What are they then?
There are guns you can use agains enemies that yuo shot to kill, in U4 and specially TLOU the feel of killing is liek God Tier and instead of giving us more things to kill they give less, how is that making any sense?
Now if they want to stick to their guns and make a walking, character interaction heavy platformer sure they can Im not saying they shouldnt but for fucks sakes put a mode where I can forget all that shit and go and kill things without worry about cutscenes and stuff.
Hence me asking for Horde mode or survival mode where I can play with a coop partner or 4 and just kill things for fun, I know MP is in there but not everyone likes to play with some magic misticals stuff all over, if you tell me there is a classic mode pure ol team deathmatch now I will be pleased.
They're action adventure games. Third-person shooting is one of the five or six ingredients which are mixed and matched, unlike, say Gears of War where the sole ingredient is third-person shooting. Uncharted 4 is one part climbing, one part puzzling, one part platforming, one part third person shooting (with stealth mixed in). To call it just "a third person shooter" is reductive. It has never been 'just a third person shooter', ever since the first game. You're ignoring/passing over the other 3/4 of the experience. (Reductive.)
Also, FYI, there
is a mode where you can "forget all that shit and go and kill things without worry about cutscenes and stuff".
It's called multiplayer. (And it's bloody great, FYI. Includes Trials which are like mini horde challenges. And co-op down the road will probably add an actual horde mode like in the previous games (was in UC2 and 3.)
It's likely because you're just more adept at controlling the character, as a result of the time you've spent playing. Much like I don't have any problems choosing with enemy to attack, or running in between hordes in Phantasy Star Online as a result of learned habits. It doesn't mean that there aren't legitimate control issues that the average person will encounter (and you yourself encountered with the original game).
That's a fair enough comment. The game doesn't really explicitly say "1. make sure you point the stick at what you want to take cover behind, and 2. when you roll you're locked into rolling so time it carefully".
I'm aware of both of these facts and it has literally never been an issue for me in Uncharted 4. But where exactly could Naughty Dog convey this message?
Or don't, and just continue to pick them off. Which is what's been working for many of the people that are dying when attempting to be mobile. It's not that you can't be mobile (people tend to be able to speedrun anything for example), the game's just not designed in such a way for it to be conductive to most players' success.
1. You definitely can survive on Hard/Crushing while being mobile, but it's about choosing your opportunities and timing them perfectly. Indeed, however, the game doesn't really tell you that. On Crushing you need to know the mechanics
inside and fucking out and pick your moment perfectly, or you'll die.
In other words,
you have to be good at the game. Maybe that's why it's the hardest difficulty? Who'd have thought it! You have to be
good at the game to get the most out of it on Hard/Crushing! Eureka!
2. The root of this discussion might actually be the classic chicken-egg argument of 'make your own fun'.
If I play on any difficulty, yes, I can stay in cover the entire time and play it like Gears of War. If I want. But that will be missing the point. I would be limiting my own experience and not using the tools at my disposal for my own fun. I have to
choose to play with mobility, and by doing so, it becomes one of my favourite action games of all time. If I chose not to play that way and used a reductive Gears-style tactic (which is completely valid re Gears) then I probably wouldn't love UC4's combat.
For instance, I gave Alxjn tips about how to make the game more fun and make crushing a bit easier, and look what happened:
Tried the Water Feature encounter on crushing. Took your advice and used more opprtunities to break line of sight and incorperate stealth into the mix and everything turned out a lot better.
He notes that other fights were still too hard, though. I suppose the point here is that the game
could bash you over the head with how to do this stuff, and it
could balance the encounters differently so it's easier to play acrobatic/mobile, but it already spends 5-6 hours teaching you all its mechanics. At some point, the player has to take agency for how they will play.
Really now. Could have sworn they controlled in third-person and you shot people with guns in it.
Yeah, like 1/5th of the time.
That's like saying that because there's a 1-hour segment of Shenmue in which you drive a forklift truck, Shenmue is a 'through-and-through forklift truck simulator'.
Morrigan you're clearly either imagining this or need to git gud.
Again, it clearly hasn't been a big enough issue to stop the game getting 90+ reviews in the harshest critical climate we've seen in over a decade.
I'm not saying it's
not an issue at all, even though I never experienced it, but I'm saying it's obviously minor. Morrigan seems to have had an exceptionally bad time of it. Pop over to the many-thousand-post-strong OT and see how many people have been complaining about this.
Normal. I think - whatever difficulty is just under Hard. (Edit: Moderate)
Even on normal you'll get pinged when swinging around and running between cover points when things have gone loud. As somebody who looks at getting shot and the screen going black and white as a sure sign of the things the game is training you *not* to do I shifted gears..
It's not training you not to do this. It's just saying "you better break for cover".
It's fine to swing on a rope, pop a few shots/a grenade off, then when the screen starts going grey, drop into cover and regenerate. If you need to rope again, go ahead and do it.
'Death grey' is a temporary thing. It just means 'get some cover and sweat it out, then get back into the fray'.
In my recent battles on Crushing I've been doing a stunt-like-move, getting wounded, rolling into cover and flanking away to recover health, doing another stunt-like-move, getting wounded, rolling away again, repeat, etc.
Basically you get OHK bursts of action where you pull off good moves, and otherwise you keep moving and breaking into stealth so that you can regain health.
It's fun as fuck playing this way. The only encounter I can imagine not abiding by this rule would be the last ones, which are a bit overboard. Haven't reached them on Crushing yet.