TimeEffect
Member
I will always see weapon pick-ups on the map as far superior to loadouts. Ive played both ways tons. Everyone starts with the same weapon and you know it's going to be more balanced that way, and the pick-ups add a whole other team dynamic that loadouts just can't bring. And I'm really sad that ND took that away with UC3 and now 4.
They are. It's insanely much better for balance, and design. There is a great meta-game of outplaying your opponent, risk, and ultimately reward for having to learn maps and play together. The kind of game where you are rewarded a bunch of random crap and pull out a bunch of random crap randomly never feels genuinely thoughtful or meaningful.
On top of that, a lot of this looks offense heavy, with the healing mystical feeling like the only one that seems defensive.
Worse, Uncharted and Halo are the only real modern games that did the weapon pick ups. It was so refreshing and unique. Now it really feels like UC4 is no different to many other games on the market where you use abilities personal to your character, where everybody is pulling their own little stunt to rinse and repeat.
They could have used mysticals as pick ups, and I genuinely think they could have been exciting. I feel like they are making the same mistake as UC3: Spamming a bunch of things as features, throwing it all in there, and trying to look exciting when it all becomes hell to balance post-launch.
There's no way the same guys designed Last of Us MP...is there? Does anyone know who did the MP for LoU and UC 2/3/4?