Dr Duncan Steel
Member
Well that ending was just supreme.
That last puzzle can still eat it though.
That last puzzle can still eat it though.
You're overthinking it somehow. Literally all you need to do is rotate each layer until it matches the next layer down, I spend like thirty seconds doing it and there's no "puzzle" or trick to figure out.
I'm kind of curious about what you're doing now.
Yeah I have been rediscovering MIA because of the game and when I got to Bad Girls I started thinking it would've been a perfect fit for the game, lyrics fit well.
Best moment in the game. Subtle, but effective.
https://www.youtube.com/watch?v=lGcFHYPIXe4&feature=youtu.be
God damn this game is impossibility good looking on a pro!!
Apparently there's a glitch with the collectible tracker. There is 7 photos in that chapter IIRC. Check out PowerPyx's collectible guide
It's basically Uncharted 4, but with the pacing issues alleviated and better level design.
That said, I think the choice to have Nadine be Chloe's partner was perhaps a mistake. Maybe it's just me, but I hate Nadine. The Uncharted franchise is fundamentally about somewhat morally grey people fighting worse people, but the presentation of Nadine in 4 and her presentation here doesn't stitch together at all.
I think ND tries to cater to a general baseline which is great from where they stand but I cannot help this feeling that the platforming sections in Uncharted loses a lot of depth due to lack of a possible failure of those sections.
I have played them all and loved them all but the platforming just feels like this unsolved puzzle which I am sure has come up in the offices at ND. They added the piton and rope, yet it still feels like those items do not solve the issue.
I think what this game lacks in terms of platforming is a ledge grab dedicated button. The auto climbing is really what makes it difficult to add depth to that section of the game. I understand that this may affect the flow of combat, especially in sections when combat and platforming overlap but isn't the point of that activity to stress the player a bit??
Just imagine that all the ledges you grabbed isn't automatic and instead you have to time, tap and hold the square button to grab hold of each ledge. This simple addition adds so much to the other overlaying mechanics the game has and I feel would have given so much depth to this mechanic section of the game. Automatic grabbing takes out the participation of the player, even though they push the stick, there is no threat which is insane when you consider that climbing tall mountains is activity that should scare you and make you worried the higher you go really.
I know the guys at ND mean well and I am sure they are probably their own harshest critic. I just think that the game missed an opportunity to make something as daring as climbing exciting
I respect your opinion, but I hope ND never does any of this. I don't want or need it in Uncharted, and I honestly don't think it would make for a better experience, especially during combat sequences.
I respect your opinion, but I hope ND never does any of this. I don't want or need it in Uncharted, and I honestly don't think it would make for a better experience, especially during combat sequences.
I finished it up there I didn't really get into it all that much people always praise naughty dog for story compared to tomb raider when they did a similar thing here aswell she wants to find her fathers past obsession etc
the constant banter between the 2 characters has taken a toll on me it was excellent in last of us and just ok in uncharted 4 but here it's just so annoying SHUT UP FOR A MINUTE!!! lol
uncharted 4 was a perfect stopping point for this franchise at this point in time maybe revive it in another couple of years with brand new tech for it to WOW again
The shadow puzzle is probably my favorite in the entire series. Took me about twenty seconds to actually recognize what the levers were doing, but then I was immediately reminded of a puzzle game I used to play as a child.
So I just put in the disc.... and says I don't have enough space...
And why does UC4 have a 13gb update???
But why isn't it worth considering?? I mean, climbing a mountain is a very daring action which has consequences, but in the Uncharted games, they almost feel like writing on paper. People used to complain a lot about Uncharted being light and I used to defend it a lot, still do but I do think the platforming would have been helped a lot by having a mechanism that punishes the player if they don't concentrate.
If you were to go out of your house and head to a hill, climb a three story building or whatever, you would be concentrating on all your movements, your muscles because you know you risk breaking a leg if you fall. Some games, like MGS use the stamina meter mechanic which makes you hasten your decision but that wont work for Uncharted because the duration of climbing is way too many to have a stamina bar. However, having a ledge grab mechanic does work if done well. It is a way to remind the player of a need to concentrate and plan their path across the climbing sections and also a way to make combat scenarios while platforming also tasking. The reward factor for the player becomes bigger as seen with the Dark Souls series. Generally, gameplay mechanic has to have enough challenge to make the player feel a sense of accomplishment, it is the reason why Metal Gear Rising feels good when you defeat one of the bosses, it is the same with Mario and all the way back to dawn of video games
I disagree. One of the biggest things I liked about the script was that they had ChloeMain villain could´ve used some more screentime, like always. Rafe remains the best antagonist the series has ever had.
Completely agree. It's probably my biggest criticism of the game. I love Henry Jackman's treatment of Nate's theme for A Thief's End but thats where it ends. Completely unmemorable compared to what Greg Edmonson did with this series or what Naughty Dog got from Gustavo Santaolalla.- Soundtrack goes by somewhat unnoticed, it´s not bad, at all, but after playing some titles like Persona 5 or Pyre, I really missed some vocal tracks to put some more sentiment into it all.
She doesn't move anything. Keep working on it.i think a puzzle is broke in chapter seven:
nadine isn't moving the laser for me to line up with the moveable statue
I agree. The auto-platforming is my biggest issue with the series. They don't even want to try and improve it. It's especially strange to me since Crash Bandicoot had proper platforming in 3d.I think ND tries to cater to a general baseline which is great from where they stand but I cannot help this feeling that the platforming sections in Uncharted loses a lot of depth due to lack of a possible failure of those sections.
I have played them all and loved them all but the platforming just feels like this unsolved puzzle which I am sure has come up in the offices at ND. They added the piton and rope, yet it still feels like those items do not solve the issue.
I think what this game lacks in terms of platforming is a ledge grab dedicated button. The auto climbing is really what makes it difficult to add depth to that section of the game. I understand that this may affect the flow of combat, especially in sections when combat and platforming overlap but isn't the point of that activity to stress the player a bit??
Just imagine that all the ledges you grabbed isn't automatic and instead you have to time, tap and hold the square button to grab hold of each ledge. This simple addition adds so much to the other overlaying mechanics the game has and I feel would have given so much depth to this mechanic section of the game. Automatic grabbing takes out the participation of the player, even though they push the stick, there is no threat which is insane when you consider that climbing tall mountains is activity that should scare you and make you worried the higher you go really.
I know the guys at ND mean well and I am sure they are probably their own harshest critic. I just think that the game missed an opportunity to make something as daring as climbing exciting
Well that ending was just supreme.
That last puzzle can still eat it though.
The way they disseminate information and history in this game is probably the best in the entire series. A Theif's End did a good job but I don't think the backdrop was nearly as interesting as it is in The Lost Legacy.I've gotta say: playing this game taught more about Hinduism than religion class in HS, and certainly gave me an appreciation for the culture I didn't previously have, and that's coming from someone who's lived over 10 years in Brampton, Ontario. Lol
the light beam was reflecting correctly for a split second and then going through Nadine.She doesn't move anything. Keep working on it.
Completely agree. It's probably my biggest criticism of the game. I love Henry Jackman's treatment of Nate's theme for A Thief's End but thats where it ends. Completely unmemorable compared to what Greg Edmonson did with this series or what Naughty Dog got from Gustavo Santaolalla.
I'm struggling to recall any motif from this game. Absolutely none of it had staying power for me. It's so disappointing because every game in the series has had music I'll take with me forever.Is it strange that I kept hearing notes of Austin Wintory's Journey throughout?
It's really subtle.
Closest example I can remember comes up when all three get in the Jeep to start chapter 9.
Edit:
It's definitely the cello. Can't say which track it is.
The middle probably is slightly off. Reset if you think it's bugged, whole thing takes about 90 seconds when you get it.the light beam was reflecting correctly for a split second and then going through Nadine.
Just finished chapter 7 some stunning artifacts in this game.
Only downer so far is the music, there's isn't much and some of it is from UC4. They could have gone to town with some really nice Indian style music to pump up the atmosphere. Missed opportunity IMHO.