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Why is climbing so boring in Uncharted 4, yet so fun in Zelda BOTW?

Weird, I remember climbing a ton while in combat sections in Uncharted whether to stealth entire areas or to move around while under fire.

Apparently this thread is telling me those were all scripted sections. Huh.
 
It isn't fun in Zelda.

It isn't fun in Uncharted.

The only time climbing was ever fun in a game is Shadow of the Colossus because you were climbing a fricken boss.

EDIT: It appears I wasn't the first person to point this out. GG GAF.
 
I mean, that's pretty easy: Uncharted 4 is linear scripted climbing, extremely simple stuff that is there to take you from A to Be. Meanwhile in Zelda you can go pretty much wherever you want and climb everything.
Weird, I remember climbing a ton while in combat sections in Uncharted whether to stealth entire areas or to move around while under fire.

Apparently this thread is telling me those were all scripted sections. Huh.
By that metric then Tomb Raider reboot and sequel have amazing climbing then.
 
Weird, I remember climbing a ton while in combat sections in Uncharted whether to stealth entire areas or to move around while under fire.

Apparently this thread is telling me those were all scripted sections. Huh.
Good point actually. We forgot about the combat aspect in UC4.
 
Some people like myself get stimulation out of appreciating the artistic elements, like the textures, animations, scripted events and dialogue that happen in the Uncharted sections just as much as the freedom of choice in Zelda

Just imagine....if you could have both!~
 
Uncharted might as well be a cutscene for how much the player is required. As soon as you get over the spectacle, it's nothing more than a waste of time.

Zelda climbing is player choice and thought it required for more difficult climbs.There's also a sense of accomplishment. It also personally brings back memories of trying to figure a way beyond a level's limitations when I was a kid and didn't understand only a void existed beyond. It's not perfect by any means, but it compliments that main part of Zelda, the exploration.

I guess technically Uncharted climbing does compliment what it's going for, but I'd rather just watch a movie at this point.
 
Possibly one of the stupidest threads ever. Yes I read the OP's first post. If you're going to make comparisons then make it at least about games that follow with some relevance. In this case... Zelda vs. SOTC would have been a better one. Heck I'll throw in Grow Home for free.
 
Are we seriously comparing climbing mechanics between two very different games?

Can we compare the running mechanics of Mario & GTA next?
 
Climbing isn't fun in general. Cool, I'm moving really slow now waiting for my character slowly inch his way up or across something. Fun fun fun.


Are we seriously comparing climbing mechanics between two very different games?

Can we compare the running mechanics of Mario & GTA next?

Only if it somehow segues into BotW being the bestest at everything ever.
 
The freedom and exploration certainly makes it more interesting. It is not fun in of itself for reasons already stated throughout.


And why would that be a problem? There was already a thread about which GOTY people liked less not so long ago. And we probably had a similar thread the year before that, etc.

There's a difference between a general GOTY discussion and one that is focused primarily to stoke console warrior passions. Which regardless of the OPs intention, it will certainly devolve into.
 
Please, why is climbing in BotW so boring compared to SMW? You can't even attack while climbing.

Even Yukes has been capable of providing a climbing system with more depth.
 
I think Infamous and spiderman 2 are the only games where I have enjoyed the climbing tools they gave me.

Even with Infamous and Prototype also, you are basically running vertically up a wall. Though the climbing in infamous was really good until you tried to jump between to narrow grab-points
 
I get very little from either personally but they are fundamentally different and have different goals.

The climbing in Uncharted is supposed to be a pillar gameplay mechanic, as important as the shooting and puzzles. at its very best its puzzle like but generally its just look for the glowy ledge.

Zelda's climbing is about locomotion and discovery. It adds verticality to the world buts its not exactly rewarding mechanically.
 
I can't speak to Zelda but climbing is not the main mechanic of Uncharted by a long stretch. It's either there as a break from combat linked normally to some exposition or to encourage vertical combat or too provide some drama in exploration via the usual "ledge collapsing if I don't jump fast" approaches.

If climbing is the main mechanic for Zelda then you've got a big difference in focus right there that probably accounts for the focus.

Uncharted is about combat really and constant sense of being in an action adventure - the platforming plays a very different role from actual challenging platforming or deep climbing mechanics as a challenge.
 
Scaling the twins in Zelda early game, having to scout round the mountains to pick paths with resting spots, unsure if you're going to make it, then work out where to glide from one mountain to the other, again unsure if you're going to have stamina left after the glide to get to that ledge you can see across the ravine, slightly down to keep working upward, the world getting smaller below, it was fantastic gameplay. Then the reward(s) on top. And then the descent, anywhere you want.

And climbing changes throughout the game as you stamina, gear and cook up, and you begin picking paths to make it faster or pick up items rather than to just make it. It's all great.

Uncharted it's just used as pacing really.
 
Weird, I remember climbing a ton while in combat sections in Uncharted whether to stealth entire areas or to move around while under fire.

Apparently this thread is telling me those were all scripted sections. Huh.


I mean, the climbing is scripted. You can only climb on things the game allows you to climb on. You also can't really fail in the climbing sections.
 
10 minutes from 4 games? I mean yeah they use this gimmick fairly often but im not sure its worth complaining about.
Things break apart in ancient ruins.... who knew

A 10 minute compilation of 40+ hours of gameplay, lol.

Contrary to popular exaggeration, the Uncharted series isn't 40+ hours of climbing.

Just to reiterate, the comment chain I was responding to:

Uncharted climbing is "tension" by way of making something break at pre-determined moments entirely for the sake of justifying another setpiece moment.

when did scripted events and setpieces become so hated? I feel like im going insane being able to appreciate both kinds of game, like im supposed to like one kind of game.
Did nobody else enjoy the scripted ways Kratos killed bosses and enemies in God of War as well as the rest of the games?

We can extrapolate from this that I was referring specifically to the fact that many people find Uncharted's "[things] break at pre-determined moments entirely for the sake of justifying another setpiece moment" setpieces to be boring at this point, not that the video I posted is representative of the entire franchise. Reading comprehension!
 
I don't get why some of you are acting like Zelda's new climbing mechanic is so revolutionary in the first place? Heck the first AC gave you total control to climb whatever the fuck. And even before that POP started the whole climbing and parkour thing.

Also best climbing animations go to MGSV.
 
I mean, the climbing is scripted. You can only climb on things the game allows you to climb on. You also can't really fail in the climbing sections.

The distance Nate can jump is also scripted, it's always just enough to grab onto a ledge. Hence the developer's aren't required to spend time fine-tuning the distances between objects, instead Nate is drawn to them magnetically:

instam0s92.gif


It's embarrassing.
 
I mean, that's pretty easy: Uncharted 4 is linear scripted climbing, extremely simple stuff that is there to take you from A to Be. Meanwhile in Zelda you can go pretty much wherever you want and climb everything.

By that metric then Tomb Raider reboot and sequel have amazing climbing then.
I didn't make a post about the quality of Uncharted's use of climbing but I did have a problem with how it is characterized in this thread (and your post).

Massively open world should have more and different types of climbing and means to get around the environment than an extremely narrative focused game. One wouldn't work well in the other and vice versa.

Why isn't The Dekalog as funny as Annie Hall? Because they are two completely different entities with different aims?

I don't even get why this is a comparison outside of a place for people to just spout which of the two they like more. Probably something to do with exclusivity. Yay.
 
Planning as in just upgrading your stamina wheel?

There are actually alot of ledges and stuff that you need to look out for during climbing sections that allow you to rest. There is also the risk reward of choosing to jump and get up quicker or climb it and not risk losing stamina. Then there are things you can cook up to add temporary segments to your stamina.

So yes, the game does involve planning beyond choosing to upgrade your stamina wheel.
 
Because Uncharted 4 climbing isn't about the mechanics of climbing.

It's a way to pace the game, and give a sense of adventure and exploration while at the same time letting character development happen between Drake and his ally.
Exactly, the mechanics are there for two very different reasons.
 
I mean, the climbing is scripted. You can only climb on things the game allows you to climb on. You also can't really fail in the climbing sections.
There are multiple pathways and climbing areas you might not even access in almost all of the combat scenarios in the game. Scripted means you have no agency during it. You absolutely do. Climbing can be used to solve almost all the combat scenarios in UC4.

Thank Christ you can't misjudge a ledge or run out of stamina in a game like Uncharted. It'd be a terrible fit for a game like that.
 
I don't get why some of you are acting like Zelda's new climbing mechanic is so revolutionary in the first place? Heck the first AC gave you total control to climb whatever the fuck. And even before that POP started the whole climbing and parkour thing.

Also best climbing animations go to MGSV.

So "climbing mechanic is smart, fun and encompasses environmental awareness/puzzle with great incentives" means "climbing is revolutionary" now?
 
I love climbing in BOTW. I didn't think I would like it so much when it was revealed (I was a bit "meh" in fact). But it is very important to give that sense of liberty to the player. I remember playing Skyrim or TW3 and being kinda angry because my objective was close but I had to go around a huge snowy mountain to get there. In Zelda BOTW, you choose. Unless it's raining lol. Though in that case, you can always light a fire and wait until the raining stops. I did that yesterday to climb a sheikah tower, for example.

That said, the only Uncharted I have played is the Vita one, so I can't talk about how it is in 4.
 
I kind of like how before you climb you have to make an estimate guess if you're going to make it with your current stamina. Makes it a mini-game in itself. Then you can take shortcuts by jumping, only to find out you were too impatient and slide all the way down. I don't know, sounds like a bad thing but I really love that aspect of it.
 
Lol why do people get so salty at other people enjoying BoTW.

Anyway, the act of climbing itself isn't particularly fun in BoTW. The fact that you can go anywhere by climbing IS fun, however. I'm not sure you can really make the act of climbing fun in any game, tbh. It's just pressing up on a joystick.
 
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