Markitron
Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
Anyone? Thanks!
Just select the first chapter on Crushing and play on from there, everything will carry over.
Anyone? Thanks!
Yeah, it's not fun, I like a good challenge, but the challenge has to be fair, not this abomination.
Both Uncharted and The Last of Us are ultimately about conserving cover - or protecting yourself from exposure - peering out only to shoot or cause a ruckus.
He made a few good points, & then he said this:
Uncharted isn't a cover shooter, you only take cover to heal, observe the map, or to clean up the map for easier maneuverability.
I don't like the premise of the article either, The Last of Us focused on stealth because of limited resources, Uncharted doesn't have limited resources.
Thankfully, I think Bruce knows that from what we've seen & he won't turn Uncharted 4 into a TLOU clone. We've already seen shootouts, stealth, & Uncharted 3-style melee. Forcing you to stealth would be terrible. It should be a fleshed out & legitimate option to play, & from what we've seen it's exactly that.
This is true and Uncharted combat is at it's best when it promotes this but often hunkering in one place is the best way to deal with things, especially for the average player. Luckily, things like destructible cover, more dynamic AI and removing the ability to throw back grenades should encourage more players to adapt to this playstyle without having to resort to bombarding the player.
https://youtu.be/1a2chkYgBGQ?t=560 @9:20 to 10:34
Neil and Bruce talking about this.
But that's not a problem with game design, the entire article is based on a false premise, button mashy melee worked in TLOU because you want to stay in cover & leaving cover is a risk, but it's not a risk in Uncharted because that's the way it's supposed to be played. Forced stealth is needed in TLOU because Joel's movement is very heavy & deliberate, & he can't blindfire or hipfire, so he needs to take out as many people stealthily as possible.
I'm glad they're being better at telling players that Uncharted isn't a cover shooter in Uncharted 4 though with destructible cover, even in an enthusiast forum like NeoGAF people mistake Uncharted for a cover shooter.
Reminds me of UC3's checkpoints in the last few chapters. Figured this was gonna happen though I expected it with UC1 and 3. I'm honestly gonna hold off on the purchase until they release a patch because I was planning on doing a brutal run.
Maybe because they didn't always do a good job promoting this kind of play through intuitive design. Most players are not going to utilize all the mechanics in the game and will just find the easiest way for them complete a level. It is up to the designers to encourage people to use all of the tools at their disposal and not just resort to 'stop and pop' cover based gameplay.
That's exactly what they were going for. It's what the name "Drake's Deception" implies.
But for the love of Victor goddamn Sullivan, it's Sully, not Scully =P.
Just finished UC3.
Could someone explain to methe ring that sully have Nate at the end.
I didn't know what it meant 4 years ago and still don't today.
But for the love of Victor goddamn Sullivan, it's Sully, not Scully =PP
Zombies seemed to be harder to me, I never had any issues running through them on PS3 (and I've replayed all UCs on PS3 in Feb this year). Their AI is also behaving differently at places. Enemies in general seems to do more damage from afar - several hits even on normal from someone you can hardly see turn you into a corpse. I don't remember it being like this on PS3 - partially because I'm pretty sure that I wouldn't had even saw these guys this far in 720p. Cistern is made easier but some other encounters seemed harder to me - this maybe just a variation of AI though.Interesting - I never noticed anything out of ordinary with UC1 that goes hard against what I remember playing from UC1 on PS3. What encounter are much harder now? Playing on Hard I only stumbled a but on exact same places I found to be hard before.
I see no point in trying other controller as UC2 is the only game I have this issue in - UC1 is fine, haven't tried UC3 yet. The controller is pretty new btw as I don't play much on PS4, UC Collection is like the third game I'm playing with this controller. Yes, this happens when you push the stick to the top to run forward. Even a slight angle means that Nate is running fine but if you move the stick from side to side then you'll notice how Nate is stumbling - playing an animation of transition from running to walking and back all the time. I'm not the only one with this issue:I'd try another controller first, just to be sure. I will test this tonight and tell you what I find. How about running in other directions? Are you saying you only have to push the stick all the way up to run forward, but not all the way to the left/right/back when you want to run left/right/back?
Yeah, that's why I'm saying that this is an oversight as most textures are using proper AF levels but there are some places in UC2 where they've definitely used too low AF on a texture.AF seems to be hand-tuned for each individual texture in the game, ranging from 4-16x depending on a scene and a texture, so that makes me think it's probably as high as it can go, before the performance would start to suffer for any given scene.
Zombies seemed to be harder to me, I never had any issues running through them on PS3 (and I've replayed all UCs on PS3 in Feb this year). Their AI is also behaving differently at places. Enemies in general seems to do more damage from afar - several hits even on normal from someone you can hardly see turn you into a corpse. I don't remember it being like this on PS3 - partially because I'm pretty sure that I wouldn't had even saw these guys this far in 720p. Cistern is made easier but some other encounters seemed harder to me - this maybe just a variation of AI though.
As soon as they mentioned they were adding this difficulty I knew it would be some serious bullshit.
Honestly I think there's a fundamental issue with higher difficulties in Uncharted that should've already been addressed. Increasing the damage you take more and more with every level you step it up to the point that the game starts to slow down is not only pretty boring, but also goes away from what Uncharted's gunplay and gameplay flow should feel like. I think "Crushing" should instead be called something like "Frantic" and should actually encourage more dynamic and risky play by introducing more capable, agile, and reactive enemies who stand toe to toe with Drake throughout the game. Brutal difficulty is completely the wrong direction for this kind of game.
Honestly I think there's a fundamental issue with higher difficulties in Uncharted that should've already been addressed. Increasing the damage you take more and more with every level you step it up to the point that the game starts to slow down is not only pretty boring, but also goes away from what Uncharted's gunplay and gameplay flow should feel like. I think "Crushing" should instead be called something like "Frantic" and should actually encourage more dynamic and risky play by introducing more capable, agile, and reactive enemies who stand toe to toe with Drake throughout the campaign. Brutal difficulty is completely the wrong direction for this kind of game.
Pretty much. After running through the trilogy again on crushing the best strategy for 90% of fights is to pick a good cover point and stick to it. Movement is heavily punished and not recommended unless it's safe and required to get a shot on someone. So the game is challenging, but plays pretty generically.
Uncharted's difficulty beyond normal is just ridiculously punishing to the point of not fun unless you've already done it before and know the layout of the enemies. Even then you have to play a game of the quick and the dead where even a fraction second of mistake is very costly. Which is why I would never recommend Crushing if you just played the game for the first time.
I'm not going to say it's not problematic at times on Crushing but it is really not that bad and I'm maybe slightly above average when it comes to games.Uncharted's difficulty beyond normal is just ridiculously punishing to the point of not fun unless you've already done it before and know the layout of the enemies. Even then you have to play a game of the quick and the dead where even a fraction second of mistake is very costly. Which is why I would never recommend Crushing if you just played the game for the first time.
I'm not going to say it's not problematic at times on Crushing but it is really not that bad and I'm maybe slightly above average when it comes to games.
I think the biggest rule of thumb is while you shouldn't/can't get greedy, being proactive offensively helps so much. Especially UC2 where they love to have enemies move up and flank you.
I don't disagree that Crushing for a first experience is likely not that enjoyable and not the way the game is intended to be played.
Frame rateWhy does the gunplay feel so satisfying in this UC2 remaster? I am sure the physics and animations have been touched up. Can anyone confirm?
Uncharted's difficulty beyond normal is just ridiculously punishing to the point of not fun unless you've already done it before and know the layout of the enemies. Even then you have to play a game of the quick and the dead where even a fraction second of mistake is very costly. Which is why I would never recommend Crushing if you just played the game for the first time.
At 91% with uncharted 1. Thosearent funzombies
Just got the Plat for UC1 and that speed-run of The Vault annoyed me. Not because it was difficult, but watching the timer move forward as I sat there waiting for a bridge or something to trigger.
Definitely the hardest out of the 3 speed run trophies. You still have around 30 seconds of buffer time to screw up
It's three reasons.Why does the gunplay feel so satisfying in this UC2 remaster? I am sure the physics and animations have been touched up. Can anyone confirm?
It's three reasons.
- Much lower input latency due to 60FPS and recoding the rendering pipeline
- Better analogs on DS4
- Better acceleration curve for aiming.
I don't think they actually changed the physics or animations one bit.
lol. I admire some of you wanting to play the game in this difficulty. This looks like utter crap, I think I have a higher chance of finishing Souls blindfolded than these games in Brutal.
For anyone that has played it, how was the story for golden abyss? Tempted to watch the cutscenes on youtube as don't have a Vita.
For anyone that has played it, how was the story for golden abyss? Tempted to watch the cutscenes on youtube as don't have a Vita.
Uncharted's difficulty beyond normal is just ridiculously punishing to the point of not fun unless you've already done it before and know the layout of the enemies. Even then you have to play a game of the quick and the dead where even a fraction second of mistake is very costly. Which is why I would never recommend Crushing if you just played the game for the first time.