I literally lol'd when there was an ancient pirate crate on wheels. Wtf.
Avery hired the best engineers
I literally lol'd when there was an ancient pirate crate on wheels. Wtf.
I literally lol'd when there was an ancient pirate crate on wheels. Wtf.
The vehicle sections are terrible. They're too long, lack direction, the jeep drives like a tank... it's just awful.
Oh, I know what this is, It's just the introduction to the opposite sketches.
Man this game really dropped off for me. I was super hyped, got it three days early. Beat the campaign which was awesome, but not something i'd really want to replay apart from if I wanted to go after trophies.
MP is fine, not quite clicking with me though, plus two of my friends haven't got it yet. Kinda feel like the game is done and gone right now.
Oh, gee, I don't know, I despise my second playthrough right now. Hate it so much that I enjoy it more than my first playthrough. Wait, I made a mistake somewhere, guess where.One thing is certain, this game would be painful to replay. Most of the game is made up of sections where you just push the left stick and listen to dialogue.
One thing is certain, this game would be painful to replay. Most of the game is made up of sections where you just push the left stick and listen to dialogue.
And I don't think that's really true,concerning pushing the left stick and listening to dialogue. That was very minimal and I can't recall many situations where that happened, especially to warrant a broad label like that.
I mean, if you're going to be that reductive about it of course it sounds like shit.Well obviously you have to hammer x to climb or hold R2 while in the jeep, but it's basically the same. No player agency.
Well obviously you have to hammer x to climb or hold R2 while in the jeep, but it's basically the same. No player agency.
One thing is certain, this game would be painful to replay. Most of the game is made up of sections where you just push the left stick and listen to dialogue.
Well obviously you have to hammer x to climb or hold R2 while in the jeep, but it's basically the same. No player agency.
How is the jeep "no player agency"? Is driving a car in any other game no agency either because all you have to do is accelerate and steer? The vehicle sections probably have the most agency considering all the freedom of where you have to go, and you make use of the jeep in multiple ways.
What about all those times you just hold L2 to aim and tap R2 to shoot? I mean sure, you can choose when and where to do it but the end result is the same.
Snip.
It would be pretty awesome if for the DLC they made an action packed 5-6 hour episode of Sam and Sully. That's almost on the level of Uncharted 1 quantity wise, but with the improvements they've made to the franchise over the years it'd be amazing. My biggest worry is that ND just don't want to make this kind of scenario anymore. In which case my only hope is an awesome horde/arcade mode.
I just drove it from point A to B and had fights off the car. If you refer to the crane as meaningful agency then we disagree. The car and the environment were visually cool, but just another section where I felt I did nothing worthwhile.
I've found the opposite to be the case. And I think others have echoed a similar sentiment. The pacing itself tends to be much quicker due to not having the urge to explore so heavily.
And I don't think that's really true,concerning pushing the left stick and listening to dialogue. That was very minimal and I can't recall many situations where that happened, especially to warrant a broad label like that.
Yeah that'd be perfect. I doubt it will be 5-6 hours long though, they probably don't gave the time or budget to make it that long with the quality we expect, especially if they put a crazy set piece in there. I'd be fine with a 3 hour roller coaster, but the longer the better as long as there's a good amount of action.
Well obviously you have to hammer x to climb or hold R2 while in the jeep, but it's basically the same. No player agency.
I guess...
But this is a pretty reductionist view that can be applied to a lot of games. So needless to say, I'm not in agreement.
The game isn't going for the same thing as Uncharted, but compare the climbing to Grow Home's where it isn't essentially a series of scripted animations between handholds along a linear path. Climbing up high requires more planning, a higher degree of control over the player character and has more moment-to-moment agency than it does in UC4.
It's not that reductionist to say the climbing in 4 lacks agency on its own. When combined with combat or other craziness, it works, and its automation/simplicity make sense because it would be too complicated to work as needed during an intense shootout. But it's frequently presented on its own, front and center for long stretches in this game.
So I loved the game but why the hell did ND have to spoil the truck chase at E3 :/
It really would've been 10x better experiencing that for the first time if they didn't show that.
In Super Mario you just hold right on the D-Pad and occasionally press the A button.
Am I doing it right?
Yeah, there are some people saying they're enjoying it more the second time around, but there's been more well-founded and well-laid out criticism for this game being boring/unfun, particularly on a replay, than I've seen for ND's last few games.
I undrstand why people are divided with the Nadine fights buthttps://www.youtube.com/watch?v=TtZsOy_E4KoI love how they are handled. The alternatives would not have been better. I mean if it were just a cutscene it would rob players to prove they can fight her and hurt her presence, on the other hand, and one that irks me most in games is that you kick her ass but the cutscene right after says otherwise as if the fight didn't occur. In its current state you have control, struggle and she overpowers you. Reminds me of fighting against Gogandantess in Musha 2 which is so good.
HAHAHAHA. yea, not the most appropriate thing to let a 4-yr old watch imo."Snap his neck, daddy."
I undrstand why people are divided with the Nadine fights buthttps://www.youtube.com/watch?v=TtZsOy_E4KoI love how they are handled. The alternatives would not have been better. I mean if it were just a cutscene it would rob players to prove they can fight her and hurt her presence, on the other hand, and one that irks me most in games is that you kick her ass but the cutscene right after says otherwise as if the fight didn't occur. In its current state you have control, struggle and she overpowers you. Reminds me of fighting against Gogandantess in Musha 2 which is so good.
Are these pacing issure from the perspective that shooting is the main gameplay? I feel the shooting is just enough and I found more enjoyment in the swinging, jumping, driving and story. My favourite chapters. The way UC4 switches up gameplay, there's never a dull moment.are actually "Hidden in plain sight " with the great clocktower platforming, and "At Sea" which on top of being gorgeous is just delightful with the sense of discovery, also "the brothers Drake" with all the awesome artifacts to interact with.
So I loved the game but why the hell did ND have to spoil the truck chase at E3 :/
It really would've been 10x better experiencing that for the first time if they didn't show that.
My issuewas the inability to dodge. I just have to take hits. So it didn't feel like being outmatched as much a just cheated. There just wasn't much to it where they could have presented an actual challenge that showed why Nadine is such a threat. The melee combat is half-baked in its entirety, though. Certainly not a forward step from Uncharted 3.
Shooting is the main gameplay for Uncharted. Uncharted online has never been about exportation or puzzles. Shooting is at the franchise's core. And I personally had more than a few dull moments playing UC4.
I need to finish this game some time...
My issuewas the inability to dodge. I just have to take hits. So it didn't feel like being outmatched as much as just cheated. There just wasn't much to it where they could have presented an actual challenge that showed why Nadine is such a threat. The melee combat is half-baked in its entirety, though. Certainly not a forward step from Uncharted 3.
They certainly shouldn't have shown the second half of it. At least they should have left it as the E3 conference demo.
I understand why -. But I went through 95% of that sequence detached from it. I probably just acted out the E3 demo. It spoiled what that moment could have been, and probably needed to be to be an exhilarating end to the game's first half.they had little else to show as far as bombastic Uncharted-like set-pieces go
Had the game for 2 weeks now and only just made it up to Chapter 12? Whatever chapter it is it's the one that carries on from the intro on the high seas. Loving this game so far, probably my favourite Uncharted game on what I've played.
And thanks ND for finally giving us Crushing difficulty from the start rather than unlocking it.
Sorry, I can't agree with this definition of agency because it imposes difficulty as an underlying factor alongside complexity.
And taking that definition to its end result would remove the nuance in analyzing titles which you could then say have no agency because of a lack of difficulty or complexity but still in actuality afford player complete agency.
And since I can't agree with the definition, I'll have to disagree overall. It is far too reductionist and simplistic in its analysis.
If you want non-stop combat action, play the multiplayer. Even in its current, bare-bones, state there's plenty to enjoy.
For me, the whole point of the campaign was the story. If you just want to replay the action high-spots you can pick by chapter or encounter. Same deal if you want to play completionist and get all the treasures/journals/notes through meticulous searching.
The bottom line is that the campaign is what it is. If you were unsatisfied with the balance of gameplay in it the first time, obviously a replay isn't going to change your mind.