Crushing isn't actually that bad until you get to chapter 20 and then its a nightmare. Almost luck based.
Tell me about it. Took me the best part of around 7 months to pass that shipwreck section. It really was luck.
Crushing isn't actually that bad until you get to chapter 20 and then its a nightmare. Almost luck based.
Is exploding mummies even passable on crushing or will it take me like an hour.
it took me a bit of time to find the right path but i did it. The window of opportunity is quite slim but i did it.
The problem with Uncharted 4 is that it didn't know what it wanted to be. It wanted to be open, but not too open, it wanted to be linear, but not too linear. In the end, it became the worst Uncharted in the series despite having one of the best playing TPS mechanics out there.
Do you want to be semi-open world? Just do it. Do you want to be linear? Do it. Stop half assing it in both directions.
Uncharted 4 is a masterclass in pacing. It's unbelievably good in that regard. When people look back in 15 years they'll see.
4 > 2 > 3 > 1
Gosh that sounds like a chore.
No lies detected. Nice takedown.I don't understand how you can enjoy any piece of media with the bizarre level scrutinization, and misreading of narrative language. Why would you have to think about the guard hitting a cliff? He doesn't, no matter how many times you do it, and swims away no matter how many times you do it. Nate jokes about, the guard is fine, it's game shorthand for "you didn't do anything bad". Do you worry about Ezio crushing some poor sap to death every time he swan dives off a massive tower too? How do you sit through any action movie ever made? Or play any narrative action game?
And Rafe was never threatened. A bunch of thieves going after the same treasure (the one that Nate and Sam were looking for long before Rafe) is not threatening him. Rafe immediately jumping to "I'm gonna murder you" is obvious narrative speak for "Rafe is a bad guy". And Nate only kills capital-B Bad Guys. The narrative never even entertians that the people you are killing are anything other than faceless, murderous goons because that's the tone of every action adventure ever.
His arc ends with him letting go of the life endangering, roguish treasure hunting, but not giving up adventure completely. The entire point was his life was out of balance when he tried to cut off of doing what he loves completely. He found a healthier outlet for it to do with his family. And now you're talking about totally different points than I had initially brought up and whew lord did this game shit in your salad or something? My god. There are loads of things to criticize the game for and you aren't picking at like any of the actual issues.
I don't understand how you can enjoy any piece of media with the bizarre level scrutinization, and misreading of narrative language. Why would you have to think about the guard hitting a cliff? He doesn't, no matter how many times you do it, and swims away no matter how many times you do it. Nate jokes about, the guard is fine, it's game shorthand for "you didn't do anything bad". Do you worry about Ezio crushing some poor sap to death every time he swan dives off a massive tower too? How do you sit through any action movie ever made? Or play any narrative action game?
And Rafe was never threatened. A bunch of thieves going after the same treasure (the one that Nate and Sam were looking for long before Rafe) is not threatening him. Rafe immediately jumping to "I'm gonna murder you" is obvious narrative speak for "Rafe is a bad guy". And Nate only kills capital-B Bad Guys. The narrative never even entertians that the people you are killing are anything other than faceless, murderous goons because that's the tone of every action adventure ever.
His arc ends with him letting go of the life endangering, roguish treasure hunting, but not giving up adventure completely. The entire point was his life was out of balance when he tried to cut off of doing what he loves completely. He found a healthier outlet for it to do with his family. And now you're talking about totally different points than I had initially brought up and whew lord did this game shit in your salad or something? My god. There are loads of things to criticize the game for and you aren't picking at like any of the actual issues.
Because most movies actually have a point besides rewarding the protagonists for pursuing literally the exact same shit as the antagonist and never punishing the protagonist for his actions. And don't have pointless narratives where the new equilibrium is "well he's now even richer and has a kid."I don't understand how you can enjoy any piece of media with the bizarre level scrutinization, and misreading of narrative language. Why would you have to think about the guard hitting a cliff? He doesn't, no matter how many times you do it, and swims away no matter how many times you do it. Nate jokes about, the guard is fine, it's game shorthand for "you didn't do anything bad". Do you worry about Ezio crushing some poor sap to death every time he swan dives off a massive tower too? How do you sit through any action movie ever made? Or play any narrative action game?
Uh yes he was, by the time of UC4, Sam Drake straight up kept info from him that could've been incredibly fruitful at gaining information.And Rafe was never threatened.
Nathan Drake literally murders people in the same mission. They aren't even murderous, they're straight up guards. Nathan even laments not bringing a gun. This is our protagonist...hell, the game even goes out of it's way to characterize the goons by giving them a unique conversation at every combat section. Like, consider what Rafe is actually doing by the time Nate comes into the picture, he's literally in the middle of nowhere, in Scotland. When they go to Madagascar, he's once again, in the middle of nowhere, a threat to nobody but the three guy specifically trying to get the treasure. Hilariously persistent trucks aside, his guards are always in the middle of nowhere before Nate steps in. There's much better ways to characterize an antagonist besides "well, the protagonist couldn't stand him at one point." At least the teaser hinted at some kind of interesting yet cliche narrative where Sam is the villain.A bunch of thieves going after the same treasure (the one that Nate and Sam were looking for long before Rafe) is not threatening him. Rafe immediately jumping to "I'm gonna murder you" is obvious narrative speak for "Rafe is a bad guy". And Nate only kills capital-B Bad Guys. The narrative never even entertians that the people you are killing are anything other than faceless, murderous goons because that's the tone of every action adventure ever.
Again we never see any of this, we have no idea what happened between the events of UC4's climax and it's ending except for the fact that they had a child. And no the game didn't "shit in my salad" it's just a straight up pointless narrative, it's almost the same message as UC4 except with a forgettable fanfiction level brother character added, and the same message that no matter what Nathan Drake does, he will be forgiven and straight up rewarded. Not to mention Elena once again being angry at Drake and forgiving him anyway. Despite even him acknowledging that he's pulled this sort of shit way too many times at this point. For how badly the game wants to be a film, the game would straight up be terrible at being a film.His arc ends with him letting go of the life endangering, roguish treasure hunting, but not giving up adventure completely. The entire point was his life was out of balance when he tried to cut off of doing what he loves completely. He found a healthier outlet for it to do with his family. And now you're talking about totally different points than I had initially brought up and whew lord did this game shit in your salad or something? My god. There are loads of things to criticize the game for and you aren't picking at like any of the actual issues.
I choose not to because they go out of their way to emphasize how Nathan Drake is a normal guy when honestly he's just an asshole who always gets rewarded and forgiven no matter what he does.Yes, Drake and his friends kill a lot of people, and the games treat them like rogue saints instead of murderers with realistic repercussions and emotional conflicts pointed at those deeds. Honestly this is one of those things you either choose to suspend disbelief for or don't. I don't think it's about whether the story is good. It's about whether the concept behind the game was contradictory in a way that should've kept it from existing in the first place. Trying to use the in-universe logic against itself only serves to further highlight that the dissonance is ridiculous but also a different kind of argument.
Because most movies actually have a point besides rewarding the protagonists for pursuing literally the exact same shit as the antagonist and never punishing the protagonist for his actions. And don't have pointless narratives where the new equilibrium is "well he's now even richer and has a kid.". And no I don't worry about Ezio, because the narrative of his games isn't afraid to punish his ass beyond "well, now this person is slightly angry but not really because in an hour or so she won't be" and his new equilibrium actually has a point.His house is actually huge and fully paid off and his "normal life" job is scuba diving like no Nathan Drake's is privileged as hell...
Uh yes he was, by the time of UC4, Sam Drake straight up kept info from him that could've been incredibly fruitful at gaining information.
Nathan Drake literally murders people in the same mission. They aren't even murderous, they're straight up guards. Nathan even laments not bringing a gun. This is our protagonist...hell, the game even goes out of it's way to characterize the goons by giving them a unique conversation at every combat section. Like, consider what Rafe is actually doing by the time Nate comes into the picture, he's literally in the middle of nowhere, in Scotland. When they go to Madagascar, he's once again, in the middle of nowhere, a threat to nobody but the three guy specifically trying to get the treasure. Hilariously persistent trucks aside, his guards are always in the middle of nowhere before Nate steps in. There's much better ways to characterize an antagonist besides "well, the protagonist couldn't stand him at one point." At least the teaser hinted at some kind of interesting yet cliche narrative where Sam is the villain.
Again we never see any of this, we have no idea what happened between the events of UC4's climax and it's ending except for the fact that they had a child. And no the game didn't "shit in my salad" it's just a straight up pointless narrative, it's almost the same message as UC4 except with a forgettable fanfiction level brother character added, and the same message that no matter what Nathan Drake does, he will be forgiven and straight up rewarded. Not to mention Elena once again being angry at Drake and forgiving him anyway. Despite even him acknowledging that he's pulled this sort of shit way too many times at this point. For how badly the game wants to be a film, the game would straight up be terrible at being a film.
I choose not to because they go out of their way to emphasize how Nathan Drake is a normal guy when honestly he's just an asshole who always gets rewarded and forgiven no matter what he does.
This story somehow won the best narrative too last year....god this medium..honestly the villain in this game didn't even do anything wrong. We're supposed to hate Rafe because he's rich and wants some credit for discovering the treasure too? I don't even know what the message of this game is supposed to be, because it's so interchangeable with 3, but at least that had somewhat of an ending that made sense. If you have a narrative where the characters are constantly reminded of the dangers of pursuing greed and obsession maybe don't reward them with that very greed and obsession at the end and make them richer than they were when the narrative starts. If we're talking equilibriums,What message am I supposed to glean from that? That if I lie to my partner and get caught she'll forgive me anyway? That I will not be punished in anyway shape or form for my actions? That wealthy people who're literally in the middle of nowhere trying to do their own thing are inherently evil? This story literally has nothing of value to say about greed or obsession. In fact i've actually been playing through it with my partner and she appropriately nicknamed it the privilege simulator after seeing this scene:Nathan Drake starts UC4 with a big house and happy marriage but isn't satisfied because he's a masochistic asshole, the middle of the game is him pursuing greed and yet another obsession, and the new equilibrium is that he has two houses and owns a beach.
I still don't understand why Drake lied to Elena.
Do you want to be semi-open world? Just do it. Do you want to be linear? Do it. Stop half assing it in both directions. The only parts I enjoyed in the game were the combat and the Jeep parts, I would have actually enjoyed it more if they dropped the entire fanfiction-y plot and made a massive world for you to explore with nothing but treasure and combat. OR made it like the previous games where it was very linear with combat encounter followed by a combat encounter.
Gosh that sounds like a chore.
it took me a bit of time to find the right path but i did it. The window of opportunity is quite slim but i did it.
I still don't understand why Drake lied to Elena.
& i still don't understand how nate & elena go about explaining their multiple blood-soaked adventures to little cassie. do they just leave out all the 'good' parts? ...
I still don't understand why Drake lied to Elena.
Because most movies actually have a point besides rewarding the protagonists for pursuing literally the exact same shit as the antagonist and never punishing the protagonist for his actions. And don't have pointless narratives where the new equilibrium is "well he's now even richer and has a kid.". And no I don't worry about Ezio, because the narrative of his games isn't afraid to punish his ass beyond "well, now this person is slightly angry but not really because in an hour or so she won't be" and his new equilibrium actually has a point.His house is actually huge and fully paid off and his "normal life" job is scuba diving like no Nathan Drake's is privileged as hell...
Uh yes he was, by the time of UC4, Sam Drake straight up kept info from him that could've been incredibly fruitful at gaining information.
He doesn't want her to get hurt.
So god damn annoying. I don't know why they went from "Nate, lets ditch the girl" "Who Elena? We don't need to ditch her, she's bad ass" to that crap.
The airplane scene is 3 is the worst. He tells her to go home and be safe while he tries to sneak on the plane. Then when he fucks up and is seconds away from death, Elena comes out of nowhere and saves his ass. Why the fuck wasn't Elena helping him get on the plane the plan in the first place? Did the scene really need that "I don't want you to get hurt" crap?
Because most movies actually have a point besides rewarding the protagonists for pursuing literally the exact same shit as the antagonist and never punishing the protagonist for his actions. And don't have pointless narratives where the new equilibrium is "well he's now even richer and has a kid.". And no I don't worry about Ezio, because the narrative of his games isn't afraid to punish his ass beyond "well, now this person is slightly angry but not really because in an hour or so she won't be" and his new equilibrium actually has a point.His house is actually huge and fully paid off and his "normal life" job is scuba diving like no Nathan Drake's is privileged as hell...
Uh yes he was, by the time of UC4, Sam Drake straight up kept info from him that could've been incredibly fruitful at gaining information.
Nathan Drake literally murders people in the same mission. They aren't even murderous, they're straight up guards. Nathan even laments not bringing a gun. This is our protagonist...hell, the game even goes out of it's way to characterize the goons by giving them a unique conversation at every combat section. Like, consider what Rafe is actually doing by the time Nate comes into the picture, he's literally in the middle of nowhere, in Scotland. When they go to Madagascar, he's once again, in the middle of nowhere, a threat to nobody but the three guy specifically trying to get the treasure. Hilariously persistent trucks aside, his guards are always in the middle of nowhere before Nate steps in. There's much better ways to characterize an antagonist besides "well, the protagonist couldn't stand him at one point." At least the teaser hinted at some kind of interesting yet cliche narrative where Sam is the villain.
Again we never see any of this, we have no idea what happened between the events of UC4's climax and it's ending except for the fact that they had a child. And no the game didn't "shit in my salad" it's just a straight up pointless narrative, it's almost the same message as UC4 except with a forgettable fanfiction level brother character added, and the same message that no matter what Nathan Drake does, he will be forgiven and straight up rewarded. Not to mention Elena once again being angry at Drake and forgiving him anyway. Despite even him acknowledging that he's pulled this sort of shit way too many times at this point. For how badly the game wants to be a film, the game would straight up be terrible at being a film.
I choose not to because they go out of their way to emphasize how Nathan Drake is a normal guy when honestly he's just an asshole who always gets rewarded and forgiven no matter what he does.
This story somehow won the best narrative too last year....god this medium..honestly the villain in this game didn't even do anything wrong.
They fired warning shots to scare off civilians at the start of that fightHow many good, normal people hire a massive team of mercenaries, and have them open up in a crowded market place?
A Thiefs Mid Life Crisis