The whole middle meat of UC2 is just fantastic. You traverse Nepal and then fight the helicopter with the collapsing building. Do puzzles with Chloe before having to escape with Elena and Co (RIP Cameraman Jeff). Get on the train, which is just a damn awesome moving level, before fighting in the snow and ending up at ze peaceful village.I think some people are really understating just how good UC2's encounter design is.
Nah, I played through UC1 on crushing a couple of days before UC4. It's dated yeah, but not unplayable.4/10 is bad, 5/10 is just eh. I like to use the full scale when available. UC1 is damn near unplayable in 2016(and it wasnt that good in 2007 frankly), and UC3 strengths are mitigated by its many, many weaknesses.
Do people find the climbing segments in 4 substantial enough to carry the game at length?
The game seems like it'd be terrible to replay, but after 3 chapters I find it's quite enjoyable.
This is because the 'pull' of the story is no longer there - you know what happens. Because of that your antsiness to progress is gone, and there's no reason not to relax and luxuriate in the setting, enjoy the (truly astonishing) acting, and try fun stuff in the combat scenes.
I actually think I'll follow through with this second playthrough.
Not in the slightest imo. They animate dramatically better than before, and the occasional rope or sliding section can be satisfying to nail, but 90% of my time climbing is spent mashing X in the direction of handholds. It's still super automated.
edit - to be clear, I don't mind the climbing on principle, I just think it needs to be used smartly so that its shortcomings are somewhat masked. By this I mean keeping climbing sections brief and well spaced apart, and mixing it with other elements such as combat (vertical arenas), stealth, and puzzles. UC2 was decent about this, while UC4 indulges on section after section consisting mostly of linear handholds. The clocktower in chapter 11 is actually a great use of the climbing imo - there's some navigational challenge due to the need to ring the bells in a certain order, and the objects you're climbing are often dynamic (moving weights/counterweights) and demand timing (jumping through gaps on moving pieces). It's a nice section.
Not in the slightest imo. They animate dramatically better than before, and the occasional rope or sliding section can be satisfying to nail, but 90% of my time climbing is spent mashing X in the direction of handholds. It's still super automated.
edit - to be clear, I don't mind the climbing on principle, I just think it needs to be used smartly so that its shortcomings are somewhat masked. By this I mean keeping climbing sections brief and well spaced apart, and mixing it with other elements such as combat (vertical arenas), stealth, and puzzles. UC2 was decent about this, while UC4 indulges on section after section consisting mostly of linear handholds. The clocktower in chapter 11 is actually a great use of the climbing imo - there's some navigational challenge due to the need to ring the bells in a certain order, and the objects you're climbing are often dynamic (moving weights/counterweights) and demand timing (jumping through gaps on moving pieces). It's a nice section.
The distinction I'm making is that the sign shootout is wholly different than a bog standard flank the turret encounter. The former is what makes Uncharted, well Uncharted. The latter is in tons of games and doesn't stand out at all. But it doesn't mean that flanking the turret isn't fun.
And I think the UC4 spoileris just as good an example of this type of sequence as the sign shootout.Jeep elevator sequence
I'm not downplaying them. I'm saying that people exaggerate and present UC2 like the entire game is made up of them when it's not.
TPS combat (characterized by the need for a high degree of mobility and improvisation) combined with a fair bit of traversal and puzzle solving. The distinct mix of these elements is different in every single UC game.
I didn't say Chapter 5 was the only place. Just that it wasn't used as frequently as I would have liked. I think UC3 did a better job at accomodating that throughout the whole game compared to UC2.
Not in the slightest imo. They animate dramatically better than before, and the occasional rope or sliding section can be satisfying to nail, but 90% of my time climbing is spent mashing X in the direction of handholds. It's still super automated.
edit - to be clear, I don't mind the climbing on principle, I just think it needs to be used smartly so that its shortcomings are somewhat masked. By this I mean keeping climbing sections brief and well spaced apart, and mixing it with other elements such as combat (vertical arenas), stealth, and puzzles. UC2 was decent about this, while UC4 indulges on section after section consisting mostly of linear handholds. The clocktower in chapter 11 is actually a great use of the climbing imo - there's some navigational challenge due to the need to ring the bells in a certain order, and the objects you're climbing are often dynamic (moving weights/counterweights) and demand timing (jumping through gaps on moving pieces). It's a nice section.
Just beat game I enjoyed it greatly. I don't think I have anything negative to say about experience just an observation. This game seems to lend itself to multiple play through because of the exploration elements. Leaving it as a choice, strengthens players control but at same time allows them to have strong story focus and pacing. Well done, imo. ND are masters at their craft.
I'm really hoping all those segments don't bog down a replay for me. I'd rather not have to just skip chapters to get to the action I'm looking for.
2 makes the most of it's gameplay, whereas I couldn't help buy think 4 could've done so much more in that regard.
It'd be one thing if those areas in 4 were able to be bypassed on subsequent playthroughs — which they all might, haven't played it through again myself — but they certainly don't seem like they all can be. Exploring that house in the flashback was great the first time, but that gameplay isn't engaging enough on a mechanical level for me to want to go back through it. It isn't deep enough or free-form enough for me to do so. .
I'm replaying the game now on crushing and it's...not easy to get through. First few chapters are a total slog, and chapter 9 nearly ended me. And not because of the difficulty.
I'm replaying the game now on crushing and it's...not easy to get through. First few chapters are a total slog, and chapter 9 nearly ended me. And not because of the difficulty.
I think I've said I didn't really feel like I needed any more set-pieces in 4 that what was given, but I still would've wanted to see something done with the existing mechanics as they're stronger than ever before. The one standout chase setpiece was like ND shooting their load. The game is more grounded than the past couple and takes place in pretty much one location for a long time late in the game, yet still manages to be exciting, like an Uncharted 1 done right.I honestly don't know how much more they can do in the framework of the series. I think 4 does a great job at allowing consistent use of the entire toolset, including new moves,and it does bring back pretty much all of the elements used in prior games as well with the exception of a train-like setup.
That's why I think it's for the best that they end the series here. I just don't think you can do a lot more with combat, traversal, and puzzles and still stay in the Uncharted framework.
Haven't got there in my replay yet but you should be able to push through the house very, very quickly. There is very little that is needed that is critical path.
Which is the case for most of the game, really. You can critical path a lot of things when you know where to go. And it's probably a 10-11 hour game if you do so. Given that it has approximately the same kill count as UC1-3 it isn't really that far off with the earlier games at that point.
I'm really hoping all those segments don't bog down a replay for me. I'd rather not have to just skip chapters to get to the action I'm looking for.
Ideally, they'd last a long time if the player so chooses, but are no longer/involved than the equivalent in past games.
The thing about the first third is that although it's not the best on replays at least they're not very lengthy and it flies by unlike 12-16 which are completely self-indulgent.
There certainly are a lot of random crates with wheels, convenient for boosting you up, in these ancient pirate hideouts.
12-16 aren't that long when you know where you are going. I spent tons of time on those chapters the first time around exploring, especially Chapters 12&14. But there really isn't much to stop you from running straight through them. 13 is a bit different because of theforced walking but that's pretty much out of the Uncharted playbook (Chapter 15 in UC2 and Chapter 18 in UC3).
I think it entirely depends on why you're replaying the game. If it's purely for the set pieces and combat you can pretty much use chapter select are your own leisure. Others might want to experience the story and character dynamics again. There's definitely value in replaying a game where you can take as much time as you like to simply look and appreciate all the details that are packed into the game, without feeling like you need to rush through segments to get to the next story beat.
The worst scenario for UC4 would be replaying the whole game again within a month in a very similar fashion to your first outing. With the way the game is structured there's not a lot of value in doing that.
Do you feel the same about replaying Chapters 17 & 18 in UC2? I know that in my recent replay that Chapters 2,8,17, and 18 were the hardest for me to get through. Not having the same issue in UC4 yet (up through Chapter 10 now), mainly because the traversal is so much smoother.
It's literally hours of mostly nothing, butIndividually, something like 15 isn't that long, but that stretch as a whole is really lengthy. The first third is much quicker.walking, talking and platforming.
There certainly are a lot of random crates with wheels, convenient for boosting you up, in these ancient pirate hideouts.
The difference is that the cooldown chapters in UC2 generally come after lengthy (like 3+ straight chapters) stretches of action, and the game never fails to quickly ramp back up after they conclude. The cooldown sections in UC4 come after hardly anything and last forever. I was never too hot on the museum heist, though.
Just checked a complete walkthrough on Youtube. I'm assuming it's pretty critical path but I didn't actually watch it. Chapters 12-15 take approximately 2 hours total.
Yeah, that seems like a really long time, especially on a replay.
There certainly are a lot of random crates with wheels, convenient for boosting you up, in these ancient pirate hideouts.
They really should have just replaced this with good rope puzzles, or rope puzzles involving old crates without wheels that can slide around and at least look respective to the era they are found from.
I can understand why someone would give this game a 6/10 an I can understand why some people would give it an 11/10....very odd game.
Yeah, I can still appreciate that sequence and not feel like I need to just rush through it as I know what's surrounding it.
Any one similar sequence in 4 would be fine, but I don't know about a gauntlet of them.
And then you get that wonderfulchapter right after!young Drake
That was included in the total I gave. Was that Chapter 15 or 16?
Right. The Village and Ice Caves sequence is extremely long, but it directly follows so much fuckin' action. It starts when you carry Jeff, then escape with Elena, then storm the trainyard, then board the train for multiple chapters of insane action, then engage in a huge scale snowstorm fight. All in a row. I can't hate on an hour or two of cooldown after all that, especially since following the cooldown you're immediately thrown into the village siege -> convoy -> monastery sequence.
SO GOOD.
I'm in thenear the end. Still loving the game story and storytelling. Loved thecaves. Really powerful acting.jeep with Elena
Thewas ok, not too bad, the fighting in themansionwas cool, possibly my favorite.underwater part of new devon
That being said, single highhandedly this game has the worst combat I have ever experienced and it is without a doubt the worst part of the whole game. Holy shit do I still hate the combat, the combat arenas, the enemies with perfect aiming/infinite ammo/running full steam ahead towards you (fuck the shotgun guys forever, yeah hit me from where the sniper is with the shotgun, thats fair) and my AI buddy is still worthless. I am starting to see why places would give this less than perfect scores, right now I can see myself giving this a 85-89 just because of how much I've hated the combat. Everything else, amazing, combat is some of the worst I've had to experience.
The fight with theis really underrated.water in New Devon
Fury Road is all I can say after Ch. 11. Wow.
I loved the earlier stuff with the clock tower and the puzzle with the smartphone, following that with the car chase is when this game made the leap from great to timeless. Probably my favorite chapter in the entire series.
Seeing as how the smoke is just 2D smoke (like most other games to be fair), I don't think photo mode will really help it.I think my favourite visual thing about the game is the explosions. They look so good. People need to screenshot that shit in photo mode.
I think my favourite visual thing about the game is the explosions. They look so good. People need to screenshot that shit in photo mode.
the cel shaded filter is beautiful
for anyone interested I recorded a crappy little video of chapter 10 with it activated along with bullet time and the tuxedo skins to get a borderlands x max payne vibe
https://www.youtube.com/watch?v=XpLskVnm8ps
the cel shaded filter is beautiful
for anyone interested I recorded a crappy little video of chapter 10 with it activated along with bullet time and the tuxedo skins to get a borderlands x max payne vibe
https://www.youtube.com/watch?v=XpLskVnm8ps
Seeing as how the smoke is just 2D smoke (like most other games to be fair), I don't think photo mode will really help it.
Also, my favorite combat scenario has to beBeing able to swim to evade enemies and the level having multiple floors really made the combat extremely engaging. My second favorite has to bethe partially submerged building in New Devon.The combat just came together there with multiple climbing options.the jeep in the elevator sequence.