I don't see your statement as being defensible.
Having a puzzle where I have to shoot natural gas seeping from the ground with an arrow lit by a lighter so that it can blaze some obstacles and shift the weight of a platform that allows me to access a new area, or using a rope to pull open window blinds to adjust the wind and then use the rope to ring a bell with enough force to collapse the floor are not half-assed or badly implemented puzzle mechanics compared to any mindless traversal puzzle in Uncharted where you push a crate.
Rope arrow. You used it to create new ziplines and to pull, swing, or break objects. Uncharted 4 had a few bits where you pulled your rope to break things in a similar manner.Somehow I don't remember using a rope in Tomb Raider. Weird. Was it a main mechanic in the game?
I agree that theres nothing wrong with it. It's that gamerfan is spreading misinformation that auto-aim is presumably on by default in any other mode, unless he only played the game on Explorer Mode, in which case him saying that "Uncharted is made for casuals" and "can be beaten while blindfolded" is straight up shit posting considering he might have played the game on the easiest mode.
Yeah, I didn't even know it was on by default in any mode until I saw it mentioned in this thread. It's also worth mentioning that the auto-aim isn't really even there for casuals as much as it's there for disabled gamers. It's a pretty cool inclusion due to that and I think we'll see it more in the future for the same reason.
Was there any of that besides the zipline in TR2013?
Hardcore gamers like xp bars, lots of collectables, and eagle vision to point them in the right direction so they can do some hardcore physics puzzles
After a couple of "level" ups you can access to the melee counterattack (which can be upgraded to an instakill) and the sand attack, (which affects every type of enemy) both of which can get you an invincible instakill making melee combat a fuckin' joke (the last big encounter with samurais on towers? Let the melee ones follow you on a safe place and use dodge (which is super forgiving) and attack in succession... you just eliminated the "biggest" threat in the game)
Gun upgrades are almost as bullshit OP, with the pistol being stupidly good from the start... Armored people aren't even that special due to an upgraded bow being able to one hit kill anything (EVEN THE BOSS ON THE SHIP.)
Then explosives and the shotgun are stupidly weak, to the point that a pistol single shot is more effettive on killing an enemy than both (that also mean that enemy fire grenades are just there to annoy instead of trying to kill you).
Then the encounters are for most part based on waves except for when they are set on a "platforming path" and TR easily plays more like a cover shooter on the most crowded ones in comparison to Straley's Uncharted (it helps that Drake feels faster in traversing the battlefield)
That's good and fun tho. I suppose you would have the same complaints about RE4.
I hate Uncharted's combat because it's clunky and stagnant.
I cant disagree with the OP, UC is rich in story and characters, but the combat is okay and transversal gets tedious. The Scotland area got me. I actually like innocent to blood thirsty Lara as a better protagonist than cocky Nate. Id place TR13 and RotTR just a hair better than UC4, UC3 and UC1 UC2 is just too good, combat flaws and all.
You aren't very powerful in RE4 until late in the game, and even then, most insta-kill weapons are too costly to use. You can get by in Tomb Raider doing nothing but insta-killing. Not to mention the AI is not anywhere near as relentless as the RE4 AI, if not just for the lack of care for their own mortality. Even early in Tomb Raider, the bow can insta-kill consistently with headshots which are made easy by AI that make it easy.
Outside of the story which I do believe is improved, I thought it was a step back from '13.
Yep. It's a lot prettier (though the first one was freaking gorgeous also) but I agree that's about all it has vs the first with the only notable exception being the incredible challenge tombs of ROTTR. The challenge tombs have been exceptional where as the first game they felt like tacked on afterthoughts.
The first one had an incredible metroid-vania style progression that let you not only continue through the main story but also unlock so many secrets, items, weapon/item upgrades and tombs.
Irrelevant as the climbing axe and rope was in TR2013 as well. Actually the grapple has been in the series since 2006 with TR Legend.You do know the first showing for Uncharted 4's gameplay was before Rise of the Tomb Raider?
Are you playing on M&K? The game isn't really designed around using that unfortunately. It essentially makes the game a point and click for about half of it. Gamepad is pretty easy too, sure. The bow isn't very fun to use, because it creates a lot of needless sitting and waiting, but it's serviceable if you like that kind of spooking around gameplay.
I'm not saying the games are directly comparable. In reference to RE4, I was talking about abusing invincibility frames in melee to spice up the gunplay and create crowd control. If Uncharted had anything like this it would be a lot better, but like Rise of the Tomb Raider, you can die during melee finishers.
Edit: Nvm, you read my edit. I don't think TR13 is as good as RE4 at all, lol. I just think it's pretty good. It's a bit too easy though.
Uncharted, even 1-3, were mostly much better with combat. You were encouraged to move since the enemies took a lot more bullets to kill and you had to go pick up ammo and weapons. The shoot + melee combo was one of the most OP things you can do since even a few bullets can allow for a one hit melee kill, so you're encouraged to do this.
I disagree. Beating UC1-3 on hard, you're best off sitting largely in the same cover and pot-shotting their heads rather than risking clunking it up with the dodge/inaccurate magnetic cover system. Enemies rarely react to your shots, unlike TR, so it makes the game even more cover-based. It's just boring. Enemies are crazy accurate with their weapons and movement is punishing. On normal, however, it's too forgiving and you can literally run in circles eating many shots before dying, but I wouldn't confuse that for rewarding movement. They're honestly some of the worst TPS/platforming games I've played, but maybe I haven't played some truly truly bad ones.
I disagree. Beating UC1-3 on hard, you're best off sitting largely in the same cover and pot shotting their heads, or risking clunking it up with the dodge/inaccurate magnetic cover system. Enemies rarely react to your shots, so it makes the game even more cover-based. It's just boring and easy. Enemies are crazy accurate with their weapons and movement is punishing. On normal, however, it's too forgiving and you can literally run in circles eating shots before dying.
Enemies react to pretty much every hit you land on them in 1&2 (in 3 they only react to like every other hit). Hard was perfect difficulty too, you could easily play very mobile but it provides a good challenge.
Like someone else in the thread said, playing on harder difficulties doesn't always make a game better and it does tend to make Uncharted annoying, at least on crushing. I found hard to be a good balance up until you get to the BS juggernaut guys. And yeah, the dodge/cover system is clunky and can lead to some deaths, but I can live with a few bad runs if at least when it works, it's fun. Tomb Raider doesn't offer anything that is at all as engaging in comparison.
Rope arrow. You used it to create new ziplines and to pull, swing, or break objects. Uncharted 4 had a few bits where you pulled your rope to break things in a similar manner.
New Tomb Raiders use your equipment to gate the world, and you need certain items to find secret stashes and the game's small tombs.
Irrelevant as the climbing axe and rope was in TR2013 as well. Actually the grapple has been in the series since 2006 with TR Legend.
Relevant because the reboot didn't have a piton or a rope swinging mechanic.
The grapple has been part of video games for quite some time and it isn't unique to TR.
No joke. I can hardly believe I'm here pushing TR's mechanics and exploration over Uncharted 4, but god damn, that's whats happening.
How did it come to this?
That might be going a little far now. I couldn't tell you every last time I used a wheeled crate in UC4 off the top of my head either, but the game is still memorable. What I remember from RoTR was enjoying myself quite a bit with it for most of it. Can't say the same about UC4, though to be fair both games had their own slogs.But as you noticed yourself, arguing about mechanic X and which game does it better doesn't matter when at the end the experience is so forgettable like you demonstrate nicely now.
That might be going a little far now. I couldn't tell you every last time I used a wheeled crate in UC4 off the top of my head either, but the game is still memorable. What I remember from RoTR was enjoying myself quite a bit with it for most of it. Can't say the same about UC4, though to be fair both games had their own slogs.
And I didn't enjoy TR2013, so my memory of the details of each puzzle in that game are even fuzzier. Trying to compare and contrast details of TR2013 to RoTR to the Uncharteds, including Uncharted 4 is where things start to blur.