Mr_Antimatter
Member
Uncharted woudl take me a third as much time to play if i didn't try to stealth kill every enemy or obsessively watch every last patrol route. At some point, I just have to cut my losses and go in guns blazing at times.
I think Chole may have overtaken The Boss from MGS3 as my favorite female video game character
She's badass!
They really couldn't resist putting ain there could they? Not sure I like the direction this is heading.Drake
I still get the Crushing mode trophy if I turn aim assist on?
Series staple.They really couldn't resist putting ain there could they? Not sure I like the direction this is heading.Drake
How many times has Uncharted used the "Wait a second,look who it is through the bincolulars!
I havent played the Tomb Raiders games but you're literally like the 5th person to say this here damn lol
The one thing I didn't like about Chloe was that I thought she felt a bit too much like Nathan at times. There was one or two parts where her quips felt more like they were written for Nathan than her.
They really couldn't resist putting ain there could they? Not sure I like the direction this is heading.Drake
How many times has Uncharted used the "Wait a second,look who it is through the bincolulars!
Wait untilcomessNateon the boat!cums
Lower the difficulty. Problem solved
Well, I assume I'm in the minority here, but after just two hours, I must say this is the worst in the series by a long chalk. So bad, in fact, that I doubt I'll finish it.
Visually stunning and the animation work is almost a generation apart from contemporaries but the encounter design is utterly abysmal.
As someone who has completed all Uncharted games on either hard or crushing, I opted for hard, knowing the game's shorter length and wanting to make the most of it.
However, no level of hard difficulty should cause me to die almost 10 times in the first real encounter - 20 in the second. No enemy alert should cause two grenades, a rocket launcher, a volley of machine gun fire and a sniper's laser bead to drop in my position with a quarter of a second.
The game handles beautifully for the most part, connecting motions together with liquid fluidity, but the actual encounters are a disaster of balance and layout, leaving fluid motion helpless to dead-eye accuracy of hip shooting grunts and surgical grenade throws.
Every Uncharted game has a handful of minor encounters that leave you wanting to tear your hair out - particularly on higher difficulty modes - but every encounter so far for me has been a cavalcade of hair-tearing frustration and I'm only on Chapter 3... will I finish it? I'm not holding my breath.
Well, I assume I'm in the minority here, but after just two hours, I must say this is the worst in the series by a long chalk. So bad, in fact, that I doubt I'll finish it.
Visually stunning and the animation work is almost a generation apart from contemporaries but the encounter design is utterly abysmal.
As someone who has completed all Uncharted games on either hard or crushing, I opted for hard, knowing the game's shorter length and wanting to make the most of it.
However, no level of hard difficulty should cause me to die almost 10 times in the first real encounter - 20 in the second. No enemy alert should cause two grenades, a rocket launcher, a volley of machine gun fire and a sniper's laser bead to drop in my position with a quarter of a second.
The game handles beautifully for the most part, connecting motions together with liquid fluidity, but the actual encounters are a disaster of balance and layout, leaving fluid motion helpless to dead-eye accuracy of hip shooting grunts and surgical grenade throws.
Every Uncharted game has a handful of minor encounters that leave you wanting to tear your hair out - particularly on higher difficulty modes - but every encounter so far for me has been a cavalcade of hair-tearing frustration and I'm only on Chapter 3... will I finish it? I'm not holding my breath.
Nah, playing as a damage-tanking super sponge takes all the fun out of it - I'd rather developers just better balance thier encounters so that harder difficulty isn't nakedly manufactured.
The combat is infinitely better than 3, not sure what game you're playing.
Well, I assume I'm in the minority here, but after just two hours, I must say this is the worst in the series by a long chalk. So bad, in fact, that I doubt I'll finish it.
Visually stunning and the animation work is almost a generation apart from contemporaries but the encounter design is utterly abysmal.
As someone who has completed all Uncharted games on either hard or crushing, I opted for hard, knowing the game's shorter length and wanting to make the most of it.
However, no level of hard difficulty should cause me to die almost 10 times in the first real encounter - 20 in the second. No enemy alert should cause two grenades, a rocket launcher, a volley of machine gun fire and a sniper's laser bead to drop in my position with a quarter of a second.
The game handles beautifully for the most part, connecting motions together with liquid fluidity, but the actual encounters are a disaster of balance and layout, leaving fluid motion helpless to dead-eye accuracy of hip shooting grunts and surgical grenade throws.
Every Uncharted game has a handful of minor encounters that leave you wanting to tear your hair out - particularly on higher difficulty modes - but every encounter so far for me has been a cavalcade of hair-tearing frustration and I'm only on Chapter 3... will I finish it? I'm not holding my breath.
Nah, playing as a damage-tanking super sponge takes all the fun out of it - I'd rather developers just better balance thier encounters so that harder difficulty isn't nakedly manufactured.
The Lost Legacy is a cracking little game, a solid 8/10 for me - but as I said in another thread, it's made me realise the series needs to take a long break and come back with fresh ideas.
It plays well, looks great and tells a cool story. However, it all feels so by the numbers and recycled.
It feels like a smaller budget game with reheated assets and remixed set-pieces, stolen from its older brothers.
It doesn't really evolve the formula laid out by A Theif's End in any meaningful way and I'd argue it's one new mechanic, lockpicking, is boring busy work.
It's got tighter pacing than Uncharted 4 and sprinkles in some cool little puzzles, but it feels like a side story with low stakes.
Making this game in a year was an incredible feat, but it's easy to see how they got the job done.
Bear in mind, I did really enjoy my time with it. It's Uncharted 4, again, but smaller and more focussed. It just feels very safe, outside of its compressed development cycle.
It didn't need to reinvent the wheel for me either, but it just felt like a step too far for me...
Crushing in this game is some cheap ass bullshit. Fuck those enemies who run up to from nowhere and bear hug you.
Never play an Uncharted game on the highest difficulty, it's the worst experience you can have.
Crushing in this game is some cheap ass bullshit. Fuck those enemies who run up to from nowhere and bear hug you.
I'm finding it very frustrating lol.That last setpiece is probably the best thing in the entire series. Whew.
Your soul complaint is that you can't handle hard mode lol, that is not the games fault sir. Hard mode is fine if you do it right btw.I agree: combat is tight and smooth; gunplay is fine. It's the encounters that don't seem to work.
Don't know if this is common opinion as I haven't read any impressions but what a return to form this game is after Uncharted 4. Fantastic pacing, in my opinion on par with Uncharted 2. I really, really enjoyed the hub/open wide design of chapter 4. Even though once you got to one of the three areas that are mandatory it is 'closed off' in some way and you can't go back, the illusion of freedom to do what you want, as you want, really helps the feel of being an adventurer. Spent a good 4-5 hours in this chapter and loved every second of it.
I feel naughty dog were testing this kind of design with audiences for future games so I think it's important to say how much I appreciated the new ground covered here. I think the best way for it to work is to include a chapter like this either early on in the story as it was done here, or when there's any kind of lull with no particular agency to push forward, so as not to feel conflicted going for side activities.
The last chapter of this game was amazing. Combines so many elements that work together seamlessly. In fact pretty much every gunfight in this game was fun. The design team really put in effort to change things up when needed. Even though this is technically DLC it still took me 9 hours to complete, and I easily could have done it all in one sitting.
Really have to hand it to the new directors that stepped in - they know what makes an Uncharted game. Very excited for what Naughty Dog will bring next now.
The encounter design is some of the best in the series imoI agree: combat is tight and smooth; gunplay is fine. It's the encounters that don't seem to work.