe a bit too much exploration at times. I liked running around the bigger areas to fight enemies and I thought it worked well. I did play it on easy (not the lowest setting the one above it) because I'd platinum the previous 3 on PS3 then did hard mode on the collection, and ND just doesn't know how to make a hard mode work. So I decided to go with a easier setting, and I think that was a wise choice for me. I loved all the encounters and was able to dick around more, going for more bombastic fights and it was really fun.

I do wish there were bigger set pieces in the game, the E3 chase was amazeballs, but I just don't recall big things going on in between the fights and exploration. I really wish they had more of that, that's probably the biggest thing I wished for.

Overall though the game is fantastic and though it's still right below UC2, it's close.

UC2-UC4-UC3-UC1/G.A.

Great sendoff for one of my favorite game series.
 

Hoo-doo

Banned
Now to decide with which skins I want to replay the game on crushing with.

I'm thinking Tuxedo for Nathan. That ought to look weird in the madagascar deserts.
 

Chao

Member
I forgot to say, the rope and the flying punch are the best addition they've made gameplay wise, and it's a shame we got them in the last game.

Running out of cover, jumping from a ledge, swinging on the rope and falling directly into a dude's face feels awesome.

Combat in general felt like an action movie, there's so much shit you can do in a matter of seconds.
 

LuuKyK

Member
Finished the game this weekend, what a masterpiece. I loved everything about it. The second half of the game is so intense, its action non stop and its so pretty, jesus.
Except the ship graveyard section, that was annoying.
I loved how much exploration you could do, and they really made the climbing feel satisfying, I was not rushing through these rock boulders instead I was slowly trying to reach different rocks to see Drake's animations and fluid they were. The ending was perfect. I hope that if they continue with the series the go with new characters. Leave Drake story alone from now on. It ended on a high note and it should stay like that.

Will probably do a bigger write-up later, but my ranking would go U4 > TLOU > U2 > U3 > U1. I equally loved U4 and TLOU but I am much more of lighthearted game kind of guy, so thats probably why I prefer U4.
 

lt519

Member
Hah, my girlfriend casually dropped into conversation that she was talking about Uncharted 4 with her co-workers asking if they played it. That's impressive if she was talking about a game for a reason other than "Fallout 4 has consumed my boyfriend's life."

We were in Italy last year along the Amalfi coast and this capture looked eerily like Capri. Not sure if that is where they were in the game. There are a few other ports along the Amalfi coast like that so it could of been one of many. But that had to be the inspiration. Images are flipped obviously. She thought that was super cool and impressive.

127026248-port-capri-campania-italy-gettyimages.jpg
XtsIppq.jpg
 

TheAssist

Member
The open areas are largely wasted space. Its kinda curious that they added in these large spaces but had nothing to really fill them with. There are little trinkets to collect and some additional journal entries but none of them are really that interesting and feels more like busy work than anything else. In Tomb Raider, almost all the collectibles either gave you something that would help you in the game or, at the very least, give you experience, which made collecting and finding the trinkets feel a bit more important....there is none of that in Uncharted 4. Driving around for 15 minutes only to find another bowl that you will glance at for 4 seconds feels like a very unsatisfying reward for exploring.

Oppinions I guess.

What you are describing is the reason I like U4 and can not stand the new Tomb Raider
games. In TR you go into a level and immediately they show you a list with over one hundred things you can collect in that area. Fuck this. I dont feel rewarded by this. Its just busy work. It doesnt add anything. It only detracts from the actual fun part of the game and it it ruins pacing.

Your argument came up with a lot of other games I like. Mafia series and L.A. Noire to name the most prominent. Those games have a lot of open space with "nothing in it". I could really boil me some piss whenever I hear that phrase in that context.

You are not meant to walk around those games looking on the ground for items. You are not meant to walk into every dead end or try to jump up ledges that can not be jumped upon.
You are meant to just exist in that world. Take it in. Enjoy the car ride. You just had a gun fight. Time to turn on the radio, talk to your partner and relax. These bits are very important for pacing and atmosphere. I personally enjoyed those quite moments in U4. Especially because of the fact that I did not need to collect anything. Its so pressure less. Just enjoyable. In a less well crafted game these moments would be pointless, but here they feel more meaningful. I think games can be more immersive because they give you the time to think about what just happened, instead of jumping to the next scene like a movie would. You have time to reflect and Uncharted uses that expertly.

I can totally see that being a taste thing. Some people want to collect stuff and craft and get xp. Personally, thats the part of gaming I hate. When a game uses these mechanics for no real reason I feel like it wastes my time. It works for certain genres but a 3rd Person shooter isnt really one of those. In the case of Tomb Raider that meant that I could not finish either of the new games. They dragged on and on and nothing was ever happening. I lost complete focus on the story, pacing was non existent. The progression is just window dressing. Harder enemies could drop better weapons like in any other shooter, but hey, lets skinner box the shit out of our mechanics to make feel more "rewarding".
 

khaaan

Member
I haven't read through the thread yet (partially a fear of spoilers) but does the game change environment aspects based on difficulty settings or some other indicators?

I noticed when my brother was playing Chapter 5 that it was day-time (blue skies) but when I was playing it was actually closer to sunset (orange skies).
 

Dreez

Member
Just got to
Madagascar the city
(5-6 hours in?) wow TLOU2 is going to be crazy! There's stuff here that definitely wasn't possible on the PS3.

Regarding the game so far, I don't really want to play stealth, I want to run around swinging and going Rambo. Not really easy so far, but I guess there's somewhat a learning curve to it.
 
It looks like the pacing thing is finally becoming something most people have an issue with. I thought I was crazy for a while in the early impressions thread. Still a great game but man replaying this is hard.

Oh and I finally put lots of time in multiplayer, it's so good. It's U2 good. Such a shame most of it is not ready. Imagine how incredible coop could be.
 
It looks like the pacing thing is finally becoming something most people have an issue with. I thought I was crazy for a while in the early impressions thread. Still a great game but man replaying this is hard.

Oh and I finally put lots of time in multiplayer, it's so good. It's U2 good. Such a shame most of it is not ready. Imagine how incredible coop could be.

I personally love the pacing. UC4 is everything I could want from a videogame. But I can understand why people are turned off by it, especially when UC4 teases you with its fantastic gunplay only to not have much of it.
 
I can totally see that being a taste thing. Some people want to collect stuff and craft and get xp. Personally, thats the part of gaming I hate. When a game uses these mechanics for no real reason I feel like it wastes my time.

Well Uncharted 4 still uses these spaces as collect-a-thons, maybe not as bad as some other titles but theyre still there.

They dont have to have upgrades hidden around but there should be at least some kind of reward for exploring besides some worthless doodad and a trophy.
 
I personally love the pacing. UC4 is everything I could want from a videogame. But I can understand why people are turned off by it, especially when UC4 teases you with its fantastic gunplay only to not have much of it.

Yeah same here, it's the only one in the series where I felt I gave a shit about many things as well as feeling immersed in the world because it took it's sweet ass time to get you soaked in that world.
 

dealer-

Member
Oppinions I guess.

What you are describing is the reason I like U4 and can not stand the new Tomb Raider
games. In TR you go into a level and immediately they show you a list with over one hundred things you can collect in that area. Fuck this. I dont feel rewarded by this. Its just busy work. It doesnt add anything. It only detracts from the actual fun part of the game and it it ruins pacing.

Your argument came up with a lot of other games I like. Mafia series and L.A. Noire to name the most prominent. Those games have a lot of open space with "nothing in it". I could really boil me some piss whenever I hear that phrase in that context.

You are not meant to walk around those games looking on the ground for items. You are not meant to walk into every dead end or try to jump up ledges that can not be jumped upon.
You are meant to just exist in that world. Take it in. Enjoy the car ride. You just had a gun fight. Time to turn on the radio, talk to your partner and relax. These bits are very important for pacing and atmosphere. I personally enjoyed those quite moments in U4. Especially because of the fact that I did not need to collect anything. Its so pressure less. Just enjoyable. In a less well crafted game these moments would be pointless, but here they feel more meaningful. I think games can be more immersive because they give you the time to think about what just happened, instead of jumping to the next scene like a movie would. You have time to reflect and Uncharted uses that expertly.

I can totally see that being a taste thing. Some people want to collect stuff and craft and get xp. Personally, thats the part of gaming I hate. When a game uses these mechanics for no real reason I feel like it wastes my time. It works for certain genres but a 3rd Person shooter isnt really one of those. In the case of Tomb Raider that meant that I could not finish either of the new games. They dragged on and on and nothing was ever happening. I lost complete focus on the story, pacing was non existent. The progression is just window dressing. Harder enemies could drop better weapons like in any other shooter, but hey, lets skinner box the shit out of our mechanics to make feel more "rewarding".

Great post, exactly my thoughts. I still haven't finished the new Tomb Raider for the same reasons. I loved that there was always two or three directions available to you to move forward here rather than being funnelled down one path like in previous games.
 
Looks like BestBuy had the wrong value for trades. It's actually $30 and not $15. As much as I hate it, I'm going to trade it in today.

I love the game, I beat it, I just can't see myself going for the Platinum and as much as I'd like to replay some encounters with a stealth only goal there isn't a lot of replay value here for me.

It's just that if I want to get No Man's Sky next month that I have to trade UC4 in now. Fucking sucks. If No Man's Sky came out in August I wouldn't need to do so. But I'll rebut Uncharted at some point late this year, the only game I want after No Man's Sky is Battlefield 1.
 

KiraXD

Member
On another note... i ACTIVELY searched for treasure and ended up only finding about 40% by the end.

everytime i found one i looked and saw a bunch of ??? above it and kept thinking "how the fuck did i miss 4 in a row... i searched everywhere!!!" buuuut it gives me something to look forward to finishing on my second playthrough.
 
I will say that when it comes to encounters, Hard is the way to go. I'm on my second playthrough and I decided to try Moderate; it's way too easy. Encounters last only a few minutes, while on my Hard playthrough they'd last up to 30 minutes.

This made the pacing feel a lot better because whenever I approached an encounter I'd think "here we go" and get excited to get me hands dirty. The downtime made each encounter feel special and exciting.
 
Looks like BestBuy had the wrong value for trades. It's actually $30 and not $15. As much as I hate it, I'm going to trade it in today.

I love the game, I beat it, I just can't see myself going for the Platinum and as much as I'd like to replay some encounters with a stealth only goal there isn't a lot of replay value here for me.

It's just that if I want to get No Man's Sky next month that I have to trade UC4 in now. Fucking sucks. If No Man's Sky came out in August I wouldn't need to do so. But I'll rebut Uncharted at some point late this year, the only game I want after No Man's Sky is Battlefield 1.

Damn, I used to think you were cool :(

just kidding, you dont have to justify why you're done - you played the game, you felt you were done and you traded the game in.
 

Timeaisis

Member
Alright, so I think I have finally figured out how to best communicate what I did not like about this game. And I think I can explain that easily using Chapter 21 as an example.

Spoilers, obviously.

Chapter 21 opens after an explosive, exciting escape Chapter 20, with Nate and co. retreating from Nadine's army and fighting their way through some exciting battle. Chapter 21 on paper serves as somewhat of a "cooldown" chapter after the exhilarating previous one. Unfortunately, it kind of spoils the ramp-up pacing leading up to the end game and the final encounter. It's just kind of...there.

Chapter 21 is just a traversal chapter. That's it. Nate leaves behind Sully and Elena to go rescue his brother. It leaves Nate alone to get to the Avery's ship and rescue his brother. He climbs a lot of stuff. I'll give it to the game that this traversal chapter is slightly more interesting than the rest, with some nice views and some non-obvious pathing, but it's still there, feeling completely out of place after the ramp-up of 20 and the dramatic conclusion that happens in 22. As weird as it sounds, it feels like filler.

And this permeates through U4 in general, but I think this chapter is the most clear example, because it possibly sours the dramatic build-up that happened in the previous chapters and just exists, seemingly, to give the player a break from the action. But what's so wrong with a break?

Well, nothing, on paper. In some chapters in U4 there are segments of no combat traversal that yield some interesting character development. Nate and his bro share some memories, reminisce, or dig up some of their feelings. Although not exciting in an action-adventure way, these serve a purpose to propel the characters forward through the story. There is something to be said of where these are placed and why they sometimes don't work quite well sandwiched between exciting setpieces, but that's another criticism that we've been through over and over again.

Chapter 21, however, is just there. You traverse some environments and reach your destination. It feels like player busywork before the big payoff. And it brings me to what I feel like Uncharted 4 so desperately needs: editing.

Editing, of course, is a film term, not really a game one. But because this series so much seeks to emulate the medium of film, I feel like I need to criticize it through the lens of film in some respects. In a movie, after a huge action setpiece moment a la Chapter 20, the action movie would likely take a little break. Give the characters some small time to take a breather, talk about something, and then finally allow the main character to make the journey up the cliff to save his half-wit brother. But the difference? The movie wouldn't spend 20 minutes on the protagonist's climb up the mountain, because that is god damn boring and completely breaks the pacing. And I must ask , why the hell does ND think that is important to experience? We, as the player, have done dozens of traversal sections when we get to this chapter, we get the jist. At this point in the story we want to see the ending, to see what happens, who lives and dies, etc. What we don't really want is to scale yet another cliffside for the hundreth time for 20 minutes. Wouldn't it be great if U4 trusts the player to "get" it on their own, and do some obvious cliff montage. Wouldn't it be great if they just did a cinematic of Drake climbing the mountain, using some quick edits, and a few key player interaction moments during some exciting jumps. We don't need to be in it for half an hour to get that Drake is climbing that mountain. We don't need to be with him that entire time. We can be trusted to understand how edits work.

And it's not just this example, U4 does this all the time, with little things. Pushing a box around for a handful of minutes here, moving a crate over there, solving a completely obvious environmental puzzle to proceed, doing some half-assed traversal in order to make it to your destination. Little road blocks that break up the pacing. Small moments that serve no greater narrative purpose nor give the player anything interesting to do with gameplay. And it's not like they are a spectacle, either. They are busywork. It's just downtime for the sake of downtime.

This permeates the game, and, in my opinion, has no place in it. There are parts of Uncharted 4 where I feel like I'm watching The Revenant in slow motion.
 
Maybe I'm doing something wrong when it comes to the combat but even on normal difficulty, doing things like the rope swing takedowns and melee combos were getting me killed (or close to death) because I was getting pinged at the entire time from range whenever I was pulling those moves off.

The only time I could pull off any movie action moves without ending up black and white and moments from death was when I started moves off from stealth. You're often surrounded, either at the beginning of a loud encounter or shortly afterwards as the reinforcements come in from all angles, which should push you to keep moving rather than sticking to cover, but you're going to get pinged while in motion too as the enemies are very accurate.

How are you guys finding the run and gun working in your experience? Are you playing defensive? Rolling everywhere? The combat system feels overbalanced towards stealth, firing some bursts from stealth, breaking line of sight to shift back into stealth and then popping out for a few quick bursts again, or a stealth melee kill if you're close. Otherwise I find I'm taking too many hits, and that keeps me from doing the more cool, over the top moves.
 
I see a lot of people complain that they spoiled the best setpiece which makes me glad I went on media blackout.
On the other hand, they did the same for UC3 (which I fortunately also didn't watch) so I feel people only have themselves to blame.
Seeing it for the first time when you're actually playing it is so much better, watching all that pre-release footage would've really affected my enjoyment of the game.
It's gonna be hard for it to blow you away if you already know what's coming.
 
On another note... i ACTIVELY searched for treasure and ended up only finding about 40% by the end.

everytime i found one i looked and saw a bunch of ??? above it and kept thinking "how the fuck did i miss 4 in a row... i searched everywhere!!!" buuuut it gives me something to look forward to finishing on my second playthrough.

Same. I still haven't looked at a guide and I still can't find a bunch on the second go. I have no clue where these things are hiding.
 

Unknown?

Member
I see a lot of people complain that they spoiled the best setpiece which makes me glad I went on media blackout.
On the other hand, they did the same for UC3 (which I fortunately also didn't watch) so I feel people only have themselves to blame.
Seeing it for the first time when you're actually playing it is so much better, watching all that pre-release footage would've really affected my enjoyment of the game.
It's gonna be hard for it to blow you away if you already know what's coming.

Meh, seeing it and playing it are two different things! I thoroughly enjoyed that set piece even though I saw it many times, it was the best one of the series IMO.
 

Soriku

Junior Member
The cargo plane setpiece in U3 is way overrated. I thought the city fight/car chase in U4 was much better. Btw the city has to be one of the most impressive ones I've seen.

Speaking about the combat, the combat is smoother but it's lacking feedback, especially coming from MGSV. When I shoot and enemy it doesn't feel like I actually hit anything. Maybe also have to do with the lack of blood. Sometimes I can't tell if I hit an enemy or not.
 

-griffy-

Banned
After beating the game on Saturday, I've finally been listening to the soundtrack on Spotify. I think people are sleeping on the soundtrack a bit. It's different from the soundtracks to the first three, so I understand some people won't like the change, and that it pretty sparingly uses Nate's theme in it's fully blown glory, but there's some real good shit on this. The music during all the big action scenes is really good stuff, and when it gets big it gets real big.
 
After beating the game on Saturday, I've finally been listening to the soundtrack on Spotify. I think people are sleeping on the soundtrack a bit. It's different from the soundtracks to the first three, so I understand some people won't like the change, and that it pretty sparingly uses Nate's theme in it's fully blown glory, but there's some real good shit on this. The music during all the big action scenes is really good stuff, and when it gets big it gets real big.
I agree. I wish the soundtrack was on Apple Music :(
 
Alright, so I think I have finally figured out how to best communicate what I did not like about this game. And I think I can explain that easily using Chapter 21 as an example.

Spoilers, obviously.

Chapter 21 opens after an explosive, exciting escape Chapter 20, with Nate and co. retreating from Nadine's army and fighting their way through some exciting battle. Chapter 21 on paper serves as somewhat of a "cooldown" chapter after the exhilarating previous one. Unfortunately, it kind of spoils the ramp-up pacing leading up to the end game and the final encounter. It's just kind of...there.

Chapter 21 is just a traversal chapter. That's it. Nate leaves behind Sully and Elena to go rescue his brother. It leaves Nate alone to get to the Avery's ship and rescue his brother. He climbs a lot of stuff. I'll give it to the game that this traversal chapter is slightly more interesting than the rest, with some nice views and some non-obvious pathing, but it's still there, feeling completely out of place after the ramp-up of 20 and the dramatic conclusion that happens in 22. As weird as it sounds, it feels like filler.

And this permeates through U4 in general, but I think this chapter is the most clear example, because it possibly sours the dramatic build-up that happened in the previous chapters and just exists, seemingly, to give the player a break from the action. But what's so wrong with a break?

Well, nothing, on paper. In some chapters in U4 there are segments of no combat traversal that yield some interesting character development. Nate and his bro share some memories, reminisce, or dig up some of their feelings. Although not exciting in an action-adventure way, these serve a purpose to propel the characters forward through the story. There is something to be said of where these are placed and why they sometimes don't work quite well sandwiched between exciting setpieces, but that's another criticism that we've been through over and over again.

Chapter 21, however, is just there. You traverse some environments and reach your destination. It feels like player busywork before the big payoff. And it brings me to what I feel like Uncharted 4 so desperately needs: editing.

Editing, of course, is a film term, not really a game one. But because this series so much seeks to emulate the medium of film, I feel like I need to criticize it through the lens of film in some respects. In a movie, after a huge action setpiece moment a la Chapter 20, the action movie would likely take a little break. Give the characters some small time to take a breather, talk about something, and then finally allow the main character to make the journey up the cliff to save his half-wit brother. But the difference? The movie wouldn't spend 20 minutes on the protagonist's climb up the mountain, because that is god damn boring and completely breaks the pacing. And I must ask , why the hell does ND think that is important to experience? We, as the player, have done dozens of traversal sections when we get to this chapter, we get the jist. At this point in the story we want to see the ending, to see what happens, who lives and dies, etc. What we don't really want is to scale yet another cliffside for the hundreth time for 20 minutes. Wouldn't it be great if U4 trusts the player to "get" it on their own, and do some obvious cliff montage. Wouldn't it be great if they just did a cinematic of Drake climbing the mountain, using some quick edits, and a few key player interaction moments during some exciting jumps. We don't need to be in it for half an hour to get that Drake is climbing that mountain. We don't need to be with him that entire time. We can be trusted to understand how edits work.

And it's not just this example, U4 does this all the time, with little things. Pushing a box around for a handful of minutes here, moving a crate over there, solving a completely obvious environmental puzzle to proceed, doing some half-assed traversal in order to make it to your destination. Little road blocks that break up the pacing. Small moments that serve no greater narrative purpose nor give the player anything interesting to do with gameplay. And it's not like they are a spectacle, either. They are busywork. It's just downtime for the sake of downtime.

This permeates the game, and, in my opinion, has no place in it. There are parts of Uncharted 4 where I feel like I'm watching The Revenant in slow motion.

I agree with most of this. But instead of just cutting out stuff I rather they add action in.
The finale should be the most crazy action, the culmination of the entire gameplay experience. Instead you just swim your way to a ship and do a weird final boss mini game.

My philosophy with games is never sacrifice gameplay for story. Make the story fit the game, we are playing games, that is the most important part.
 
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