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Uncharted is a legit great TPS (mechanics, encounters, level design)

Neff

Member
Also "randomly effective headshots"? They are always effective.

Certainly not in my experience. I'm not aware if it was ever patched, but I distinctly remember being frustrated many times in the first two games where a headshot didn't count as an instant kill.

Regarding weapon/enemy variety, they just weren't anywhere near varied enough, nor did they overlap in any satisfactory way to prevent these games becoming legitimately tiresome for me.

I will say though that TLoU's combat is dramatically more interesting and satisfying, or at least it was on PS4, so if they can channel some of that into UC4, then I may (albeit cautiously) consider spending time with this franchise again.

RE4 has probably the most simple set of TPS abilities known to man and it's still the best TPS ever made.

RE4 is legendary because a ton of attention was paid to the various ways in which enemies attack you, and respond to being attacked, and the fact that there are a lot of different enemy types. Uncharted can't even begin to compare in this regard, due to the fact that for 90% of the game you're fighting dudes who throw grenades/zig-zag back and forth while strafing/rush you for melee (melee which leaves you open to all manner of peripheral bullshit too, which is another gripe of mine).

With RE4, even after beating the game some 20 or so times, hours feel like minutes, and I'm looking forward to the next scene. This year alone I still learned new things about the game. My first time playing through Uncharted 1 & 2 often felt like work, no surprises, little strategic decision-making. They made me feel like a robot. It really is a night and day difference.
 
My main problem with Uncharted's gameplay besides it being simplistic, derivative, and repetitive
It begins with the most important, heavy criticism devoid of any supporting arguments.

is that by the end of the game, you're playing it in exactly the same way you were at the start. You gain no new abilities. With the possible exception of being able to blow up fuel cans, you haven't learned any new skills or tricks which improve your performance. It basically boils down to a limited combination if light stealth, aiming for randomly effective headshots, cover-hugging, and strafe-hipfiring like an idiot for its entire duration, across three games.

Instead, most of the post is spent defending a useless argument (why is changing the gameplay necessary?) with more unsupported criticism ("strafe-hipfiring like an idiot" in particular is a headscratcher).

They look great, though.

And it ends with the very definition of a backhanded compliment. Textbook Uncharted shitposting.
 
RE4 is legendary because a ton of attention was paid to the various ways in which enemies attack you, and respond to being attacked, and the fact that there are a lot of different enemy types. Uncharted can't even begin to compare in this regard, due to the fact that for 90% of the game you're fighting dudes who throw grenades/zig-zag back and forth while strafing/rush you for melee (melee which leaves you open to all manner of peripheral bullshit too, which is another gripe of mine).

With RE4, even after beating the game some 20 or so times, hours feel like minutes, and I'm looking forward to the next scene. This year alone I still learned new things about the game. My first time playing through Uncharted 1 & 2 often felt like work, no surprises, little strategic decision-making. They made me feel like a robot. It really is a night and day difference.

RE4 is the best in class no question, but I feel similarly playing Uncharted 2. I'm always looking forward to the next encounter or moment because the game does such a good job at making them feel unique. RE4 has more reactive enemies, but Uncharted has a wider moveset for the player, and I think the enemy range does a good job at making the player take use of that. Snipers force you to roll around, armored enemies flush you out of cover, etc. There could always be more enemy variety though.

On harder difficulties combat in Uncharted is quite strategic too. You have to pay careful attention to the level layout, enemy awareness, threat prioritizing, picking which weapon to suit the needs of the particular encounter, and be precise and decisive with your movements and offensive capabilities.
 
My main problem with Uncharted's gameplay besides it being simplistic, derivative, and repetitive, is that by the end of the game, you're playing it in exactly the same way you were at the start. You gain no new abilities. With the possible exception of being able to blow up fuel cans, you haven't learned any new skills or tricks which improve your performance. It basically boils down to a limited combination if light stealth, aiming for randomly effective headshots, cover-hugging, and strafe-hipfiring like an idiot for its entire duration, across three games.

They look great, though.
MGSV is over half a decade newer than UC2. You would damn well hope it has some improvements over the UC games. Let's not forget the UC games were amongst the first wave to popularise TPS gameplay. Lots of improvements have been made in the genre since then, many of which were led by Naughty Dogs other IP TLOU

I think a lot of the issues evident in the Uncharted games already look vastly improved by UC4
 
I mean they definitely brake up the pace of the game but it did it in a way that was so tedious and easy that it made me want to get back to the portions of the game I actually felt challenged with. Which was pretty much only the shooting segments.

I never resented them on my first time through, but on replays of the game, found them especially tedious. It really depended which one it was, or how long it was, but some of them like the exhaustive climbing puzzles (I think one is in one of the temples in Uncharted 2) really bored me on replaying them. But even the shooting segments became dull to me after a few times through the campaign.

In terms of replay value though, I mostly played the multiplayer aspects of the games, which for me, didn't get old, due to the dynamic nature of human opponents.
 
I agree completely. I started playing with a bit more "run-and-gun" style when I started playing on PS4 than I remember doing on PS3, and it's made the combat feel so much more satisfying.

It really adds to the huge overall feeling that Nate is the luckiest son of a bitch on the planet compared to hiding behind a small piece of cover for a while.
 
I agree completely. I started playing with a bit more "run-and-gun" style when I started playing on PS4 than I remember doing on PS3, and it's made the combat feel so much more satisfying.

It really adds to the huge overall feeling that Nate is the luckiest son of a bitch on the planet compared to hiding behind a small piece of cover for a while.

Yeah that's part of why I like it so much, it captures the "scrappy adventurer" combat you see in stuff like Indiana Jones so well. When youve got your flow going and your doing crazy stuff and surviving by the skin of your teeth it really makes the player in tune with Drake as a character.
 

Keihart

Member
Seems like some people have "mechanics" and "hit reaction" mixed up.
Hit reactions are not a mechanic, just a visual feedback.
Max Paine 3 one of the best shooters? that game's combat is super dull, the best part of it are hit reactions indeed, very good ones.

Now, obviously if you only care for hit reactions in a tps then yeah, uncharted is really no that great. But if you have fun knowing you way around levels, finding power weapos, and mixing range and melee in combat, then yes, uncharted's combat is great.
I think too many people seem to play tps games as if they were cod, holding the ads behind walls or corners...that's super boring and you waste the tools the game gives you.

It's like playing vanquish without melee or slowing time. I remember a friend of mine not knowing that Vanquish had a diferent type of melee for each weapon and being almost at the last chapter, so yeah, some people do play everything like cod.
 
Seems like some people have "mechanics" and "hit reaction" mixed up.
Hit reactions are not a mechanic, just a visual feedback.
Max Paine 3 one of the best shooters? that game's combat is super dull, the best part of it are hit reactions indeed, very good ones.

I think there's even more to it than that.

- Mechanics (For the sake of specificity, we'll leave this at movement and aiming)
- Gunplay (Goes hand in hand with mechanics. The feel, sound, and visual feedback associated with guns being shot at enemies and the player)
- Combat design (deals with player vs. AI interaction, arena design, enemy set ups/spawns, combat set-pieces, etc.)
- Enemy design (for gameplay purposes this means enemy AI and attack traits)
- Pacing (Deals with game structure, encounter to encounter flow, and the pace of each individual combat and cooldown section)

When I see people mention games like Max Payne 3 or Vanquish as counterpoints to Uncharted as if they totally outclass it (specifically Uncharted 2, which I feel is the only great game in the series), I don't understand. All of these games have strengths and weaknesses.

MP3 generally has great gunplay (sound is a little weak), but the pacing is horrible (game ruining, tbh), and combat design ranged from "Pretty okay" to "Rockstar whyyy", often in the same shootout.

Vanquish has excellent mechanics and solid enemy design, which is enough to carry it as a character action-shooter hybrid, but the combat design (aside from a few boss encounters) and pacing were not exemplary. The game gives you a great set of tools but, unlike RE4, doesn't design exciting scenarios around you to make them shine (until you pump the difficulty up to insane levels in the challenge modes). Most players won't master the mechanics to the point of tackling those challenges though, so a lot of the fun in the game comes down to player creativity (hence why you'll sometimes see players admitting to "Playing Vanquish wrong")

Uncharted 2 on the other hand doesn't have industry leading gunplay, but the mechanics are solid, and combined with excellent combat design + pacing for 90% of the game, puts the campaign somewhere near the top of the genre, alongside Resident Evil 4 (different games with different goals, obviously). I understand everyone has different tastes, but discounting what the game does to push this narrative of "bullet sponge waves" feels so bogus. Most of the game is very meticulously designed with clear and balanced enemy set ups (mostly with enemies who react to being shot) in unique arenas (relative to each other) pushing distinct playstyles peppered with the best set-piece design in the genre.

Now you wanna launch hyperbole missiles at UC1 and UC3? *shrug* Be my guest.
 

QaaQer

Member
The goal is to knock his helmet off so you can trigger the QTE finisher..

Good thing the game told me that so I didn't have to replay it 15 times, on wait...

I just thought it was hilarious that I read in this thread several times "no bullet sponges in this game" then I run across a massive bullet spomnge like two hours later.

The game commits the sin of railroading the player into using mechanics that don't need to be used given the rules of the world. E.g. why do I need to knock a helmet off a guy so I can punch him to death? I guess his skin is impervious to bullets but not fists. Why can't I hop on some rubble to get to the window? Why can't I shoot the lock on a door from this side instead jank platforming to shoot from a sign one handed on the other side? Yeah, dunno about this being a great game. IMO, YMMV, yadda.
 
Good thing the game told me that so I didn't have to replay it 15 times, on wait...

I just thought it was hilarious that I read in this thread several times "no bullet sponges in this game" then I run across a massive bullet spomnge like two hours later.

The game commits the sin of railroading the player into using mechanics that don't need to be used given the rules of the world. E.g. why do I need to knock a helmet off a guy so I can punch him to death? I guess his skin is impervious to bullets but not fists. Why can't I hop on some rubble to get to the window? Why can't I shoot the lock on a door from this side instead jank platforming to shoot from a sign one handed on the other side? Yeah, dunno about this being a great game. IMO, YMMV, yadda.

That guy is a one off and is largely agreed upon as terrible by everyone. And if stuff like only being able to shoot a padlock that's on one side of the door and not the other bothers you...I donno man that's some weird nitpicky stuff you can level at any game ever made.
 

Shpeshal Nick

aka Collingwood
Headshots were total pot luck in the original Uncharted. They corrected it slightly in the sequels, but they still weren't very consistent or easy to pull off.

But in the original, it was just terrible. Enemies CONSTANTLY dodging headshots like they were in the Matrix. Even then, you'd make a headshot and they wouldn't die. Which was still happening - with much less frequency, in the sequels.
 
Headshots were total pot luck in the original Uncharted. They corrected it slightly in the sequels, but they still weren't very consistent or easy to pull off.

But in the original, it was just terrible. Enemies CONSTANTLY dodging headshots like they were in the Matrix. Even then, you'd make a headshot and they wouldn't die. Which was still happening - with much less frequency, in the sequels.

Headshots are always a one hit kill unless they have a helmet, which you have to shoot off first. I've played through all three games many times and this was always the case.
 

Lingitiz

Member
Just like all those new abilities you learn in Gears and RE4 right.....Oh wait

The game expects you to master the run and gun and especially in 2 scales the combat scenarios to assume you have indeed been getting better

Without commenting on Uncharted, RE4 at least has a lot of different enemy types throughout the entire game and changes it up significantly towards the end. In the final area enemies start using weapons and you have things like Regenerators and other nasty shit. You do have to tackle situations very different by the end of the game.
 

Shpeshal Nick

aka Collingwood
Headshots are always a one hit kill unless they have a helmet, which you have to shoot off first. I've played through all three games many times and this was always the case.

I'm sorry if this comes off as rude, but if you're flat out denying instances where a headshot wouldn't kill some one at least in the ORIGINAL game, then you're either in heavy denial, or flat out lying. It happened....a LOT. I'm a guy who actually prefers the original over 2 and 3, but the powerless headshots were definitely a thing.
 
I'm sorry if this comes off as rude, but if you're flat out denying instances where a headshot wouldn't kill some one at least in the ORIGINAL game, then you're either in heavy denial, or flat out lying. It happened....a LOT. I'm a guy who actually prefers the original over 2 and 3, but the powerless headshots were definitely a thing.

Can you find a video of this? Honestly never noticed it. One shot with a pistol and they'd go down. Do the fat shotgun guys take more?
 
There's plenty of things to criticise Uncharted with. Bullet sponge enemies is not one of them. Using that argument is pretty telling, that the player is either full of shit, or can't aim for shit.

For me the bullet sponge complaint isn't down to players having difficult beating them, its the video game nature that you have to shoot a guy with a half a magazine of a machine gun before they die. Also the gameplay structure for combat being "action sequences" or shooting gallery's w/ marginal stealth.

I personally don't enjoy the uncharted games despite seeing the appeal.
 

FranXico

Member
Can you find a video of this? Honestly never noticed it. One shot with a pistol and they'd go down. Do the fat shotgun guys take more?

In Uncharted 1, the fat shotgun guys were the equivalent to the armored soldiers of Uncharted 2, and they can survive headshots. But Collingwood is right, I lost count of the amount of pirates that can dodge bullets.
 
In Uncharted 1, the fat shotgun guys were the equivalent to the armored soldiers of Uncharted 2, and they can survive headshots. But Collingwood is right, I lost count of the amount of pirates that can dodge bullets.

The dodging is annoying but it's fair play. Regular enemies die to one head shot.
 

Revven

Member
To be fair, I like how active the enemies are in UC1 both with their head sway dodges and their slides into cover. It's disappointing the AI regressed from that in 2 and then even further in 3 (where in 3 they stand around and then eventually decide to charge straight at you).

I'd rather have active enemy AI than enemy AI that stands around waiting to be shot.
 
People that are talking about satisfaction regarding weapon feedback need to remember that the games are rated teen. That in of itself is going to largely hold back the visual feedback you get. Your weapons won't be blowing limbs off, or making nasty explosions of mist and gore with headshots.

Uncharted is a much more enjoyable experience to me when you play it as fast paced, frantic, run-n-gun optional type game. Obviously you can't play that way while on crushing, but the game wasn't designed around that difficulty.

To be fair, I like how active the enemies are in UC1 both with their head sway dodges and their slides into cover. It's disappointing the AI regressed from that in 2 and then even further in 3 (where in 3 they stand around and then eventually decide to charge straight at you).

I'd rather have active enemy AI than enemy AI that stands around waiting to be shot.

Uncharted 1 had by far my favorite enemies. I loved the ones that would pop out, and do the 80's machine gun at the hip spray and pray. They were so well animated and entertaining. I wish they had kept that lightheartedness.
 

FranXico

Member
People that are talking about satisfaction regarding weapon feedback need to remember that the games are rated teen. That in of itself is going to largely hold back the visual feedback you get. Your weapons won't be blowing limbs off, or making nasty explosions of mist and gore with headshots.

The Order 1886 had plenty of impact gore. Too bad that the satisfying gameplay was not a priority for RaD.
 
The Order 1886 had plenty of impact gore. Too bad that the satisfying gameplay was not a priority for RaD.

I really did not mind the gameplay but every time I felt like I was getting into the flow of the game, it interrupted the pacing with more cutscenes. It just didn't provide the player with enough freedom, in my opinion, but the actual gunplay in my opinion was pretty nice, even if the AI and level design were relatively poor.
 

entremet

Member
Fun games, but I disagree. The waves of enemies gets tiring.

TLOU is much more measured and the superior ND TPS.
 

FranXico

Member
I really did not mind the gameplay but every time I felt like I was getting into the flow of the game, it interrupted the pacing with more cutscenes. It just didn't provide the player with enough freedom, in my opinion, but the actual gunplay in my opinion was pretty nice, even if the AI and level design were relatively poor.

I phrased it poorly, but that's what I meant, I agree. The gameplay that was there was satisfying, but there just wasn't enough of it. RaD cared more about cramming more scenery detail and cutscenes than elaborating on level design.

Come to think of it, the existence of that game does help to put those accusations of Naughty Dog doing "style over substance" into perspective and realize how wrong they are.
 
To be fair, TLOU is best played as a stealth action game, is it not?

True story. The only part I really enjoyed in combat was when I was Ellie in Winter and taking out raiders using archery. They never saw me and it was the only time I was truly satisfied in TLOU. Definitely play it as stealth action, but the game will sadly throw you into the shit when it feels like it.

I hope Uncharted 4 can have more than one approach to taking on enemies.
 
That's ridiculous.

Have you played Uncharted 3 on Crushing? Now that is cheap. Enemies spawning above you and all around you. Perfect accuracy. Little/no health. The shape of the arenas means that there is often nowhere to hide and no way to protect yourself.

Uncharted 2 is god-tier. I can't think of any fights that are cheap on Crushing, except the bosses (which are low points more generally). If you play carefully, you'll almost always prevail. Cover is always in the right places. Enemy positions are always well telegraphed. The enemies also don't have perfect accuracy. (They still track your last-known position, so you can easily thwart them and olling still gives you i-frames).

Currently playing UC3 on crushing after the abysmal showcase that was pre-patched aiming on the PS3. I'll have to get you back on that one.

Also, you must be playing a very different type of Uncharted 2 because that is far from my experience. I have experimented multiple times if I can run or dodge of an enemy's sight in an open enviroment and they ALWAYS get me. After using this as a metric I can guage where the area weakness is. The train sequence being the easiest. Even when the physics work against you doesn't affect enemy aiming at the slightest.

So either you are deliberately obtuse or the playstyle I'm playing is the "god-tier" shootout you speak of.
 
True story. The only part I really enjoyed in combat was when I was Ellie in Winter and taking out raiders using archery. They never saw me and it was the only time I was truly satisfied in TLOU. Definitely play it as stealth action, but the game will sadly throw you into the shit when it feels like it.

I hope Uncharted 4 can have more than one approach to taking on enemies.

You can stealth enemies in almost every single encounter tho. Even if you get in a shoot out you can break line of sight and stealth again.
 

Spinluck

Member
UC2 shits on Max Payne 3 and Gears from a great height. Hell I cant think of any single level in Gears that is better designed than UC2. Gears is as banal as they come in terms of encounter and level design.

UC2 has garbage gunplay and feedback compared to those games. I can't stand those featherweight guns and the lack enemy reaction when they get shot. Both Gears and MP3 control better than UC2, but UC2 does have better level design. RE4 and Vanquish beat UC2 in almost every category that matters though.

UC2s best trait is its great pacing and presentation.
 
I'll admit it's been a long time since I last played the games (Not since I beat UC3 at launch), but the reason I haven't returned to them was because the shooting severely turned me off. I believe the main reason was just that there seemed to be so much of it and none of it really interested me. I loved the melee combat in UC3 and the platforming and the puzzles are great. It's just I don't feel like gunning down Russian mercenaries fits into the same idealised vision of adventure that the other elements of the games do. Indiana Jones killed Nazis, sure, but he didn't do it hiding behind cover firing a machine gun or a sniper rifle because that would be far less interesting to watch, and it is far less interesting to play. The reason people dislike the TPS parts of Uncharted isn't really because they suck, it's because they're not as exciting as the rest of the game and they take up far more time, basically delaying the good parts.
 
UC2 has garbage gunplay and feedback compared to those games. I can't stand those featherweight guns and the lack enemy reaction when they get shot. Both Gears and MP3 control better than UC2, but UC2 does have better level design. RE4 and Vanquish beat UC2 in almost every category that matters though.

UC2s best trait is its great pacing and presentation.

Again, I want to restate, that a huge reason the feedback is off in the uncharted series, is that it's rated teen. Clearly Naughty Dog have no issue making guns feel nice and powerful, as demonstrated in TLOU.

When considering feedback, try to separate the body impacts that other games have.
 
Playing through Uncharted 1 right now. Still feels good despite that enemies take a while to die. It especially feels good towards the middle when you have tougher enemies with better guns who do their best to flank you while their buddies up top are trying to snipe you. Those one hit kill grenade launchers infuriate me at higher difficulties.
 
Again, I want to restate, that a huge reason the feedback is off in the uncharted series, is that it's rated teen. Clearly Naughty Dog have no issue making guns feel nice and powerful, as demonstrated in TLOU.

When considering feedback, try to separate the body impacts that other games have.

I don't think it's because it's rated teen. I think it's because of the visual feedback and the way the enemies often react to getting shot aren't exactly the best in the UC series. When you're shooting in UC2 there's really no feedback(No hit markers, reticule doesn't turn red or anything) so you're left with the enemy reaction and the tiny sliver of blood that comes out.

UC4 is still rated teen yet it looks significantly better as a TPS because of the much needed physics.
GIF372af6.gif
 

Spinluck

Member
Vanquish wishes it had pacing, encounter and level design of Uncharted 2. Vanquish is a perfect example of a game that gives the player competent mechanics and does not have competent level designers to back up those mechanics. I cant remember one memorable level in Vanquish precisely for those reasons.

Tactical Challenge 6 was pretty memorable to me
 
Again, I want to restate, that a huge reason the feedback is off in the uncharted series, is that it's rated teen. Clearly Naughty Dog have no issue making guns feel nice and powerful, as demonstrated in TLOU.

When considering feedback, try to separate the body impacts that other games have.

I don't think this is true, as evidenced by the footage we have of Uncharted 4 which looks pretty similar to Max Payne 3 minus the entry/exit wound gore. The gunplay feedback in Uncharted has felt weak because Naughty Dog wasn't very good at it, and in fact took a turn for the worse in UC3 after they made improvements in UC2. The Last of Us was clearly a huge step for the studio though, and UC4 looks to push it even more bringing the series in line with other feedback heavy shooters like MP3, Killzone, etc.
 

Spinluck

Member
Again, I want to restate, that a huge reason the feedback is off in the uncharted series, is that it's rated teen. Clearly Naughty Dog have no issue making guns feel nice and powerful, as demonstrated in TLOU.

When considering feedback, try to separate the body impacts that other games have.

Sometimes enemies barely flinch when being shot.

I don't think that has much to do with the rating. The guns don't feel that satisfying to use either.

EDIT: as some has started

UC4 looks like a vast improvement.
 
The physics and rag doll aspect I can probably agree with, though I'd need to see footage from the other games to compare (uncharted does have armored dudes that don't really respond). But I also think a game should give you all the feedback it needs without the need for hit markers. It's much harder to do in a third person shooter compared to a first (I turn off reticals and hit markers when I can), and I can see the teen rating playing a huge roll in "dulling" the feel of a weapon.

I thought I recall the Killzone team turning down the bullet impacts for rating issues. Could just be words from my ass.

I think Uncharteds biggest issue in that regard would be the enemies designed to not be stun-able, which maybe cheapened the experience as a whole. Are there gifs of regular baddies being shot up?
 
I'm pretty surprised at how many comments itt are saying bad things about the combat considering how high of a pedestal the series gets put on here. I like the series, but I personally could never put it on a pedestal like that or make me think Naughty Dog was God tier, or Naughty Gods, etc, because of the combat being a bit bland. It always kind of surprised me how highly the games were regarded. For characters and set pieces, they're awesome. The gameplay itself though prevented me from really thinking that highly of those games.
 

Mupod

Member
The shooting mechanics are nowhere close to Gears and what's left is a pretty standard walk forward-shoot-cutscene game. I don't hate the games, I just kinda feel nothing. I'm reading through the OP and it's like we played different games entirely. Movement? I hid behind boxes and shot guys sometimes. This isn't fucking Vanquish, you're still stuck behind cover and the levels aren't particularly open or large even when you aren't being railroaded down a narrow linear path.

I will leap to defend TLOU from every single detractor it has but uncharted is just bland. If UC4 can have gameplay and AI as great as TLOU I will happily go slog through the rest of UC3 and buy 4.
 
The shooting mechanics are nowhere close to Gears and what's left is a pretty standard walk forward-shoot-cutscene game. I don't hate the games, I just kinda feel nothing. I'm reading through the OP and it's like we played different games entirely. Movement? I hid behind boxes and shot guys sometimes. This isn't fucking Vanquish, you're still stuck behind cover and the levels aren't particularly open or large even when you aren't being railroaded down a narrow linear path.

I will leap to defend TLOU from every single detractor it has but uncharted is just bland. If UC4 can have gameplay and AI as great as TLOU I will happily go slog through the rest of UC3 and buy 4.

You're only stuck behind cover and immobile if you want to be, and it's not the most efficient, and certainly not the most fun, way to play though. It's not Vanquish but it's not Gears of War either. And just like you can play Vanquish or Resident Evil 6 as standard stop and pop shooters, you can do the same with this. Or you can take advantage of your mobility options and the wide sandboxes that encorporate tons of different vertical arrangements and paths and go to town.
 
The shooting mechanics are nowhere close to Gears and what's left is a pretty standard walk forward-shoot-cutscene game. I don't hate the games, I just kinda feel nothing. I'm reading through the OP and it's like we played different games entirely. Movement? I hid behind boxes and shot guys sometimes. This isn't fucking Vanquish, you're still stuck behind cover and the levels aren't particularly open or large even when you aren't being railroaded down a narrow linear path.

I will leap to defend TLOU from every single detractor it has but uncharted is just bland. If UC4 can have gameplay and AI as great as TLOU I will happily go slog through the rest of UC3 and buy 4.

The bolded is why you're doing it wrong ... this isn't gears ..it's uncharted , move around, flank your ennemies, exploit the verticality of the levels , but staying in cover all the time is a big no no ...

And nobody is saying that it's a vanquish where staying in one place means death, but staying in cover and waiting for the game to become a shooting gallery is definitely NOT the way to approch the encounter design , especially in uncharted 2 & 3
 
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