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The climbing was awesome in Uncharted 4

Memento

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Jun 11, 2015
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In the previous games the climbing was "just there" and I was pretty indifferent to it when it wasnt tied to the combat. Just a way to get to the next section.

But in Uncharted 4, it is actually... fun! Seriously. Yes, it still is very simplistic, but it is not supposed to be a super intricate/ellaborate mechanic anyways. It is supposed to be a fast and simple way of interacting with the environment, especially because of its use on combat. The refinements made to it changed it to a great gameplay aspect by itself imo. I love the control you have of your arms, I love the integration of the rope with it, the sliding to add diversity, and the fucking incredible and subtle animations. Then there is also the pyton(?) which is very underused, but should have been used a lot more, because it was great. It added a sense of strategy the climbing needed. So yeah, my only grip is that the python was underused.

Anyway! My point is: I really liked the climbing in Uncharted 4. I see a lot of people mad about the amount of climbing sections in this one, and I would certainly be mad too if it used the same old system, but all these new additions made it for some great and fun time in my opinion.
 

RoboPlato

I'd be in the dick
Oct 29, 2006
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I really enjoyed the climbing as well. Taking it slower and not just spamming X, reaching out for the different holds, was much more interactive and fun.
 

5taquitos

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Apr 8, 2014
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I loved how Sam would pull himself close to the surface and allow you to climb over him. So many amazing little touches.
 

xxracerxx

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Feb 24, 2009
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Wholeheartedly agree. I loved taking my time and finding hand holds and not just pressing X a shit ton to jump to the next ledge.
 

Flame Lord

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Nov 17, 2010
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It's serviceable, and would be all right if it were a once-in-awhile thing, but instead it felt like it was nearly a third of the game. If the make another game (I kinda hope not), I hope they dial that shit way the fuck back.
 

T.O.P

Banned
Jan 9, 2012
20,012
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Eh, i didn't think much to it, outside of using the grapple, platforming felt very dull to me.
I felt zero risks doing 99% of the climbing in the game, too much auto pilot
 

Tizoc

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Jun 23, 2010
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The climbing is 'just there' still in this game. It served no purpose other than to pad the game and offer a false sense of immersion.
 

Ricky_R

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Dec 28, 2010
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I loved it. Something as simple as letting you control his arms to grab the nearest point made an already elementary climbing far more satisfying.

I always used the analogs for all the climbing. Only used the X button when necessary or by mistake.
 

DeepEnigma

Gold Member
Dec 3, 2013
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I really enjoyed the climbing as well. Taking it slower and not just spamming X, reaching out for the different holds, was much more interactive and fun.

I loved it. Something as simple as letting you control his arms to grab the nearest point made an already elementary climbing far more satisfying.

I always used the analogs for all the climbing. Only used the X bottom when necessary or by mistake.

How I felt as well. There was something sublime/relaxing/engaging all at the same time interacting with it.
 

EloquentM

aka Mannny
Jul 1, 2011
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Climbing is seemingly barely any different than it's ever been and the new mechanic didn't change things much.
 

silva1991

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Apr 9, 2014
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i liked it, but there was too much of it

would have preferred if there was little of it and more challenging.
 
Jun 30, 2013
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They needed more opportunities to mix up the various traversal options. I mean you have the piton, the rope (for swinging AND climbing), and the sliding in addition to normal climbing but the game only rarely takes the opportunity to make them work together. And only right at the end does it make you use them all in concert with one another in one long string, and you only do it once. And that section is the best climbing section in the series! If they'd been pulling that kind of stuff starting at the halfway point you wouldn't have nearly as many complaints about a "lack of gameplay", I think. The series didn't need to be Prince of Persia but even requiring just a little more player engagement than just holding a direction and pressing X would have worked wonders for those longer sections.
 

Acquiescence

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Mar 5, 2011
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That climbing section early on when you're inside/outside the prison is pure tranquility. Scenery porn everywhere. I love the little moments like that where you kick back and take it easy.
 

Neiteio

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Nov 10, 2007
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Ugh. Oh god, no. Just no.

The climbing was so mindlessly linear and repetitive. It helps when you realize you can mash X to quickly scramble along, and sometimes the pathfinding is kind of clever (i.e. climbing a wall, vaulting a window, and continuing up the interior). But more often than not it's drawn-out tedium.

There's just so much of it. It's ridiculous. Climb, climb, climb. The sliding and rope barely mix it up. The fact the first chapter in the orphanage exhausts all of the game's tricks (except for the spike you use later) means the game falls into a predictable loop almost immediately.

I'm in the middle of a second playthrough, this time showing the game to a friend, and I almost feel like apologizing when I have to climb another long stretch for the umpteenth time. Scotland is almost criminal on this front.

Pacing-wise, this game would've benefitted greatly from excising 25% of the climbing and walking segments, and from adding extra mechanics to what remains. Like let me climb any surface. Make momentum and air control matter in jumps. Let me do my own pathfinding instead of being shuttled down one or two linear pathways. Allow me to do something requiring some thought!

Sorry if I sound critical, but I was looking forward to this game. It looks so pretty... I just wish it was fun to play. In retrospect, it makes me really appreciate the rollicking pacing of UC2.
 

Chittagong

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Jun 8, 2004
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Some say opinions can't be wrong but they are mistaken. The climbing in Uncharted 4 was a terrible, skilless bore between the good stuff. Even Assassin's Creed has more inspired climbing bits.
 
Sep 11, 2007
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Can't say I agree.

Climbing is UC4 is just slightly less dull and repetitive than previous entries, which is already a very low bar.

Requires zero skill and they just basically add branching paths that add almost literally nothing to the experience.

Even that late game addition, directly ripped from TR, another game with dull climbing, adds nothing of value or interesting to the mix to spice things up a bit.
 

SlimySnake

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Feb 5, 2013
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lol no. The enhancements you mentioned made it better than previous games but there was just so much of it. i have never been bored playing an uncharted game but this one, my god.
 

James Scott

Banned
May 24, 2014
11,385
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I thought the climbing/platforming aspects that didn't include the grapple hook, the late game spike, or sliding were pretty but not fun.
Combining a slide and jumping to a grapple hook spot was pretty cool, tho
 

Memento

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Jun 11, 2015
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Yep. UC4 has the most satisfying climbing animation, in my opinion.

Definitely! It is amazing how animation plays such a big part at making the actual gameplay better. The sense of satisfaction you have when controlling Drake's hand just to reach a higher point is kind of surreal.

That climbing section early on when you're inside/outside the prison is pure tranquility. Scenery porn everywhere. I love the little moments like that where you kick back and take it easy.

Yes! That was the best part imo too.
 

Vital Tundra

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Apr 13, 2015
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It's fun, when in combat. To bad combat took a back seat in this game so most of the climbing is just linear, boring garbage, with no consequence or use of skill. It's like a platformer that doesn't require you to do any of the actual work.
 

Neiteio

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Nov 10, 2007
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Something like Zelda BotW's stamina-based climbing where you can climb any surface in any way, so long as you manage your stamina correctly, would have been a lot more exciting. You'd have to think like an actual mountain climber, studying each mountain for the right path to the top, and then pace yourself appropriately, taking advantage of the uneven terrain.

For Ch. 13 in the rain, they even could've had Zelda's rain mechanic where the slippery slopes require more stamina, adding another wrinkle of complexity and strategy to climbing. Simple enough to stay fun and intuitive, but inviting skill and strategy as you pick your path and manage yourself accordingly.
 

RipperGrim

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Oct 15, 2014
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I loved that finding out where to head next in the level was basically a puzzle, finding the correct place to continue forward felt quite satisfying.
 

Hoje0308

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Jun 22, 2013
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You could still mostly advance just by spamming X. The fact that it was somewhat less braindead isn't a cause for celebration in my view and having to wait for Sam to prop you up was just annoying. The piton was nice, but that was used far too late in the game to make up for the rest of the dull climbing and "oh, he was gonna fall but then he didn't" crap that got old during the second game.
 

Alienous

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Jan 20, 2013
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I found it boring. The paths were clear as day and you never had to interact with the climbing in any significant way. No shooting away climbing obstacles mid-climb, no inventive uses of the rope, like in manouevering objects to aid your climb. Design-wise I found those sections poor, other than in showcasing the graphics (there's some neat cinematography there).
 

Lord Error

Insane For Sony
Jun 8, 2004
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Yeah, it was great. The hand reach was also nicely integrated
into that one section where Drake is weak after being injured in the rain. I'm spoilertagging this because you kind of have to figure out how you're supposed to climb in that section

I loved how Sam would pull himself close to the surface and allow you to climb over him. So many amazing little touches.
Wow, I never even noticed that. I'll have to check what that looks like now.

Something like Zelda BotW's stamina-based climbing where you can climb any surface in any way, so long as you manage your stamina correctly, would have been a lot more exciting.
First game to do that that I know of was SotC.
 

YankeeDonB

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Feb 24, 2015
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White rice is awesome too, if it's mixed with the right ingredients to make a meal. When it takes up 2/3 of the plate, not so much.

I got real tired of traversal in U4, real fast.
 

farisr

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Nov 5, 2011
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I like the climbing in this game. I think it was the mixture of the scenery + the animations that just made it that much more satisfying. Totally didn't mind the amount of climbing in this game.
 

Neiteio

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Nov 10, 2007
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I can't remember the name of that spike you use in Libertalia. Whatever it's called, that should've been introduced much earlier. It's a little extra variety that comes when the game is pretty much wrapping up. They could've done more with it.
 
D

Deleted member 752119

Unconfirmed Member
I loved it as well. Best exploration and traversal of the series IMO.
 

dLMN8R

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Dec 14, 2007
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Not to be "that guy", but the climbing was one of the biggest chores for me in Uncharted 4, especially since I played it right after Rise of the Tomb Raider.

All it did was pull one small element from Tomb Raider / Rise of the Tomb Raider (the "knife" action which is equivalent to timing your pickaxes). And I hoped the rope in UC4 would've been more open ended like the similar one in RotTR instead of hard-coded to only be used in extremely limited circumstances.

I can't remember the name of that spike you use in Libertalia. Whatever it's called, that should've been introduced much earlier. It's a little extra variety that comes when the game is pretty much wrapping up. They could've done more with it.

Ah right, the spike is what I'm referring to, not a knife.
 

Memento

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Jun 11, 2015
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I can't remember the name of that spike you use in Libertalia. Whatever it's called, that should've been introduced much earlier. It's a little extra variety that comes when the game is pretty much wrapping up. They could've done more with it.

I mentioned in the OP. I thought the name was python xD
 
Sep 11, 2007
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I can't remember the name of that spike you use in Libertalia. Whatever it's called, that should've been introduced much earlier. It's a little extra variety that comes when the game is pretty much wrapping up. They could've done more with it.

My problem with that addition, is that is used in such an obvious and strightforward way, that basically feels like a after thought addition.

Basically as useless as the pike(?) in TR, at least in that game was used more extensively (opening new paths and so)
 

Ricky_R

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Dec 28, 2010
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Did people really expect a more challenging, complex climbing in Uncharted 4? I mean, I expected an improvement (and I feel the far better animations and the analog movement were), but I never expected the climbing/platforming to be revamped to such a point.

I do believe they could've mixed it up a bit in some form if they wanted to revolve a good portion of the game around it.
 

Neiteio

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Nov 10, 2007
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I like the driving. Felt like GTA 4 where the cars have weight to it but, climbing was good.
Now on this I agree. The climbing is a bore, but the driving is great. Ch. 10 (driving around Madagascar) is one of the best chapters in the entire series. I also liked the bits in Ch. 11 and... Ch. 16 or 17, I think, where you use the jeep again.
 

Neiteio

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Nov 10, 2007
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My problem with that addition, is that is used in such an obvious and strightforward way, that basically feels like a after thought addition.

Basically as useless as the pike(?) in TR, at least in that game was used more extensively (opening new paths and so)
Yeah, I agree it's nothing brilliant (nothing about UC4's gameplay is), but at least it makes the climbing a little less linear, since you can create your own handhold anywhere on the soft surfaces using the spike.

That reminds me, I recall reading that originally they were thinking about a mechanic where you could shoot walls to create handholds, and apparently they even had it up and running. That would've been cool.
 

GuitarAtomik

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Jun 13, 2008
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Mechanically it's fine, but I got way bored of it halfway through the game. I found them the least interesting parts of the experience overall outside of a few moments that inevitably overstayed their welcome.
 

Complicated

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May 12, 2015
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It was filler that slowed the pacing of the game to a crawl. They could have cut 70-80% of it, and the game would have been better for it.
 
Mar 16, 2010
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Agreed, OP. It's just kinda... nice. In fact the only times I haven't really enjoyed it is during the more hectic thing-you're-scaling-is-collapsing-ohgodhogod-gogogo sections. It's a system designed to be taken relatively slow, and a few of the climbing sections allow for multiple paths up/over/around the obstacle. You end up at the same place in the long run, sure, but it's nice to have even the most basic of options so that you have some simple, if unimportant, decision to make just to keep you thinking. They could've gone much further with it, but I think it's fine for what they do with it. I really like the improved reach-out-to-next-handhold system as well, very tactile and satisfying.
 

OrbitalBeard

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Jun 2, 2013
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The climbing was fine. Unbelievably simplistic, but fine.

However, there were entire chapters devoted to this one basic mechanic. That was not fine.

I like how Breath of the Wild is handling climbing. I can't wait to climb everything in that game.