Fancy Clown
Member
If your argument is falling back on headshots, you're the one not understanding the meaning of bullet sponge enemies.
It takes 3-4 body shots with a pistol to kill a standard enemy, or 1 shotgun blast. Still a bullet sponge?
If your argument is falling back on headshots, you're the one not understanding the meaning of bullet sponge enemies.
Fancy Clown said:If the gameplay weren't as enjoyable as the story I would not have replayed the series as many times as I have
I think they do a good job of flanking you, moving between cover, calling out when you're out of ammo, using grenades if you're hiding too long. They don't always have the strongest self preservation instinct though.
Yeah, but I can't really appreciate these things since you can pretty much steamroll them once you figure how much damage you can take or can expose yourself. As such I add way more emphasis in having creative ways to dispatch the baddies.That's true but I generally expect at a basic level of self-preservation. I need to actually believe the AI wants to be alive, to get any satisfaction from taking their life away.
But you are right, most AI in TPS (or FPS) aren't good enough. I think Uncharted has some better responses though, as AI actually recognize when they are the last man alive, when you have run out of ammunition, when you're moving for another piece of cover etc. They do make some of the mistakes of Mass Effects AI, rushing forward at inopportune times, and so forth, but I think they cling to cover and use blindfire pretty intelligently, a lot of the time.
i understand what it means
code for i'm bad at shooting
If your argument is falling back on headshots, you're the one not understanding the meaning of bullet sponge enemies.
Are you saying that enemies shoot at you while you're out of cover? Why I can't believe this. What an outrage. Who would have thought that you could get damaged while out of cover.The games are supposedly designed to make you want to leave cover and engage in run and gun, melee etc, but then they simultaneously punish you for doing so by applying damage in most instances when you leave cover.
The games are supposedly designed to make you want to leave cover and engage in run and gun, melee etc, but then they simultaneously punish you for doing so by applying damage in most instances when you leave cover. This is contradictory design. "Optimal" play therefore becomes about using the subpar stealth/cover-shooting mechanics as much as possible to avoid damage, but in videos posted here that supposedly show off the great combat design, the player is running around taking damage constantly, getting locked into extended melee animations in the open, etc. The game seemingly wants you to do the "fun" option but simultaneously punishes you for it. It feels sloppy and unsatisfying to achieve competency in Uncharted games because doing all the "cool stuff" inevitably leads to receiving damage.
Compare this with something like MGSV, which is mechanically superior to control, and properly rewards comptency. Even Resident Evil 6, which has an extremely uneven singleplayer mode, controls in a much better manner than the UC series and correctly rewards competency rather than punishing the player for attempting to use the game systems.
You realise your argument is "the games can't be bad, because I enjoyed them", right?
ahh, here is it the default (terrible) defense for criticism for a game: You're just bad!
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.ahh, here is it the default (terrible) defense for criticism for a game: You're just bad!
ahh, here is it the default (terrible) defense for criticism for a game: You're just bad!
The games are supposedly designed to make you want to leave cover and engage in run and gun, melee etc, but then they simultaneously punish you for doing so by applying damage in most instances when you leave cover. This is contradictory design. "Optimal" play therefore becomes about using the subpar stealth/cover-shooting mechanics as much as possible to avoid damage, but in videos posted here that supposedly show off the great combat design, the player is running around taking damage constantly, getting locked into extended melee animations in the open, etc. The game seemingly wants you to do the "fun" option but simultaneously punishes you for it. It feels sloppy and unsatisfying to achieve competency in Uncharted games because doing all the "cool stuff" inevitably leads to receiving damage.
Eh, while I don't agree with him, he has the trophies to back up that he's played both UC2 and 3. I don't think there was trophy support for UC1 when it first came out though.
Sorry for snooping Moon_frogger
If your argument is falling back on headshots, you're the one not understanding the meaning of bullet sponge enemies.
There are 4 fights in Uncharted 2 that bugged me on Crushing.
1. first time you encounter the Brutes in Shambala when you are with Chloe and Elena, when you only have AK-47 to fight them, and they bum-rape you until you kill one and get the bow and kill the second one easily
The map area is very small and very difficult to avoid their attacks, you need to maximally abuse the perspective system and hiding in corners of the map there
2. the large area near the scenic waterfall in Shambala with the 2 or 3 waves of military guys, and then follows with 2 brutes.... well this one was OK, but extremely difficult and punishing, but not terrible
3. climbing down the tower by "sneaking" on Crushing before reaching Shambala.... while climbing down if you miss even a single guy at some points you can die very cheaply and easily
4. the battle between the Brutes and Military guys in Shambala, in which there are infinitely spawning guys unless you meet certain requirements in the fight by defeating certain enemies (namely the chaingunner guy)
Other than that though, Uncharted 2 is insanely well balanced, even on Crushing, I agree. There are a few other moments which are hard, but these are the only ones I would consider a little unfair on Crushing.
That said I think games are generally balanced most perfectly on Normal/Hard in action games, and Uncharted 2 is no exception.
P.S.
I think I'm the only one who likes the boss at the end of Uncharted 2, and I think it is the best ending boss in the whole series.
I thought it combines classic ND gameplay and modern ND gameplay perfectly.... and it felt like an action-platformer boss that I felt fits the game and the ending boss.
On Crushing it is difficult, but I do enjoy that fight, because of it's challenge and for it not sticking to conventions. It's not perfect, but I like that as the boss.
IMO it was better than the final bosses in Uncharted 1 (hide behind boxes and punch Navarro) and 3 (knife fight was so annoying on Crushing..... wasn't that fun either) by far.
The feel of the weapons are really bad imo. It just doesn't feel satisfying to kill an enemy.
Please explain this to me. Because pretty much every game has bullet sponge enemies if you don't aim for their weakpoints. Those hunters in Halo? Elites and jackals with shields? Bullet sponges if you don't aim for their weakpoints, or let the elite's shield recharge. God, you know what was a huge bullet sponge? The garrador in Resident Evil 4. Just...don't shoot them in the back please.
My problem with Uncharted isn't the 'bullet sponge' enemies, that's among the least of its problems, so I can't really the defend that argument (I just feel pointing out headshots are one shot kill without helmets is a dumb counter). But you just named two other games that are also notorious for their bullet sponge enemies..
Are you saying that enemies shoot at you while you're out of cover? Why I can't believe this. What an outrage. Who would have thought that you could get damaged while out of cover.
Obviously you take damage when you leave cover, but that's why you have regenerative health. You take damage but it comes back once you get to a new cover point and move on again. And the level design rewards you for taking the high ground, flanking, or finding power weapons. If you just hide you can get flanked, rushed, run out of ammo etc.
I've layed out a detailed argument in the OP and numerous times throughout the thread that you can look at if you care to. That post I repsonded to didn't merit an argument beyond what I said.
Mman235 said:Given all the legit complaints about the shitty uses of regenerating health it's funny how a series comes along that actually promotes using to augment your playstyle (which is what it should do if it's going to be in a game) and the complaint is "but you have to take damage and that's bad because"
From my experience with just the first two chapters, it is a decent TPS with a quite boring gameplay and wonderful presentation.
Nice multiplayer too.
"Great"? Nope.
I didn't really care for the "bullet-sponge" argument that was levied at the series since because at least in the first game, all of the enemies died with 1 headshot. [Then I played Uncharted 3 and it was just endless waves of dudes who were full-out hurt-locker who took like 7 shots to the head to kill, man that was frustrating. I eventually put the game on easy mode, and people died with shots to the face like they should and the game became much more enjoyable, albeit completely lacking any challenge. I'd like to think that there is a nice middle-ground somewhere between easy peasy and frustrating as fuck (I imagine it's significantly less crap on the PS4 with the improved framerate though).
There's no context missing here. It's such a ridiculous thing to criticise. The thing about running and gunning is knowing when to back away from a fire fight and went to rejoin it firing away. Of course you will inevitably take damage if you're always out in the open.Great work pulling one sentence out of my post so you could take it out of context, nice job! As I said already, it's poor design for the game to encourage you to run and gun while simultaneously punishing you for it. Once you're out of cover the enemy accuracy is such that you will inevitably take damage unless you... get right back into cover again.
This doesn't address what I said, which is that the game is actively punishing you for doing the thing it wants you to do. Not only that, it telegraphs this in the most blatantly obvious way to tell you to stop what you're doing and get in cover (multiple bright red indicators on-screen, fading to monochrome, etc). If Naughty Dog actually want you to dynamically roam around between all these in/out of cover states in the way you laid out in the OP, they are failing to convey this in the design, because you are consistently punished within a couple of seconds of leaving cover in the games, and the natural response to the visual feedback for most players will be to get back in cover ASAP.
The real answer is that there is no masterful design going on here, and Naughty Dog just happen to have dressed up some playable but not particularly deep mechanics in a polished package, and the relatively simple combat and generously regenerating health means that people can progress through the game in a straightforward manner. Not that I'm damning the game as a package, since the real draw is in the setpiece design, visual quality and characterisation which are all amazing and often deserving of awards.
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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.
You don't like anything about the gameplay? I have no problem what so ever with the puzzles and the jumping and climbing, I actually love that, feels like Tomb Raider or Prince of Persia. I just think there is too much focus on the gunplay and the gunplay isn't nearly as good as the best games in the genre. Doesn't mean the whole games are bad, it just means the gunplay could be better.From a gameplay perspective, everything about the series just feels sloppy, and unrewarding. The only things they really do well are setpieces and creating likable characters.
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.
Great work pulling one sentence out of my post so you could take it out of context, nice job! As I said already, it's poor design for the game to encourage you to run and gun while simultaneously punishing you for it. Once you're out of cover the enemy accuracy is such that you will inevitably take damage unless you... get right back into cover again.
Just the first two chapters of which game? Pretty ridiculous post, mate.
Err... just the first two chapters in the saga. Sorry, bad explaination.
Finish your sentence: "but you have to take damage and that's bad because the game is portraying your competency with the mechanics as a failure state".
Then fps don't have combat, there's always another player character around the cornerEndless waves of bullet sponge enemies doesn't qualify as great combat to me.
I tried to play through the first one back in 2010 but it was just so damn terrible I dropped it. Combat was boring with waves of bad guys. Traversal felt like it was on rails and an interactive cut scene. Graphics were just plain ugly.
On the other hand Gears of War 1 is probably one of my favorite games which is odd because the games are compared so often and they shouldn't be just because they are both 3rd person shooters.
You don't like anything about the gameplay? I have no problem what so ever with the puzzles and the jumping and climbing, I actually love that, feels like Tomb Raider or Prince of Persia. I just think there is too much focus on the gunplay and the gunplay isn't nearly as good as the best games in the genre. Doesn't mean the whole games are bad, it just means the gunplay could be better.
There are way too many hyperbolic posts in the thread. :/
The puzzles are brain dead easy. They're the worst part of the game. I think I only had trouble figuring out one or two puzzles in the entire series, and they were both in the third game. The rest of them feel more like tedious busy work then puzzles.You don't like anything about the gameplay? I have no problem what so ever with the puzzles and the jumping and climbing, I actually love that, feels like Tomb Raider or Prince of Persia. I just think there is too much focus on the gunplay and the gunplay isn't nearly as good as the best games in the genre. Doesn't mean the whole games are bad, it just means the gunplay could be better.
There are way too many hyperbolic posts in the thread. :/
I found this too and didn't play the series until late last gen when I picked up a ps3 for the exclusives I had missed. I ended up putting all three in easy mode by the end just to get through it all faster.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.
The puzzles are brain dead easy. They're the worst part of the game. I think I only had trouble figuring out one or two puzzles in the entire series, and they were both in the third game. The rest of them feel more like tedious busy work then puzzles.
The platforming/climbing is boring because it's so linear. Jeff Gerstmann actually made a great comment on it this week on the Bombcast. There are no stakes. As soon as you get on a ledge, you're locked in and just have to press the stick in whatever direction you have to go. There's no challenge.
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.
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.It's weird, I acknowledge that the puzzles and traversal have no challenge or depth or whatever, but when I'm playing them in the context of the game as a whole I find them pretty enjoyable as pacing segments. One of my favorite sections in the whole trilogy is the ice caves in 2, and that's two chapters of nothing but traversal.
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.
The games are supposedly designed to make you want to leave cover and engage in run and gun, melee etc, but then they simultaneously punish you for doing so by applying damage in most instances when you leave cover. This is contradictory design. "Optimal" play therefore becomes about using the subpar stealth/cover-shooting mechanics as much as possible to avoid damage, but in videos posted here that supposedly show off the great combat design, the player is running around taking damage constantly, getting locked into extended melee animations in the open, etc. The game seemingly wants you to do the "fun" option but simultaneously punishes you for it. It feels sloppy and unsatisfying to achieve competency in Uncharted games because doing all the "cool stuff" inevitably leads to receiving damage.
Compare this with something like MGSV, which is mechanically superior to control, and properly rewards comptency. Even Resident Evil 6, which has an extremely uneven singleplayer mode, controls in a much better manner than the UC series and correctly rewards competency rather than punishing the player for attempting to use the game systems.