Oversimplifies the quoted post and doesn´t address any of the exposed arguments while at the same time demanding more arguments himself, ends with a one liner expecting that to be valid as a strong point. Two can play this game.
There was nothing of substance said in the original post other than you addressing some player videos with your opinion of what it means. That I think should of been addressed to that specific poster if he so wishes to discuss it with you. It's after all his personal approach to those encounters. It usually plays out different from player to player even if the approach is the same. So, when it came to the comparison you made, which is the reason you quoted my post, you were vague. I simply asked for depth since you used hyperbole to add punch to your statement, not to mention, you talked in generalities. If you get upset that's your problem. So, no, you're not "playing this game", just whining from my pov. You could of ignored the post altogether like To Far Away Times. No problem with that. So if you're going to respond, no need for the whining imo.
The thread is about how UC´s movement-based combat is the best of the best and you´re saying how only 2 games surpass it.
This thread is about Uncharted having great gameplay, and movement being a key pillar to its combat. All aspects of Uncharted combat come together best with player mobility, helped by level design, encounter design and enemy A.I. The premise of it being the best of everything is kind of a strawman argument.
The game is one of the very best at giving you options in combat. In that sense, there are two TPS that are at least on par, if not better - that I can think of, or that the case is strong enough. Even then you always have to take into consideration the things the games set out to do for proper comparisons. One is a military shooter, the other is survival horror, grounded. Uncharted is pulpy action, grounded. Some mechanics in games are limited by what the game is. Having the ability to swim in paint goo (a gameplay mechanic) doesn't fit the world of Uncharted, TLOU or MGS5 for example.
I´ve posted specific details on what I think fails in UC´s movement based-combat, like not giving you any tools to react to enemy fire while forcing you to put yourself in the enemy´s line of fire at the same time (as that is defended as the correct way to play it in this topic).
It does give you tools. The first being environment cover (standard TPS cover, walls, or vertical structures). Verticality in specific allows for player re-positioning when pinned down in specific covers by incoming fire.
The second is too damn obvious, the weapons (pistols, power-weapons, grenades) that a player uses to defend himself (and when in movement, it's running hip-fire, which not many shooters have). One of those "weapons" are riot shields you can pick-up when present. These riot shields dropped by riot shield enemies (in certain encounters -not all) allow you to avoid all incoming fire in your line of sight - and also allow you to shoot with your pistol as you crouch-walk towards incoming fire.
Lastly, when in close quarters, melee.
So the argument is very cloudy in the sense that you're saying the game doesn't give you tools when a player charges at incoming fire like a bull. Well duh, unless you're asking for bullets to disappear why wouldn't point-blank fire follow its path (the player in this case)? Nate is not a Jedi-superhero with force shields or anything of that sort.
A player can use riot shields when available and when not; use the environment and player judgement to tackle the area. Players like OP have a sense for bullet damage by enemies. Said player can judge by himself whether charging at an enemy in a certain distance will result in a player getting downed or not. It's a risk vs. reward judgment. The risk is getting shot, the reward is taking out an enemy with melee and not losing many bullets and/or gaining better position as a result of x enemy at x position being down. Running hip-fire does neutralize enemy fire, but if multiple enemies are shooting, you're bound to only neutralize one. Verticality, running stamina and the environment help this by giving the player easy temporary cover as a getaway. It's a risk vs. reward proposition. The rewards are usually great from my experience provided you use sound judgment. Sometimes that judgment is not 100% correct but with practice, anyone can improve to a level of comfort. Uncharted MP is usually a great place to get good at this. I mean, you'll not be good at Uncharted MP playing with a Gears mentality, that's just a BIG FACT. The SP is less punishing.
The best way to play the game is to be in constant movement and use the many mechanics in the game at your disposal towards achieving your objective. It's in no way limiting of what Uncharted combat can be, or must be to every single individual there is. If a person chooses to play Uncharted SP like Gears, they can do so. If someone chooses to play Uncharted like OP, they can do so. If someone is more stealth oriented there are levels that can be done "fully on stealth" if practiced enough - and there are videos out there to show it, the UCollection OT has a gaffer with some. The game will however push for mobility using enemy NPC's on most situations (melee rushers, armored shotgun npcs, snipers at elevated positions, ninja chokers etc). You can still play the game using your favorite playstyle and it's not intrusive enough to disrupt preference but it's intrusive to the point of encouragement (and some levels can't be completed without constant movement, specially set-pieces).
Another point people are praising about UC is the verticality and I´ve posted another TPS that destroys it in that regard (Splatoon). If you don´t know about it, you can climb any wall in Splatoon as long as you´ve painted it in your color. You can even swim in that wall in any direction (up, down, sideways...you have the full plane of the wall to move however you like). This also includes walls with varying inclinations and slopes. You can stop there to surprise an enemy, or jump out shooting at any momen. And all of this is done seamlessly from moving in the horizontal plane, which means that it comes as second nature for the player after learning the basic mechanics and allows to move in fast ways performing awesome acrobatic stuff. I haven´t seen any TPS, UC included, that comes nearly close to it in this regard. Splatoon maybe closer to a platform-shooter hybrid than to a TPS, that´s how good it´s movement mechanics are.
First, this is like comparing an Indiana Jones movie to a Pixar movie - apple and oranges on what the games are trying to do. I say that in the sense that the premise of one game is based on a mechanic that allows you to swim/disappear under the floor of any type of wall, floor or structure that's available - tailored for this specific purpose (usually most of the combat arena). Not to mention, you give specifics about Splatoon but not Uncharted. That's not how you contrast.
In Uncharted a squid/kid hybrid doesn't disappear/swim to paint goo on the floor. In Uncharted, a human character walks, run, climbs, jumps, takes cover, swims,like a human being. It's a grounded game (that still pushes video-game make-believe nonsense but in a grounded way). Splatoon is open-canvas fantasy.
So if you're saying that you're "more" mobile in Splatoon due to the ability to disappear (swim as it's called) into paint goo and move on walls then you're perhaps correct. It's however not necessarily better because in a game like Uncharted the character is not trying to disappear into the ground, but walk, run, climb, and swim.
It's a nonsensical argument any way you spin it.
Also, the swimming mechanic in Splatoon allows for fast travelling through ground. This also replenishes your ammo and, in less extent your health, so the idea of being constantly swimming and moving around is very early embbeded into the player. It´s even the main objective in the main multiplayer mode. Even when playing as a sniper, the most static of all the possible weapon types in the game, the best ones are those who move around constantly using different lines of fire. That is a very good example of how to design an excellent movement-based combat.
The best Uncharted players in Uncharted multiplayer are those that move constantly and use movement as a tool - news at 11. Granted I'm sure you've no idea of what UC MP is if you think this is an argument that helps your case vs. the alternative. That sniper behavior that you specifically cite = "non-campers are the best". Well that's surprising /s. Same in Uncharted - if a sniper doesn't move and happens to cause enough havoc to be noticed, he's dead - simple as that. Specially in Uncharted of all shooters - avoiding snipers and outflanking them using the environment is extremely easy.
All I saw in UC was the player having many flashy different moves, but the whole thing seemed as begin developed separately, like if they first designed the player abbilities and then later added the maps and the enemies with the idea to push combat in a direction, instead of designing around the main concept from the beginning, balancing, scrapping and introducing mechanics along the way.
This is like a lot of nothing? Your argument is not clear. What abilities are you talking about? Flashy moves? What balancing needs to be adjusted, scrapped or reintroduced? Extremely vague and all over the place. This more of a blanket statement than a point of contention.
And it appears you've never played Uncharted and you have based a lot of nonsensical arguments on OP's video and pushing it through cause? but....DESTROYS! JOKE!
I'm not going to say that you shouldn't have an opinion but you don't seem like the most informed chap on the subject and the overall argument is poor. Specially the one that makes Splatoon a "better TPS" than Uncharted because of the paint goo mechanic. I mean subjectively you can have that opinion, as in, you enjoy it more, but objectively the games are different enough and do different things that comparisons are hardly possible. I mean even if you go the checklist route, as in combat options, you'll fall short most likely.