Final boss showdown animation is mindblowing.MAKE A PIRATE GAME!
does playing on harder difficulties make the lack of combat encounters more bearable because maybe you die more? I rashly sold the game after I beat it because I was frustrated with the time spent climbing/walking/talking and I thought I would never play through it again. Lol, but seeing these awesome gifs is making me itch to play more, so maybe I'll just by it again and spend more time on encounter select? Did anyone find the pacing improve on second or third playthroughs (mainly asking people who were let down about the lack of encounters)?
Was wondering how that level would be to replay. Specificallyis there any way to mix up the Nadine fight? Or do you just have to go through the same flailing motions a second time and play out the fight you can't win? Any way to really change things up at least?
Also,I failed my first two attempts at pickpocketing, and have no idea whether thats how its designed or if I can actually manage it on a replay without Sam's help?
Man fuck these gatling gun guys. Who they hell thought it was fun placing one and a shotgun dude in one narrow ass alley with two wooden boxes as cover.
Also the exploding mummy shit. Was this section designed by an intern or what. All these pointless explosions are only detrimental to the eerie atmosphere they were trying to build up.
I finished on hard and I'm almost done with a moderate playthrough and I completely disagree. Hard is the way to go for sure. Moderate has been waaaaay too easy for me. I feel that I've had more epic moments on my hard playthrough than my moderate playthrough.
I didn't realise Sully actually flies the plane down to where you need to be. Very cool detail I completely missed despite two play throughs.
yeah it's annoying.
You know you are not supposed to get blown up. And you know you have to move out of the way. But it isn't fun to move out of the way. Your guy is slow and clumsy. You can't tell where it's safe to go either for the most part. And so it's just a bunch of trial and error.
My only issue with the exploding mummies is that several times Elena would say "Watch your step" so I would think I was doing something to inadvertently set them off. Took me a while to realize that they couldn't be avoided.
Final boss showdown animation is mindblowing.MAKE A PIRATE GAME!
Yeah I was thoroughly confused at the mechanic behind the mummies. I also thought there were pressure switches that I was stepping on or something, and at the very end I assumed that it's vibrations in the ground (ie you'll set them off if you run or drop to the ground). Can they really not be avoided at all? That's gonna be a bitch on crushing.
Those two chapters were the ones that convinced me that the game was gonna have spectacular set pieces and it delivered completely for me.
Fantastic stuff, reminded me to Mission Impossible Rogue Nation.
Was wondering how that level would be to replay. Specificallyis there any way to mix up the Nadine fight? Or do you just have to go through the same flailing motions a second time and play out the fight you can't win? Any way to really change things up at least?
Also,I failed my first two attempts at pickpocketing, and have no idea whether thats how its designed or if I can actually manage it on a replay without Sam's help?
They can, I found an easy way to avoid them.
And also, forget running, smash X and jump around like a madman to get out of harm, it moves Drake way faster than running and rolling in that chapter.
But is there really no way to not set them off at all?
Oh, no, not at all.
They are scripted.
I'll post full game opinions a little later once I've watched the end story. Although as before with other Uncharted games, it's far too bloody easy! At least this time it's a decent length though, even if chapters 16-20 are a real drag.
started my second playthrough last night and surprisingly the slow start didn't bore me. i figured i'd wanna skip cutscenes and stuff but nope.
also goddamn everything about theis so good. very different vibe from the rest of the game too.auction
There was one moment climbing rocks in Scotland that confused me.Is it just me or did anyone else just lose all sense of direction in a lot of areas? I had no idea where I was supposed to go in most non-linear areas.
Just finished it. The last boss is fucking dreadful on Crushing.
One hit kills you QTE boss? It's full speed, there's no button prompts, and one hit from him means starting it again. The rest of the game at least involves skill rather than blind luck.
I'll post full game opinions a little later once I've watched the end story. Although as before with other Uncharted games, it's far too bloody easy! At least this time it's a decent length though, even if chapters 16-20 are a real drag.
Haven't seen that one, but I have seen Ghost Protocol, *cough* one of the greatest action movies of the decade, by the way, *cough* and yes, yes, yes. That Mission Impossible/Ocean's vibe is honed to a tee and just felt rich throughout. The action segments felt just right, too.
Yeah as the others said,there is flexibility in the pickpocket but your timing has to be pretty on-point. I still failed my first attempt (as I had in my first playthrough, lol >_<) but if you got the positioning right it should work. At least for the second one, as far as I know.
And yeah, the fight with Nadine doesn't really change at all, excluding the difference in the order of your inputs. Would be interesting if ND added a winning option, though that would probably merit an extra ounce of cutscene work.
started my second playthrough last night and surprisingly the slow start didn't bore me. i figured i'd wanna skip cutscenes and stuff but nope.
also goddamn everything about theis so good. very different vibe from the rest of the game too.auction
Yeah theis sweet. I love the moment when you finally get a gun too, whenauction. Shit got me pumped. I loved all the one off segments there too, likeSam tosses it to you as you're clinging from the sign. Plus, Rafe looked like a pimp in his white tux.the pick pocketing, and when you're searching for a tool to smash the gate as the auction is going on in your ear piece
Holy crap chapter 16 :0
While I wish the secondfight was longer and more elaborate I just love thatNadineat the end of the game she is essentially the one Uncharted villain that goes undefeated.
Glad it cause you pain both, chapter 20 and final boss. Was getting a little nervous here.
After letting it all sink in a few days, I'm definitely more positive on the game than I initially was. I'm still disappointed that there's really not as much combat as I think there should be (ahem cough Druckmann and Straley if you're reading this...), but now that I've come to terms with that I've been able to fully focus on all the exceptional stuff in the game. I think a second play-through will probably be more enjoyable since I can go in without the burden of expectation, but then we'll really see if the more combat-lite approach can sustain multiple play throughs. I already want to play it again so that's a good sign at least.
Chapter 20 wasn't hard - it was just harder than the rest. It's still not a game where you'll need to try sections 6 or 7 times, aside from the daft final boss.
Nope.pretty bad, right?
I actually think deleting all young drake from UC4 would have helped the pacing tons.
You should have i-frames for a few seconds when you attach to a swing point, at least on that first grapple (then every successive swing would have less and less i-frames to avoid cheese in the campaign). I don't understand the logic in putting these badass rope points into the game but being bombarded by hitscan weapons when you use it in combat. By the time you finish any decently great string of moves, your screen is probably black & white.
Like are we simulating adventure movie heroics or not? Reckless abandon should be promoted.
... and would have completely ruined the narrative and ,as a consequence, the game in general.
No I don't think so. I think they could have built the Sam/Nate relationship in prison or maybe with an early cutscene. I hardly think it would have ruined the game. I think it's jarring in the first 4 chapters to go to four different locations in 4 different time periods.
After letting it all sink in a few days, I'm definitely more positive on the game than I initially was. I'm still disappointed that there's really not as much combat as I think there should be (ahem cough Druckmann and Straley if you're reading this...), but now that I've come to terms with that I've been able to fully focus on all the exceptional stuff in the game. I think a second play-through will probably be more enjoyable since I can go in without the burden of expectation, but then we'll really see if the more combat-lite approach can sustain multiple play throughs. I already want to play it again so that's a good sign at least.
After letting it all sink in a few days, I'm definitely more positive on the game than I initially was. I'm still disappointed that there's really not as much combat as I think there should be (ahem cough Druckmann and Straley if you're reading this...), but now that I've come to terms with that I've been able to fully focus on all the exceptional stuff in the game. I think a second play-through will probably be more enjoyable since I can go in without the burden of expectation, but then we'll really see if the more combat-lite approach can sustain multiple play throughs. I already want to play it again so that's a good sign at least.
You should have i-frames for a few seconds when you attach to a swing point, at least on that first grapple (then every successive swing would have less and less i-frames to avoid cheese in the campaign). I don't understand the logic in putting these badass rope points into the game but being bombarded by hitscan weapons when you use it in combat. By the time you finish any decently great string of moves, your screen is probably black & white.
Like are we simulating adventure movie heroics or not? Reckless abandon should be encouraged.
Some of the bigger areas that "encourage" stealth (via high grass) feel like there's no real purpose to be sneaky since if you get caught, you're stuck in the middle of a massive open area surrounded by dudes instead of just marching from one end to the other like a typical Nathan Drake death machine. I tried stealthing the second encounter in Chapter 13 and just gave up since it a) apparently was not meant to be completely bypassed since they straight up stop giving you high grass halfway through and b) is so much easier to just shoot everyone than risk stealth. I've enjoyed the stealth in smaller encounters like mini outpost areas in Madagascar, but otherwise it feels like it does more harm than good.
No I don't think so. I think they could have built the Sam/Nate relationship in prison or maybe with an early cutscene. I hardly think it would have ruined the game. I think it's jarring in the first 4 chapters to go to four different locations in 4 different time periods.