Well if Uncharted 1 is unplayable maybe we should talk about RE4... I know that that game is like the mesiah here but damn those controls these days...
2 is almost straight, non-repetitive action from like chapter 3 to 15, then it picks back up till its ending. You get the jeff-carry/escape into the train into the wreckage battle into Nepal downtime, then into the tank chase, truck convoy and then some straight up balls-to-the-wall combat almost all throughout the monastery.
Thatstretch is far too subdued IMO, made worse by coming off of13 through 16which might be the slowest, most uneventful chapter in the series (in terms of gameplay)12
I think the biggest problem I have right now in these discussions is the fact that I can't for the life of me remember what happens in which chapter. You guys keep reeling them off like you remember them all by heart already :O
The chapters are a bit longer so they generally capture a more distinct segment. I couldn't for the life of me tell you which Uncharted 2 chapter is which, and I like that game more.I think the biggest problem I have right now in these discussions is the fact that I can't for the life of me remember what happens in which chapter. You guys keep reeling them off like you remember them all by heart already :O
2 is still dotted with routine combat encounters that are interspersed in all of that. As progressive as UC2 is in a lot of places they were still afraid of having your character travel from Point A to Point B without shooting the entire way.
I guess it depends on whether you would rather spend the downtime between unique combat scenarios doing routine shootouts or doing traversal/exploration. I get why some prefer the former but I prefer the latter.
I think the biggest problem I have right now in these discussions is the fact that I can't for the life of me remember what happens in which chapter. You guys keep reeling them off like you remember them all by heart already :O
The yeti was still action! And there's more than one big lull in 4.
2 is almost straight, non-repetitive action from like chapter 3 to 15, then it picks back up till its ending. You get the jeff-carry/escape into the train into the wreckage battle into Nepal downtime, then into the tank chase, truck convoy and then some straight up balls-to-the-wall combat almost all throughout the monastery.
4 really rarely has back-to-back combat with varying design/spins. The combat that's there is great, but there's no denying the structure is considerably different compared to 2. And lengthy exploratory segments are only going to be cool for me a couple times. Too often I didn't feel in the mood for those areas and was hoping for more action.
I strongly disliked TLOU
I think the biggest problem I have right now in these discussions is the fact that I can't for the life of me remember what happens in which chapter. You guys keep reeling them off like you remember them all by heart already :O
I think the biggest problem I have right now in these discussions is the fact that I can't for the life of me remember what happens in which chapter. You guys keep reeling them off like you remember them all by heart already :O
I can't think of anything from the previous three gamed that was as impressive as the jeep level they showed in the E3 video. Even if that's the only thing in the game like that (which I don't know), it's the best.
And I'd gladly take part in 2's "routine," encounters because they were fun, even at their most basic. They always had a sense of direction, and never drifted into UC1's completely static, dull-arena territory. Like I said, every one of those shootouts had something memorable about them. I don't at all mind 4's being less "designed," and directed , but I was really hurting for more of those.
When that setpiece finished i went wow, thats one of the best setpieces i have ever played.
But then the game doesnt top it. And when compared to the previous setpieces like the cruise ship where an entire level is built around the ship turning and twisting, and the train level where you fight not one but two bosses over the course of two levels, it starts to become apparent that there is nothing like that in U4. I used to make fun of Tomb Raider setpiece that basically consist of lara running while shit blew around her and i was shocked to see thats basically the extent of setpieces in U4 other than the E3 setpiece.
So, Chapter 4...
Am I really playing Crash Bandicoot. What is this. What is this and why is this so great.
Just wait until youplay it again later.
And I'm like 'yeah, there's no wayPS4 isn't happening after this.Crash
So, Chapter 4...
Am I really playing Crash Bandicoot. What is this. What is this and why is this so great.
Chapter 12 iscorrect? No way, the puzzle solving and traversal alone has more gameplay than Chapters 2 and 4 of UC3. And Chapter 18 of UC3 has unarguably the least gameplay of any chapter in the entire series. You just push the stick forward. (I lover that chapter BTW!).At Sea
What was memorable about the fights inside the hotel? And first fight after you meet up with Jeff and Elena? Or the courtyard fight when emerging from the temple with Choe? Or the fight just after crossing the river? All of these are the very definition of routine arena fights. Which isn't a criticism- but they aren't really memorable at all. The only reason I can rattle them off now is that I've played UC2 a bunch of times including just a week ago.
But both the train and ship levels were smack in the middle of UC2 and UC3. So they arguably don't top their signature set pieces either.
Belgian Dude, don't read the two posts below yours. And yeah, Chapter 4 is fantastic.
I normally just use 7 ratings instead of a 10(Excellent, Very Good, Good, Okay, Eh, Awful, Crap) cuz 9/10 and 10/10 are basically the same damn thing(EXCELLENT), and so is 3/10-4/10(AWFUL) and 1/10-2/10(CRAP!)
I play maybe 1-3 excellent games every year. Last year was just one(Bloodborne). 2014 was 3(Bayonetta 2, Tropical Freeze, Mario Kart 8). 2013 was 3(Wonderful 101, The Last of Us, Super Mario 3D World). 2012 was two(Journey, Mark of the Ninja)
I hardly even understand how that is possible.
This "Every shootout must be super memorable" sentiment is something I don't necessarily agree with. Sure a lot of those smaller encounters are "routine" but I still love how they feel within the flow of UC2's pacing. They're placed firmly within the forward momentum, they offer consistent short bursts of action, they aren't too over the top, and they keep me engaged because combat- as simple as it might be- is still the most complex gameplay system in Uncharted.
I also strongly dislike The Last of Us
In other news this game is unervingly realistic
It's not about each of those shootouts being super memorable in their entirely — it's that there's something distinct one can remember about each of them.What was memorable about the fights inside the hotel? And first fight after you meet up with Jeff and Elena? Or the courtyard fight when emerging from the temple with Choe? Or the fight just after crossing the river? All of these are the very definition of routine arena fights. Which isn't a criticism- but they aren't really memorable at all. The only reason I can rattle them off now is that I've played UC2 a bunch of times including just a week ago.
Snip
I mean we are basically saying "oh that's the first armored trooper where the game teaches you about blind fire" and "oh, there is a turret" and "there was a fountain in the coutryard" are all that it takes to be memorable and unique?
I love UC2, including the basic combat mechanics, but there is nothing unique about that stuff at all.
There really aren't any shootouts in 2 that are treated as filler. They're the bread and butter of the game, so it stands to reason they'd be the go-to type of gameplay.
And yes, every encounter in 2 does something new within the game it isn't always some huge bombastic scenario like the towers collapsing in the monastery, but there's always something being explored through the game design.
I agree- I'm just pushing back against the narrative that every encounter in UC2 was somehow memorable, unique, and inventive. Because they weren't. But boy there sure were a lot of them that were pretty awesome.
And I totally get if you want to use these routine encounters as the filler between the unique scenarios. I think that's fine but that's also what pretty much every single game does. So I find it far more interesting when game designers are feeling confident in just forgoing combat if it isn't adding something. I think that Chapter 16-18 break in UC2 is driving a lot of the design decisions in every ND game since and I applaud them for it even if it isn't working for everybody. I think this stuff is a major step forward for the genre.
Finally got past the time remaining error and finished. Overall a great ending to the series. U2 is still my favorite, but this was damn close.
The only real nitpicks I have are that I would have liked some different enemy types. Maybe even something supernatural toward the end to mix things up. The other is that a few of the areas were kind of large with not much going on in them
I think my rankings would be 2,4,1,3,,,,,,,,,TLoU(couldn't stand that game)
I can understand the praise that UC2 gets for mixing up the enemy encounters, but the combat isn't that meaty enough for it to be like this HUGE deal to me.
At the end of the day you revert to the same ole tactics to get rid of them.
When the game first released, the concept of "traversal gunplay" was fairly unique. The fact that you could basically fire you weapon in any situation, whether you were climbing, jumping or running across moving objects was not something that could be done in most third person shooters at the time.
wth how.much of tlou did you play?
Tlou outshinses them all
When the game first released, the concept of "traversal gunplay" was fairly unique. The fact that you could basically fire you weapon in any situation, whether you were climbing, jumping or running across moving objects was not something that could be done in most third person shooters at the time.
It's cool to prefer UC2's roller coaster pacing but UC4 is a different game. It's got different pacing, different tone, different intentions altogether. Almost every chapter feels like its own self-contained journey, and like something that couldn't really be done outside of video games.
UC2 and UC3 did the set piece thing so well that Naughty Dog would have been silly to try to recapture that magic. Instead they've gone for something more sprawling yet more intimate and emotional. Something that evokes actual travel through these environments. So much of this game is trying to make you feel like a puny human struggling against the mind-blowing immensity of its universe. And at that I think they've succeeded.
This stuff above is the very definition of TPS filler.
What was being explored in game design in the post temple couryard fight? It's not the first time you have the AI helping you either.
I'd be more impressed with their confidence to offer more traversal sections if there were morein the game. There's a sense of urgency and intensity missing, and it's hard for me to get over that. I didn't come to Uncharted solely for character moments, nonchalant climbing, and story.Clocktowers and Chapter 21 platforming sequences
Don't get me wrong though, I respect Uncharted 4. I know this is exactly the game ND wanted to make (can't say the same for UC3), and I understand why the people that love it do. I'm sure this will be many people's GOTY, and I won't fight them on that, the same way I didn't fight people praising MGSV even though that game left me TOTALLY empty.
I just wished it was used more in UC2. I felt like they did a good job with it in Chapter 5 when it was first introduced but it fell by the wayside about after that because the level design wasn't really very accommodating to it. I felt like UC3 did a better job at designing levels around it.
I'm not even sure what you're trying to refute at this point. Was it the "2 has the most, and best 'designed,' encounters," thing? Because by "designed," I talk of guided encounters like the sign shootout that makes you use cover that you're climbing around on. There's a distinction to be made between those and the ones typically found in 4 that are really open. 4's shootouts that are more funneled, linear affairs aren't as numerous as they are in 2 which has itself has nothing like what's in 4, or the ship graveyard one in 3.
And even if you can't accept that that's the case for every shootout, there's no downplaying the truly standout ones in the game.
What do you think the core gameplay is in 2, or the series as a whole?
What about the sign shootout? Or the train's rooftop/interior options?
Made it to the PSX demo area. Great encounter, as expected. But the lack of encounters is really starting to bring me down a bit. It makes me sad because everything in the game is pretty much perfect, like I love all the non combat stuff and I don't think it goes on too long, I just think the combat doesnt go on nearly long enough. Like this would be a 10/10 game if they just put MORE of their glorious combat in. Like even compared to TLOU they slashed the hell out of the number of encounters in this. Like it's only a couple per chapter thus far and they are never back to back. I really don't understand the choice there for that. Like Chapter 12 would have been so much better as a catharsis chapter if 11 hadn't just been the one setpiece. It needed a string of combat encounters escalating to that big sequence, so then 12 would feel like a sigh of relief instead of just more business as usual (albeit excellent business as usual).
Still loving it but fuck...I wish they could like patch in more combat or something lol