TR13 is the one I've played. On hard. Normal is a joke anyway, as it's on Uncharted.
Melee in TR13 is not a very strong tool due to restrictions in its design. It's practically a turn-based mechanic using the axe. Press triangle to pull your axe and hack. The animation itself leaves you extremely vulnerable to after-fail. There is no contextual animation lock.
I mean there isn't a better video to portray how much of a joke it's than this - its purest form:
https://www.youtube.com/watch?v=unnsWQkb4h0
The dodging part plays out like a QTE in the sense that button prompts time-sensitive are shown to you and you have to react to them.
https://www.youtube.com/watch?v=nBKdL9V23S0
Not to mention finishing melee attacks also give you button prompts - for everyone - not just a special NPC where you could give it a free pass. You have to react to them when the "system" allows/wants you to.
To approach an enemy straight up with melee without getting literally pushed back (by said enemy) you have dust the enemy to disorient them first and
open them for melee. That in and on itself extremely limits the ability of a player to go straight up to any NPC in a crowd and melee with the axe alone (which is what's intuitive since that's the melee weapon - dedicated melee button).
I mean I came to the reality of how stupid it's by going towards an enemy in close encounters, pressing triangle and getting pushed back and back again. If it was designed properly the player should be able to hack away with some sort of contextual melee animation without resorting to the pre-req of disorientation. There is sadly no contextual animation.
Every time I did this I had to instead remember that I forgot to either soften up the enemy with bullets for a finishing melee-move button prompt or the fact that to open them up (when fully healthy) you have to disorient them first (the dust gimmick) and quickly follow with triangle/axe hack. The whole ordeal takes up unnecessary steps because it's not a fully fledged out system with contextual animations. Simple as that.
In Uncharted you can approach any enemy (barring armored folks that will push you back if fully healthy and headbutt you) with melee, from any position and punch them (or straight up stealth kill them if approached from behind).
There is no requisite for melee engagement in Uncharted.
To finish an enemy, there is no button prompt to speak of, it's the same melee button as if you were to approach melee in any circumstance. To dodge there is no button prompt (just roll). If you soften up an enemy in Uncharted with bullets, and you want to go for the finishing move, there is no button prompt, just a contextual melee animation with the melee buttom. It's simple, smooth, it's effective, it makes sense.
That's a big difference.
https://www.youtube.com/watch?v=q8WKWZMrSBg
==============================================
What's horrible about actually engaging in hand-to-hand, fist to fist combat? Like wtf? In a real life fight you punch someone and folks respond in kind. I mean what's wrong with that?
https://www.youtube.com/watch?v=q8WKWZMrSBg
It's supposed to behave that way - that's what a player expects. You approach an NPC, land a punch and you're positioned to land another one. The enemy also positions itself to respond in kind with their own melee moves. You can chose to continue in the engagement after your first punch by continuing to press buttons
OR not press any button and flee the fight. What's so great about the animation and stance is that the player intuitively knows when to continue punching given NPC reaction to the initial punch and players usually do so because they're in an advantageous position after landing the punch. It's a great feedback mechanism helped by top notch animations. You can approach an enemy with melee from any position and there are contextual animations for practically every approach.
That's the genius of it. It's designed in a way to induce the player to press the button again which ends up in the smooth and continuous flow of the fight. That's smart design, not poor.
It's the same in TLOU but with the addition of weapons, which actually behave like you would expect compared to TR2013.
The initial weapon hack animations in TLOU hold up just enough that contextual animations following the initial button press feel natural and never out of the initial animation even if there are two or three animations linked together in the process. You can quit at any time barring finishing move animations.
In U2 it's the same simple system of UC1, but with more and better contextual animations (both for NPCs and for the player obviously) and better visual feedback. Same thing for Uncharted 3. Uncharted melee is also the exoskeleton of melee in the TLOU. You can't have one without the other basically.
Absolutely incorrect. You have control of Drake. The animations are so good that your subconscious reaction is to continue to press buttons resulting in a fully fledged melee fight until the enemy dies or you fail to dodge. That's how good it's. You can drop it at any time. Being trigger happy is the player just reacting to animations that encourage being trigger happy - since well, the enemy is usually at a disadvantage after you land the initial punch (not just in terms of health, but the visual reaction to the punch).
It figure if Crystal Dynamics hasn't already taken cues for TR2015 from TLOU in how to handle weapon-based melee which is the same way ND handles fist-based melee (same basic concept - just different animations and damage values), they'll do it sooner or later. I say this since well, it's superior to their solution in practically every way and it's clear they took some cues with their stealth, and crafting. It would be interesting to hear opinions on that in the future, although sometimes the absence of criticism, and instead the praise says more.
The hyperbole falls flat.