Strange you couldn't come to that epiphany before you played through the whole game.
I'll admit I still have a get through the campaign, but overall I have enjoyed it none the less.
Strange you couldn't come to that epiphany before you played through the whole game.
I can understand trading the game in, but how are you going to get a refund?
I'll admit I still have a get through the campaign, but overall I have enjoyed it none the less.
ENDING SPOILERS
Sadly noone dies other then a newly introduced character that noone especially cares about. It makes the whole ending a damp squib and meh.
The reveal of the pirate ship should have been an epic and breathtaking moment, and we should have had a good chance to explore it but it's just a couple of rooms and then boss fight. Meh. The boss fight introduces a 11th hour combat mechanic and sucks balls. Meh. But the biggest crime the ending does is 'no repercussions'. Sam should have died and gone down with the treasure he wanted so badly, He and Rafe, Every and Tew all victims to greed. The games title is 'A thief's end' and it would be nice if the could cover the deaths of Sam, Every and Tew and also the 'retirement' of Nate following his brothers death.
As is the the ending was more fitting to a daytime TV movie then a game series that has so focused on consequences, Nate and Elena should have gone into the sunset together and having a kid is great but Sam's death should have been the catalyst for that change.
Yup, that was a pretty bad ass moment. Here I was thinking there was no wayI enjoyed Nadine soloing Nathan and Sam.
Indeed. I am so happy with the way they ended it and am so glad they avoidedOr in other words the most cliche ending in the history of videogames...not to mention the kind of ending every single damn Uncharted so far had before 4...
To me they handled it perfectly, it made absolute sense for each and every character and was true to the spirit of the series.
Some minor annoyances though:
1) Wheeled boxes. Everywhere. EVERYWHERE. Why? Honestly, they're just an eye rollingly contrived mechanic after the first couple, and it keeps happening. It becomes depressingly predictable - need to get up somewhere, hmm, lets look around for the inevitable, entirely out of place wheeled box. Underground lost cave in Scotland? Wheeled box on a ledge for some reason. Ruined city in the jungle? Same wheeled box, entirely untouched by the ravages of time of nature.
Considering the care lavished on the rest of the experience, you have to assume that ND are doing this stupid wheeled box thing deliberately. Which is just really odd.
How do you shoulder switch? I've been struggling to work this out and I really feel like I need it.
How do you shoulder switch? I've been struggling to work this out and I really feel like I need it.
Well it saddens me to say, but this is going to be one of the few games that I start over immediately after finishing it because it's that damn good.
Finished it.
Loved it, some really stellar stuff on display and I was pretty much hooked for the entirety of the 16.5 hours it took me to complete on Moderate.
Some minor annoyances though:
1) Wheeled boxes. Everywhere. EVERYWHERE. Why? Honestly, they're just an eye rollingly contrived mechanic after the first couple, and it keeps happening. It becomes depressingly predictable - need to get up somewhere, hmm, lets look around for the inevitable, entirely out of place wheeled box. Underground lost cave in Scotland? Wheeled box on a ledge for some reason. Ruined city in the jungle? Same wheeled box, entirely untouched by the ravages of time of nature.
Considering the care lavished on the rest of the experience, you have to assume that ND are doing this stupid wheeled box thing deliberately. Which is just really odd.
2) Collapsing ledge/bridge/outcrop/"OH CRAP". It started to get predictable in UC1 and became almost a running gag for me through UC2 and 3, so its a shame it made it into UC4 in such constant fashion. You can pretty much predict which ledges are going to crumble in 'exciting' fashion so its just gets a bit....tedious.
Don't let those quibbles take away from the rest of the game though, it was a thing of beauty (visually, in terms of narrative and mechanically) throughout. One of my favourite games I've ever played.
Well it saddens me to say, but this is going to be one of the few games that I start over immediately after finishing it because it's that damn good.
X while aiming
Thanks guys. That's very different to what it was before!Press X while aiming.
Whats the deal with gold weapons? I always picked those up because there is usually some kind of advantage with golden things in video games, but I didn't notice anything different.
Whats the deal with gold weapons? I always picked those up because there is usually some kind of advantage with golden things in video games, but I didn't notice anything different.
So I had to go to kitchen for 30 seconds to get some drink during the cutscene before car chase sequence (E3 opening cutscene if you don't figure out) and when I went back, bam, a trophy unlocked, I was like "WTF" then I read trophy description. lmao well played ND, well played
Can you elaborate? Did I miss something? ^^
i really love the combat music
https://www.youtube.com/watch?v=b8e7YnMHNU8
i wouldn't personally say the soundtrack was underwhelming it was less summer blockbuster which i think suited the game in certain spots. Plus playing with headphones is really great since the atmosphere ofworked well without a soundtrack playing.Madagascar
The first stealth sequence in Marooned on Crushing took me two hours to survive.
After the cutscene before the market fight, if you stay still for 30 secs or so, the trophy pops.
Its a hilarious easter egg that refers to the failure at the stage demo of that particular scene, when it was first shown in E3, where the controler wasnt paired with the console and the characters just stood there doing nothing. It was an awkward hilarious moment. They had to restart the demo to get it going
You have to stealth them, which first initiates pressing triangle a few times to rip the guy's helmet off. Then you can take them on like normal, which would typically involve immediately attacking before the guy recovers and just snapping his neck. I think that's how it worked.So now you can disable those heavy armoured guys through melee.
Sooo... that speedrun trophy. Anyone done it (legitimately)? Like, I finished this game with almost 16 hours on the clock. By far the longest Uncharted. Apparently I was standing still for over 2 of those hours (does the game timer keep running when paused?), and I did explore most environments semi-thoroughly, but it seems like you'd really have to absolutely GUN IT to make it in 6 hours. I did play on Hard though, and I did die quite a bit (all that destructible cover), so I guess on the lowest difficulty it should be pretty manageable.
They're rarer and more powerful. The gold revolver downs in one hit, the gold assault rifle has a huge clip and insane rate of fire, the gold grenade launcher is a grenade launcher, ditto for the RPG, and then the flintlock is just there for fun.
Hello!
Can someone with the game please let me know if there are treasure descriptions or information this time(like tomb raider) or is it just pretty things to spin around?
no spoilers please !
Thanks
I kept waiting for that moment in the story for things to take a darker turn..It never happened
controls that feel unresponsive, not fluid, and at times clunky. It felt like I was fighting against the controls.
Nice video, thanks. That looks similar to what I was talking about - hit and run stealth oriented attacks. If you're in the open, even at full speed, with dodges, climbing or swinging you're still going to go black and white because enemies will ping you from range the entire time.
I kindof wish the game was balanced to make enemies far less accurate while you were in full motion, swinging or doing melee. That way you wouldn't have to rely quite so much upon losing line of sight and stealth, and could pull off more action adventure movie stuff.
Maybe the co-op to come could mitigate this as enemy attention will be split across players.
Well it saddens me to say, but this will be one of the few games that I'm going to get a refund for. It was great to play through the campaign once, but I can't really see myself playing through it again. At many points it felt too slow and tiresome to get through. Also, I couldn't get into the larger areas of the campaign. These areas felt like they were designed big for the sake of feeling big and nothing else. Graphics wise the game is incredible, and it was fun to use the camera mode to take some screen shots. How actors handled their characters were also top notch, which is to be expected from a Naughty Dog game.
Probably the most disappointing factor for me is the multiplayer portion of the game, which I was looking forward to after the open beta. In the beta I was having fun, but the final product feels like a different beast in a bad way. This is due to, IMO, controls that feel unresponsive, not fluid, and at times clunky. It felt like I was fighting against the controls. Down the road I hope to re-purchase the game if it gets released with that future single player DLC, and at a lower price, but for now I feel like my sixty dollars could go to a game that could give me more enjoyment.