I think it does. Not having played the first 3, how could you have any kind of connection and empathy to the main cast?
To be fair, you need to know absolutely about Nate or Sully to appreciate their relationship with Nate in U4.
I think it does. Not having played the first 3, how could you have any kind of connection and empathy to the main cast?
Its not unanimous.That shouldn't matter on his opinion of the characters. You'll find this thread is unanimous on how uninteresting the new characters are.
I dug the new chars, esp Sam.That shouldn't matter on his opinion of the characters. You'll find this thread is unanimous on how uninteresting the new characters are.
Yeah Sam was great and other than an somewhat inconsistent accent, Troy Baker did a great job.I dug the new chars, esp Sam.
Also I think some users really should take their time with the game and not just try to beat in 2-3 sittings. this is definitely a game to wander around in.
If anything, the game forces you to wander around big empty areas with nothing to do, too much. There is nothing to discover off the beaten path for all that exploration they've added.There's plenty of people including myself that feel this is the best uncharted. Also I think some users really should take their time with the game and not just try to beat in 2-3 sittings. this is definitely a game to wander around in.
Playing it small chunks and exploring more really doesn't make a difference. It just further heightens the amount of inaction and boredom. One session consisting of 1-2 chapters could have little or nothing in the way of engaging gameplay.
It's a game made by a different creative team, and really shows. Shockingly, the duo behind The Last Of Us made another narrative-centric third-person shooter with a focus on cinematic atmosphere and worldbuilding - and a very dark, cynical narrative. In the process, they moved away from some of the cornier elements that defined the series. The scale of the action is taken back by a multitude of ten. There isn't even a hint of supernatural fuckery. By adding in the character of Samuel, Druckmann and Straley even re-contextualize the past three games as a tragic affair for Nathan. Shit, the start of the game even implies that Drake gained nothing from his previous three adventures. Somehow he was only able to leverage three world-shifting adventures into a nice house in the suburbs and an unsatisfying desk job.They were given the reigns to somebody else's franchise, and molded it into something entirely different.
The ending goes a full step further, practically begging Sony to let somebody else make a damn Uncharted game. They close the book on Nathan Drake, and build a new character for another team to capitalize upon.
Every adventure, someone pipes up and is like "This is insane, we should just leave", but Nathan won't have any of it, he has to see this adventure through even if it kills him.
And yet its open environments feel more alive than any other game. Exploring in UC4 reminded me of all the hikes, camping, and traveling I've done throughout my life. No other game has come anywhere close to capturing that feeling of simply existing in an environment like UC4.If anything, the game forces you to wander around big empty areas with nothing to do, too much. There is nothing to discover off the beaten path for all that exploration they've added.
It's the same stealth from Uncharted 3. They could've done so much more. It's actually more old-school and barebones where you have to wait ages for patrol paths than many other games at the moment, can't throw things as distractions (like in The Last Of Us), can't use silenced guns/tranqs/tasers (like in the Uncharted 2 museum with Flynn) to take down enemies quietly, and if you're spotted by one enemy suddenly everyone from far away knows you're there. The stealth is especially frustrating on the higher difficulties. One of the most baffling exclusions is the lack of tag team stealth takedowns when in Scotland Nate and Sam do it to one enemy as part of a tutorial. It's incredibly rare and inconsistent that the allies take out enemies by themselves, most of the times enemies will walk right past them.Now, gameplay wise, yes, the climbing was excessive, but gunplay was objectively better, there was better melee combat, actual stealth, traversal with ropes made sense, and countless other gameplay improvements appeared out of the tired mess that was UC3. If they continue to make UC games in the future, I see UC4 as an important evolution of the game at its core, and a story that is aimed more at an adult audience than teenagers.
The stealth was much improved from Uncharted 3. To say it was the exact same is just straight up lying. And of coarse stealth is harder on harder difficulties; I managed to use stealth just fine on crushing.It's the same stealth from Uncharted 3. They could've done so much more. It's actually more old-school and barebones where you have to wait ages for patrol paths than many other games at the moment, can't throw things as distractions (like in The Last Of Us), can't use silenced guns/tranqs/tasers (like in the Uncharted 2 museum with Flynn) to take down enemies quietly, and if you're spotted by one enemy suddenly everyone from far away knows you're there. The stealth is especially frustrating on the higher difficulties. One of the most baffling exclusions is the lack of tag team stealth takedowns when in Scotland Nate and Sam do it to one enemy as part of a tutorial. It's incredibly rare and inconsistent that the allies take out enemies by themselves, most of the times enemies will walk right past them.
What are these countless other gameplay improvements? I must have missed them. There are gameplay additions that were pointless like the auto-lock aiming and detection colour system. The only thing new I came across was the piton which was just filler and just reminded me of Tomb Raider. Ok, I'll give you the marking system taken from Splinter Cell, although that's not on the higher difficulties.
The stealth was much improved from Uncharted 3. To say it was the exact same is just straight up lying. And of coarse stealth is harder on harder difficulties; I managed to use stealth just fine on crushing.
The auto-lock was created for handicapped people. So it's not pointless for some.
Shooting objectively feels better than previous games.
You seemed to have conveniently forgot to mention the rope and driving which are both new mechanics for the franchise.
The most significant stealth upgrade I've noticed is that you can reacquire stealth after alerting the enemy. That's a pretty big change and changes the rhythm of the combat encounters if you take advantage of it.The person I was responding to was talking about gameplay improvements in addition to the stuff he/she already mentioned like the rope and melee, which I agreed with, but was wondering what other improvements there were. I guess by you saying I'm lying, you're saying that grass cover is what I'm ignoring? Then I will concede that minor thing, although the stealth functions the same. You can still do cover takedowns and death from aboves in 3. I'll disagree on the driving being an improvement, didn't like the controls for it.
But you can't go back to stealth after initiating combat in Uncharted 3; you can lose line of sight for a bit, but the enemies are always in a combat state. In Uncharted 4 you can not only lose line of sight, but you can go back to stealth and take out enemies without being seen. That's a pretty big addition that gives you more strategic options.The person I was responding to was talking about gameplay improvements in addition to the stuff he/she already mentioned like the rope and melee, which I agreed with, but was wondering what other improvements there were. I guess by you saying I'm lying, you're saying that grass cover is what I'm ignoring? Then I will concede that minor thing, although the stealth functions the same. You can still do cover takedowns and death from aboves in 3. I'll disagree on the driving being an improvement, didn't like the controls for it.
And yet its open environments feel more alive than any other game. Exploring in UC4 reminded me of all the hikes, camping, and traveling I've done throughout my life. No other game has come anywhere close to capturing that feeling of simply existing in an environment like UC4.
I understand why some people might be turned off by having "nothing to do" in a video game. I have friends that would rather mountain bike down a trail rather than walking through a forest for no reason other than to exist in it. Sure, biking down a mountain is more fun and exciting. But to me, taking in my surroundings is overall more fulfilling. Uncharted 4 was one of the most fulfilling experiences I've ever had in a videogame despite not being as fun as something like Bloodborne.
One of the things that hurt the game for me was the obvious TLOU influence in it
I love TLOU more than the Uncharted games combined, but TLOU/Left Behind DNA and it's more serious tone stripped the game from it's identity for sure to degree
I mean they were barely any jokes in the game and even the little ones we had were barley funny
hell Ellie alone in TLOU probably was funnier than Nathan in UN4
the DLC better be more like Uncharted 2. Bring back Chloe and she will probably bring the funny moments with her
One of the things that hurt the game for me was the obvious TLOU influence in it
I love TLOU more than the Uncharted games combined, but TLOU/Left Behind DNA and it's more serious tone stripped the game from it's identity for sure to degree
I mean they were barely any jokes in the game and even the little ones we had were barley funny
hell Ellie alone in TLOU probably was funnier than Nathan in UN4
the DLC better be more like Uncharted 2. Bring back Chloe and she will probably bring the funny moments with her
I said some users. If you didn’t like it you didn’t like it man...lolI bought the game week one and only finished my first playthrough last week, is that enough or should I take a couple more months?
Seriously, don't do the "you played it the wrong way" thing. Unless now you want to say I took TOO long and that's why it disappointed me.
I agree with this, I would have like something besides treasures and optional conversations. And with the Rope, it just felt wrong for Drake not to have an bow lol...If anything, the game forces you to wander around big empty areas with nothing to do, too much. There is nothing to discover off the beaten path for all that exploration they've added.
And yet its open environments feel more alive than any other game. Exploring in UC4 reminded me of all the hikes, camping, and traveling I've done throughout my life. No other game has come anywhere close to capturing that feeling of simply existing in an environment like UC4.
I understand why some people might be turned off by having "nothing to do" in a video game. I have friends that would rather mountain bike down a trail rather than walking through a forest for no reason other than to exist in it. Sure, biking down a mountain is more fun and exciting. But to me, taking in my surroundings is overall more fulfilling. Uncharted 4 was one of the most fulfilling experiences I've ever had in a videogame despite not being as fun as something like Bloodborne.
I like this point, and agree about the value of "just being" in a space.
But U4 didn't do is for me. I think the reason is that, despite being beautiful, the environments are incredibly static and linear. The only place to go is forward, the weather doesn't change, the time of day doesn't change, there's no meaningful ecosystem.
It's like going to a museum, where something like Witcher 3, or even Skyrim (which I really don't like) are more like going hiking or camping. Okami is another one that nails this "being in nature" vibe for me too.
I don't agree. While games like The Witcher 3 and Skyrim are beautiful to explore, I'm always taken out of the moment with random POIs popping up and bandits/trolls/dragons/etc randomly ambushing me. I can't go 2 minutes in those games without some random event happening that reminds me that I'm playing a videogame. As for the linearity, I'm fine with it. Most of the time I hike I'm following a narrow trail. I don't need dynamic weather systems and time of day changes either. Besides, time of day changes are another thing that takes me out of games like The Witcher considering last time I checked, a full day/night cycle takes a bit longer than 20 minutes. Whenever I hike in real life, on a sunny day I can start at 11:00am and finish at 5:00pm; other than the shadows moving, the lighting stays mostly the same. That's 6 hours of sunny blue skies. That would be like 10 days, and a 100 different weather changes in an RPG. Besides, its not like the weather and lighting in UC4 was always static. Take chapter 13 for example; you start on a boat on a nice sunny day, and you end the chapter with a storm about to hit. It might not have been "dynamic", but it was convincing.I like this point, and agree about the value of "just being" in a space.
But U4 didn't do is for me. I think the reason is that, despite being beautiful, the environments are incredibly static and linear. The only place to go is forward, the weather doesn't change, the time of day doesn't change, there's no meaningful ecosystem.
It's like going to a museum, where something like Witcher 3, or even Skyrim (which I really don't like) are more like going hiking or camping. Okami is another one that nails this "being in nature" vibe for me too.
It's the same stealth from Uncharted 3. They could've done so much more. It's actually more old-school and barebones where you have to wait ages for patrol paths than many other games at the moment, can't throw things as distractions (like in The Last Of Us), can't use silenced guns/tranqs/tasers (like in the Uncharted 2 museum with Flynn) to take down enemies quietly, and if you're spotted by one enemy suddenly everyone from far away knows you're there. The stealth is especially frustrating on the higher difficulties. One of the most baffling exclusions is the lack of tag team stealth takedowns when in Scotland Nate and Sam do it to one enemy as part of a tutorial. It's incredibly rare and inconsistent that the allies take out enemies by themselves, most of the times enemies will walk right past them.
What are these countless other gameplay improvements? I must have missed them. There are gameplay additions that were pointless like the auto-lock aiming and detection colour system. The only thing new I came across was the piton which was just filler and just reminded me of Tomb Raider. Ok, I'll give you the marking system taken from Splinter Cell, although that's not on the higher difficulties.
I think UC4 needed to do more to shake up the formula. The game left me feeling hollow and underwhelmed.
I noted before how I found watching the new Zelda footage more enjoyable than my entire playthrough of UC4. I still enjoyed UC4, mind you, but the difference between the two games is one takes many chances and the other doesn't. By breaking its conventions, Zelda has me excited in a way I haven't felt for a 3D Zelda game since Wind Waker. But UC4 stuck to its formula... and watered it down. The more story-driven focus came at the expense of proper pacing and innovations in the gameplay space. New additions like the rope and sliding quickly become a repetitive means to an end, and the refinements in combat go sorely underutilized since enemy encounters are few and far between.
UC4 felt like a flat line with two spikes . UC2, by contrast, was near-constant escalation (Nepal through the train sequence to the mountains with Tenzin), with a bit of downtime for contrast (Tenzin's village) before ramping back up (the monastery, lost world). UC3 also fared better, with less cohesive set-pieces (the ship, lol) but enough hills and valleys to provide dramatic contrast. UC4 sacrificed much of this for... walking and talking... automated jumping and climbing... "we need a crate..." "boost me up..." "help me lift this..." and many, many crumbling cliffs and rickety old structures collapsing with perfect predictability.the Italian heist in Ch. 6, and Madagascar/King's Bay in Ch. 10-11
It's funny how I was eagerly anticipating UC4 and not even following DOOM, but in the end, DOOM put UC4 on hiatus for two weeks in the middle of its playthrough.
Hmmm...I dunno, the vistas were a big part of why I like it, the climbing sections were beautiful and reminded me of God of War at times with how small drake got. I really enjoyed all the climbing slow parts and dialog between the characters. And man, those were some tough shootouts on crushing!