I didn't see that reply.
Is brain-dead not implicating difficulty? Alongside the other posters point about it being impossible to fail?
That's now how I meant it, though my understanding of braindead in this context isn't universally accepted. My reply is on this page (100ppp).
The first few world of any Mario platformer game are easy, but the player has more moment-to-moment control and influence over their character. Even if it ultimately doesn't affect the outcome of reaching the end of the level, players can run back and forth and there's aerial control during jumps. There's never a series of jumps or a whole level that can be made by randomly mashing the jump button while holding right.
Sometimes, Uncharted's traversal becomes more involving, but all too often, it's just moving up a cliff wall, the only challenge being figuring out where to go. A lot of people just don't find automation to be engaging — it's not an all-or-nothing deal, but generally, the more people feel like they're just watching what's going on rather than having direct influence over it, it'll be un-engaging from a gameplay perspective. If there's nothing else substantial going on (story development, action, etc.), then it'll probably be boring for them.
Like I said earlier in this thread, Grow Home is not difficult, but the gameplay that it focuses on gives the player a high degree of control over the player-character's movement, and climbing up high always has the possibility of falling to death, or losing a lot of climbing progress. uncharted's traversal is also easy, but when it focuses purely on the climbing without nothing else going on, there's no input for holding onto a ledge that the player has to worry about, nor do they have control over grabbing a ledge (just holding circle to NOT grab onto ledges, which is spotty in this game compared to Uncharted 3 for some reason, at least in multiplayer). Outside of combat or set-pieces, the timing of pressing X doesn't matter, and the time it takes to get somewhere doesn't matter.
It's why I said I like the driving segments and the grappling hook swinging most as far as traversal goes — you can swing or drive in any direction, and the intensity/speed of movement gives the player high degree of control of where/how Drake/the jeep is moving.
Reading some posts in NeoGAF makes me wonder if there is anything wrong with my copy of the game. Maybe I got the Uncharted 5 by a cosmic accident, because I've experienced none of these flaws you guys talk about in long, broad walls of text.
Like what?