RespectThySole
Member
This game reminds me of Naruto the anime because of fillers to be honest. Should easily edit out some of the slower parts of the game. Give more thoughts in the gameplay evolving section next time.
Dead.
This game reminds me of Naruto the anime because of fillers to be honest. Should easily edit out some of the slower parts of the game. Give more thoughts in the gameplay evolving section next time.
It didn't for me personally. Probably because aside from forced combat enemies in the majority of encounters had their neck snapped before they knew I was there.This game made me move around the environments more then say a game like Quantum Break where I think the purpose was to make a very mobile shooter.
1. It really doesn't because the things that give it mobility are so contextual and spread few and far between. I never had to kill guys via sliding like in those demos. Actually astounded at how little I felt I needed to use melee.1. It does.
2. The Last of Us is primarily a survival horror and action adventure whereas Uncharted is action adventure platformer.
Chucking bottles in Uncharted 4 to attract attention? No thanks.
That's the thing is that it really doesn't have that much mobility over other shooters unless you're solely hanging out by contextual gameplay points like places where you can rope swing. ND had better stealth in their last game too so I don't see the excuse here. Especially since I straight up stealthed through the entire level. not every combat arena has mud or water, the majority of them don't, the majority of combat arenas have at most two sections where you can swing with a rope.
It didn't for me personally. Probably because aside from forced combat enemies in the majority of encounters had their neck snapped before they knew I was there.
1. It really doesn't because the things that give it mobility are so contextual and spread few and far between. I never had to kill guys via sliding like in those demos. Actually astounded at how little I felt I needed to use melee.
2. Action adventure platformers can have much deeper mechanics than this. This isn't a deep game at all.
And for the love of god really with that last sentence? I mean really?
CrossingEden, your argument sort of falls apart the moment you realise stealth is merely an additive feature of the combat, not a defining or prominent one, unlike say MGS or Hitman. The difference is, whilst stealth might be a little less comprehensive than those games where it is the core focus, it's still there, completely optional and extremely functional. What UC4 has over other shooters however, is far more options and mechanical complexity with respect to mobility and dynamic traversal, which is promoted not only by the super layered, complex and rich level design, but also the number of available options, from general platforming and climbing, the ropeswing, the mud sliding, underwater swimming etc, which can all be transitioned to and from, dynamically and fluidly mid combat. This on top of contextual melee and general cover shooting mechanics too.
Also a lot of animation reels on vimeo.
Why're you talking about story here when my posts have nothing to do with the story. And who in the world said I don't like the game? Please quote me saying that. No really i'll wait.
If you're gonna have this amount of empty space than yea maybe it's a good idea to expand on the mechanics so that it isn't as grating on
You say that as if i'm a super huge fan of TR. I'll humor you, no, I don't want it to turn into space combat, I do however want the last stretch of the game to actually be more challenging, (you know besides more enemies with slightly better weapons) and for the mechanics to not be exactly the same and used in the exact same ways. The player has way more options for stuff like stealth by the end of Tomb Raider, they don't in UC4 and the existing mechanics in TR are expanded upon as well.
Yes it really is. During stealth, if you want to continue stealthing you can't use weapons aside form marking enemies, things like ledge grabs and rope swings are few and far between as well as completely contextual, you can't lure enemies over to your position or to another position, you can't manually hide bodies, the same tactics will work in the end game versus the first time the game introduces you with the stealth mechanics in chapter 6, even with the added ability to use the rope, the majority of kills are gonna be ledge grabs and neck snaps. I'd even settle for dynamic enemy placements.
Me neither. I thought people would be bringing up how good it was. I played through 1-3 again when the collection released and I can't recall anything standing out that's way better than anything in 4.I can't fathom how people are disappointed by the soundtrack in this one. It's honestly incredible, might like it just as much as 2's. Crazy how this is by far Henry Jackman's best work.
That's the thing is that it really doesn't have that much mobility over other shooters unless you're solely hanging out by contextual gameplay points like places where you can rope swing. ND had better stealth in their last game too so I don't see the excuse here. Especially since I straight up stealthed through the entire level. not every combat arena has mud or water, the majority of them don't, the majority of combat arenas have at most two sections where you can swing with a rope.
Is there a single other action shooter that offers as much or more mobility options as Uncharted 4 when tackling combat scenarios?
I honestly can't think of one. Tomb Raiders action is very much "hunker down in cover" and is pretty terrible (and it's traversal doesn't go beyond what Uncharted offers), most other games are more "realistic" or "tactical" games (e.g. the Division) where it wouldn't make sense.
I guess I just don't see the criticism. There's a lot of ways to approach the environment, and just because there isn't a rope anchor on every single corner that doesn't change.
Also, it's been said before but Uncharted isn't a stealth game it's an action game which gives you a stealth lite option because it makes logical sense within its world for Drake to want to move unnoticed and for the enemy to not automatically be aware of his location. It's used to help the other aspects of the level design by giving you more options of how to approach the encounters rather just having to face a wall of enemies at every turn.
You seem to be losing a lot of sleep over this game not being a Tomb Raider game. Like i said maybe just stick to playing Tomb Raider and let the fans of Uncharted play uncharted. You don't see me in a Tomb Raider OT complaining that Tomb Raider is not Uncharted. Bro get a grip.
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.
That was probably my favorite encounter hahaOkay thepart is probably the shittiest section in the entire franchise. There just had to be some random frustrating section in the game, right? Goddamn I'm angry, lol.elevator
It didn't for me personally. Probably because aside from forced combat enemies in the majority of encounters had their neck snapped before they knew I was there.
1. It really doesn't because the things that give it mobility are so contextual and spread few and far between. I never had to kill guys via sliding like in those demos. Actually astounded at how little I felt I needed to use melee.
2. Action adventure platformers can have much deeper mechanics than this. This isn't a deep game at all.
And for the love of god really with that last sentence? I mean really?
Nah man, wait a few months at least. I've seen a number of people not enjoying their second playthrough as much as they were expecting to. Not a knock on the game necessarily. Some games don't lend themselves to repeat playthrough's in a short span of time - the Last Of Us was like that for me personally. While you wait, play some multiplayer to help with your uncharted cravings!
Uncharted 4 doesn't have more mobility over other shooters?
Well, that's just objectively wrong. It provides some of the most mobility in any action-adventure game around.
Why do people bother with these kinds of arguments when they are truly factually incorrect?
You have such a problem with Uncharted clearly.
He's doing the same thing in the graphics thread. Actually I'm noticing a lot of people are coming out to try and downplay UC4 now. Puzzling to say the least.
That was probably my favorite encounter haha
Nobody is trying to downplay anything stop being so defensive.
Nobody is trying to downplay anything stop being so defensive.
Bro you can't even say you think the art in Uncharted 4 is exceptional without responses like "well every game is exceptional now, and Uncharted 4 art really isn't that great anyway."
It's not being defensive. It's being honest. Like what universe we can't remark that a great looking game is a great looking game? Or some of the best we've seen, if it kind of is?
Unless you agree nothing is great about Uncharted 4, nothing is exceptional, nothing is really that great about anything Naughty Dog did with the game.... yea.
I really don't get how people can be disappointed with the stealth. It's perfect for this type of game. Why do I need to throw a bottle or whistle when I have this mobility and vertical environments?The funny thing at the people cricitizing the stealth in the game is that there are at least 3 or 4 instances in the game where you can quite brilliantly use stealth to completely avoid combat.
And that includes swinging between buildings, jumping over crevasses, and diving underwater to avoid detection. Sometimes all three are involved if you get creative.
And that's avoiding like 15+ enemies through very wide areas all at once. A game with such large levels, that are so multi-tiered, that can offer that...... it's not even a valid criticism. It's just nitpicking disingenuously and it's objectively false.
It's amazing that a game can offer so much in combat, and yet so many enthusiastic detractors will, rather shamelessly, try to pretend those features don't even exist or that the level design isn't up to par.
It's inventive, that's for sure. But it's just so false and disingenuous to the point I don't even believe they deserve responses.
Who said you can't have your opinion? Show me one person who said you aren't allowed to have your opinion.
1. It really doesn't because the things that give it mobility are so contextual and spread few and far between. I never had to kill guys via sliding like in those demos. Actually astounded at how little I felt I needed to use melee.
2. Action adventure platformers can have much deeper mechanics than this. This isn't a deep game at all.
And for the love of god really with that last sentence? I mean really?
Opinions are one thing, as I said in another thread... there is a lack of sincerity. Can you explain your POV to other people that makes at least "some sense"? That's something else.
If you base an opinion on stuff like "Uncharted 4 isn't mobile compared to other similar games" well I think you got some people asking you questions, because that isn't just "in my opinion" wrong lol. That kind of statement is objectively wrong.
And truth is I don't see the same kind of people going into the ROTR thread and proclaiming just how ______ it is and blah blah. Sincerity and maturity is the word. And it's not just about not having anything nice to say. Criticisms of Uncharted 4 are welcome, but they need to be based in reality so other people can at least relate to what is being said.
Sincerity, that's all, is lacking.
Again I think you're being defensive. You're acting if there us concerted effort to detract from uncharted and nothing else. First off uncharted is one of the biggest franchises there is so of course its going to draw big expectations so you can expect more opinions than other games. Second the game, whether you want to accept this or not, is pretty dramatically different in tone and feel from the other uncharted games. Its easy to understand why it would draw more criticism than the others in the series.
Personally its in the conversation for the best in the series, but I also think its a very flawed game in context of the series.
Again this is true but not really. Rope swing points are few and far between, (pretty sure only two encounters in scotland have it as an option),yes you can climb but that's more for movement more so than as a viable combat option. Really don't think the combat has as much depth as you are describing and trust me i've tried. There IS verticality, i'm not saying that there isn't at all, but I don't think it expands on the shooting bits as much as it could. I could upload some of my stealth only runs if you'd like to see because I've found a lot of good exploits with the contextual mechanics that are there.It has considerably more mobility options than pretty much every other shooter. There's literally several ways to get to most platforms and segments. Via windows, climbing ridges, ledges, bricks, platforms, the ropeswing or whatever else. There's usually also multiple different points of verticality and layering as well, be it in Scotland, Italy, the Jungle, Libertalia, the Ship Graveyard etc. Even regarding stealth, you don't have to use only long grass, you can use the traversal, climbing, cover etc options to stay out of sight too.
I mentioned TR in that post because you keep bringing it up. And no, i'm not complaining that UC4 is not TR. FFS.You seem to be losing a lot of sleep over this game not being a Tomb Raider game. Like i said maybe just stick to playing Tomb Raider and let the fans of Uncharted play uncharted. You don't see me in a Tomb Raider OT complaining that Tomb Raider is not Uncharted. Bro get a grip.
You can do a lot of things but if we're talking action adventure mechanically many other games in that genre have more mechanics, (again, due to player progression and even more open level design, which is really common in this gen, specifically a lot of examples in that one post a couple pages back.Uncharted 4 doesn't have more mobility over other shooters?
Well, that's just objectively wrong. It provides some of the most mobility in any action-adventure game around.
Actually no I don't. But you know what, I do have a problem with a contigent of the UC fanbase believing that ANY criticism whatsoever is because I don't like the game, want it to be TR, have some agenda, etc. you included.You have such a problem with Uncharted clearly.
Bro you can't even say you think the art in Uncharted 4 is exceptional without responses like "well every game is exceptional now, and Uncharted 4 art really isn't that great anyway."
It's not being defensive. It's being honest. Like what universe we can't remark that a great looking game is a great looking game? Or some of the best we've seen, if it kind of is?
Unless you agree nothing is great about Uncharted 4, nothing is exceptional, nothing is really that great about anything Naughty Dog did with the game.... yea.
I'm really hoping we get an Unkarted multiplayer mode in the future.Naughty Dog should make a new Motorstorm. The jeep handling model in this game is better than in some of the racing games I've played over the years.
Or finally get on that Unkarted. I'm still waiting.
Again this is true but not really. Rope swing points are few and far between, (pretty sure only two encounters in scotland have it as an option),yes you can climb but that's more for movement more so than as a viable combat option. Really don't think the combat has as much depth as you are describing and trust me i've tried.
I mentioned TR in that post because you keep bringing it up. And no, i'm not complaining that UC4 is not TR. FFS.
You can do a lot of things but if we're talking action adventure mechanically many other games in that genre have more mechanics, (again, due to player progression and even more open level design, which is really common in this gen, specifically a lot of examples in that one post a couple pages back.
Actually no I don't. But you know what, I do have a problem with a contigent of the UC fanbase believing that ANY criticism whatsoever is because I don't like the game, want it to be TR, have some agenda, etc. you included.
Again I think you're being defensive. You're acting if there us concerted effort to detract from uncharted and nothing else. First off uncharted is one of the biggest franchises there is so of course its going to draw big expectations so you can expect more opinions than other games. Second the game, whether you want to accept this or not, is pretty dramatically different in tone and feel from the other uncharted games. Its easy to understand why it would draw more criticism than the others in the series.
Personally its in the conversation for the best in the series, but I also think its a very flawed game in context of the series.
Again I think you're being defensive. You're acting if there us concerted effort to detract from uncharted and nothing else. First off uncharted is one of the biggest franchises there is so of course its going to draw big expectations so you can expect more opinions than other games. Second the game, whether you want to accept this or not, is pretty dramatically different in tone and feel from the other uncharted games. Its easy to understand why it would draw more criticism than the others in the series.
Personally its in the conversation for the best in the series, but I also think its a very flawed game in context of the series.
My first post wasn't even proposing that it straight up needs a progression system ala leveling up, just that it needs some form of progression mechanically aside from introducing a mechanic, and then never making it more than it was initially.It's fine to criticize, but asking for a progression system in an Uncharted game is gonna be met with some people getting a bit defensive. Uncharted never had a progression system and it certainly doesn't need one now.
.Uncharted doesn't necessarily need crafting mechanics but it most definitely needed some form of player/mechanic progression, the game introduces mechanics incredibly early on and those mechanics are not expanded on at all, you're doing the same stuff at the end as you are in the beginning, rope swinging in the first chapter is exactly the same as rope swinging the second time with no additional challenge that it becomes mind numbing
My first post wasn't even proposing that it straight up needs a progression system ala leveling up, just that it needs some form of progression mechanically aside from introducing a mechanic, and then never making it more than it was initially.
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This is especially true on replays because aside from collecting there's not really a lot of incentive to explore imho so you end up going through the motions waiting for setpieces, cutscenes, and encounters. That post by RespectthySole perfectly outlined my entire criticism.
This is especially true on replays because aside from collecting there's not really a lot of incentive to explore imho so you end up going through the motions waiting for setpieces, cutscenes, and encounters. That post by RespectthySole perfectly outlined my entire criticism.
I don't think that it's completely true, I aknowledge that it add layers and has a bigger enfasis on emotions and character development, but the old Uncharted feel is still there, the jokes, the adventure, the fun between characters, it's all there. Is just more nuanced this time. To me it's quite better and it does it really well but I understand if someone thinks it isn't good at all.
Fair enough. However, I do think that producing another Uncharted game in the same vein as Uncharted 2 or 3 without much iteration would have been a mistake. Having replayed the games through the collection, I absolutely felt that the series needed more freedom of movement, less constant setpieces and a bit more variety. It seems in that regard, U4 has delivered. Personally, I like this development. Adventure films and adventure books are not about constant violence, and I am interested in how big games can develop to balance violence with other elements as the medium continues to mature.
Again this is true but not really. Rope swing points are few and far between, (pretty sure only two encounters in scotland have it as an option),yes you can climb but that's more for movement more so than as a viable combat option. Really don't think the combat has as much depth as you are describing and trust me i've tried. There IS verticality, i'm not saying that there isn't at all, but I don't think it expands on the shooting bits as much as it could. I could upload some of my stealth only runs if you'd like to see because I've found a lot of good exploits with the contextual mechanics that are there.
It is significamtly different by the numbers period. Its easily the longest by almost double and yet it has the least kills in the series. It has a larger focus on story and the results of your actions than the others. It has more platforming than all of the others. It has far more focus on stealth than the others. It is a lot more serious and Nate is far more human. Its possible to interpret differently but I think the intention was clear and the numbers speak for themselves.
That doesn't sound different to me, just bigger and maybe with a shifted focus but among the things the series is known for. But I guess I understand what you're trying to say, I wouldn't say "different" is the right word but ok, let's leave it at that. If I understand you correctly you're right, but it's up to the player to dig it or not.