Meh, I never found so much of a problem with the 'nice view' thing, it's probably just about the most natural piece of small talk you will ever find in those given situations, who WOULDN'T compliment those views seeing them in real life?
yea what a terrible nit-pick. its gorgeous, quit whining over something for no reason. and he complained about the truck sequence that had like 5 stages of excitement.
exactly, i once drove to italy for a vacation, and every time me and my family saw like a mountain we had small talk similar to "wow that looks amazing huh", its probably the most natural thing to have small talk about
It's funny because I DON'T get that vibe from him usually, except this video. ESPECIALLY the first 5 minutes it sounds like any second he's about to crack up and I love it.
It's literally what the character would say if you put them in that scenario. If you are immersed in the game, it doesn't come off as out of place. It wouldn't make sense for the characters to not comment on it.
I think a good fix for the combat would be for enemies to have decreased accuracy while Drake is swinging on ropes and for defeated enemies to replenish some of Drake's "luck" to reward more reckless play. I've always hated how the harder difficulties forces you to play pop-a-mole behind cover instead of the death-defying action movies ND tries to emulate.
My favorite trophy in this game is 'Ludonarrative Dissonance' which I believe you get for killing 1000 enemies. Look up the term and chuckle and naughty dog making fun of themselves.
The shots going for enemies inconsistently with normal dead on aiming at a wall is just bullet magnetism. It's just a form of aim assist where the game will pull bullets towards the enemies when the crosshair is aimed withing a certain distance of their hitbox. It's a relatively common feature in many console shooters to help further compensate for imprecision of controller aiming.
@@JosephAndersonChannel Sometimes bullets get stuck in certain invisible collision zones. This basically means that you're bullets could be absorbed by an invisible wall without the player realising it when you shoot bullets from certain angles.
You know... one small little thing that i liked them adding to the climbing, letting you reach your hand out and his hand opening slightly when you are pointed to a climbable object. I cannot count the amount of times i tried jumping to ledges that were not actually ledges in that first 3.
I love Uncharted. It's definitely worthy of criticism, but the games are simple and fun, and give me everything I love about action stories: good-looking protagonists, beautiful locations, fun action, and charming humour. I don't want anything complex from Uncharted. I want simple fun.
@@craftingranger7552 you're overthinking a game parodying dumb action movies, Uncharted isn't supposed to be realistic, nothing about it is realistic, realism isn't the end goal of media, it's fun for how over the top it is
I agree that the game is never really hard, and it's a great entry point for those who don't play much. But god damn, the last sword battle. For some reason my brain had some serious trouble getting the left and right swings right with correspondent buttons. Is is harder on crushing or is it the same?
I think you're spot on about Naughty Dog intentionally making simple and unobtrusive gameplay designed for people who don't play a lot of games. I really get the sense that it's meant to be the underlying current that makes the player feel like they're playing a game while the main focus is on the set pieces and story. I'm also glad that you briefly brought up the disparity between the intended audience and the reviews. I really feel like the professional review sites often get caught up in the glamour of the spectacle and tend to overlook whether it's objectively strong in every aspect.
About it focusing on the spectacle and as nate would say “the view” , its kind of the point, isnt it? The game developers specifically designed it to be a fun adventure and have a vacation feel to it. Also, the game in itself thrives in putting the player in a superhero/action/adventure movie. thats why they focus on the witty banter and the cool action sections, its all made to make you feel like ironman.
A really common theme in his videos is that more options for the player + more gooder game, so you have to bare his own biases in mind, he's looking for a game with more complex gameplay and options for you to choose from in how you finish levels. But it's not inherently better or worse. Idk, personally, I'm burnt the fuck out on open world games, I don't get why every single game nowadays HAS to be open world, they just get fucking exhausting to play after a while, I don't mind just having a linear game as long as it is still fun, which Uncharted is, it's about the spectacle, sure the combat isn't great but that's why you just don't bother playing on crushing, I don't think having more options for the player in levels would really make the game all that much better as that was just never really the point of the Uncharted games.
the thing is that i search for a different experience than what tomb raider has to offer. doing stealth, hunting, upgrading weapons and skill trees is boring and it feels like it draws me out of the experience. Uncharted makes me forget about all that stuff and gives me the opportunity to just have fun shooting people in action packed sequences, enjoying the locations and the amazing story. That's all i want from a game.
shooting hundreds of people in the face doesnt take you out of this disney bradley cooper adventure flick?? I sure though it was strange how violent nate is as a person, never connected to the story. Nate is a likeable dude who also has a severe problem of killing 1000s of people. The tomb raider is meant to be doing those things, therefore it immerses more than retracts
@@SG710 This comment is old and i don't really know what was going through my head as i was typing it. I honestly enjoy all kinds of different games. however, does such game preferences make me shallow with low standards? No, not at all. Enjoying specific type of games doesn't make one shallow, it just makes one an individual with a personal preference. If you emphasize on graphics, gameplay, story, voice acting, production value and length, your standards aren't exactly low either. Anyway, good luck in these difficult times my dude, cheers!
You know what, I deleted the comment because I was a piece of shit suffering from cabin fever venting my frustration and you're a nice chap who didn't deserve it.
Very excited about this. I haven't played U4 but have watched a couple of playthroughs and have developed some fairly complex feelings on it as a result. Can't wait to hear your perspective.
A lot of critiques I watch point out the climbing sections as boring or too simple, but I always look forward to long climbing sections for some reason. It may not be hard but I think the game gives you this feeling like you’re doing something cool, traversing all these treacherous mountains and what not and it feels entertaining
Crash Bandicoot actually had very accomplished platforming for its time. The Jak series had good gameplay too. It wasn't until 7th gen, when they started to turn to shit.
bob hope I don't think I'd call the shooting in Uncharted good. The difficulty tends to be fucked up either way. I haven't played TLoU on its hardest difficulty, but I found the game to have a number of flaws in its lower ones.
This mentality has got to be the most annoying. The game puts it's story and setpieces first and foremost, yes. I would argue however, that there is in fact a learning curve in Uncharted 4 just like in Mario. In Mario you play by Mario's rules, it teaches you from the start the goombas can be jumped on. Uncharted teaches you to follow the story and do what it wants. Once you accept that, it is easy to get wrapped up in Uncharted just like you do with Mario. The fact that Uncharted is more interested in telling a story than platforming gameplay is fine. It is a type of game that deserves to exist, just like horror movie should stand next to porn. One is more interested in being a traditional movie, but the other leaves you with your O face on.
While Naughty Dog didn't improve the combat mechanically, just having the guns sound and feel so much better made a huge difference IMO. Combined with the better combat arena level design in these areas, I personally enjoyed combat a lot more than in any other game of the series (for what little of it 4 had, at least). I played on Hard difficulty, which generally felt like a decent balance between difficulty and fun.
"It's a real shame it took so long for the [gameplay] complexity to reach this point." Sadly, you can say this about every game in the series as well as The Last of Us. The gameplay is only ever really engaging when all of it's various components are brought together. Separately they're a little boring and not very challenging. Hopefully they'll work on fixing this issue, because the games have improved in so many other ways.
@@Pedro_Le_Chef I mean....not really? The actual mechanics about it are what makes it casual, there's nothing complex or hard to learn about the gameplay, having an optional setting where all you do is lower your health and up enemy damage a bunch doesn't make it a non casual game, it makes it a casual game with a hard mode
I think comparing it to movies like Pacific Rim and Avengers is pretty apt. They're not great games in terms of mechanics or story telling, but they're simple and enjoyable for what they are. I think most of the hate comes from how overpriased they are. To be clear, the games are absolutely overrated but that doesn't mean they're not fine for what they are.
Overrated is such a stupid term, but there's nothing else that fits for this situation, is there? They score too well. I don't understand why. The games absolutely accomplish what they set out to do, but that goal isn't that interesting. It doesn't seem right to me that scores should be based on whether or not you succeed with a concept. Whether the intended idea is good or not should be a strong factor for weighing it as well.
Joseph Anderson I try not to use the term liberally since it's something that people say too much but yeah unfortunately that word pretty much sums up the series. I've noticed some reviewers put a lot of stake in the idea that a game should be considered an overall success if it accomplishes what it sets out to do. I never bought into this because what if the intention is to make a bad game? There's a show I hate called School Days that I am utterly convinced was made specifically to piss people off. The show is infamous so it more than succeeded in that goal but that doesn't suddenly make it good, the show is still poorly written garbage. Going back to Uncharted, I think it feeds into this weird idea some people have that for games to be respected on the same level as film they need to emulate them. It's high production, good directing and witty dialogue that act as smoke and mirrors for the glaring flaws. I think that's why it gets so much praise, it makes those that play it feel like games will start getting the respect it deserves. If anything it's regressive and doesn't play on the strengths that gaming offers.
+Joseph Anderson I think the reason these games score so well is because gaming criticism hasn't come even close to the level of critique and understanding that movies have in general. There's such a large disparity between the reviewing of games and the reviewing of movies that I feel like the average score for a movie is actually a 50% (on Metacritic) while the actual average for games is somewhere between 67-75%. The easiest way to see this disparity is to just go on Metacritic right now and look at how many movies are below 65-70% and how many games are above 71-74%. It's the reason that critics like you and Matthewmatosis, who I am almost positive you take inspiration from, are a blessing to video reviewing because not only do you provide entertaining content but you truly critique almost every facet of the game, something that incredibly few other reviewers do for videogames. The issue stems from movies being far shorter than videogames and possibly the fact that we're still reeling from the old "videogames are toys, not art" stupidity from the advent of videogames, but it's definitely a massive issue when comparing these two humongous forms of entertainment media. As an aside, if you ever end up reading this content, thank you so much for making such ridiculously well-made content that it blows any other review of some of these games clear out of the water. Even when I find myself disagreeing with some of your critiques, you bring up so many and you've brought up such fantastic critiques that I can't help but be blown away by your attention to detail.
Daniel Santos I disagree with the use of “overrated” here because not only did it accomplish what it intended, but the degree of difficulty was such that it accomplished it at a higher level than others were able to emulate. It may not be your favorite kind of game, but there is a level of accomplishment to making it that should not be denied. I’m trying to better understand your argument that a game can be trying to do “the wrong thing”. Are you saying that it would be fair to call an exceptionally made horror game “overrated” if you didn’t like being scared? I have no interest in fighting games (or most other multiplayer oriented games), but I will still admit that Injustice and most of the Call of Duty games I’ve played are great because they accomplish a thing which other people like, and which is hard to replicate. In short, I think a game is great if it accomplishes what it is trying to do, what it accomplished is something that some people really like, and very few other games accomplish it as successfully.
Overrated is meaningless without specifying who is doing the rating. There are 10/10 reviews for Uncharted 4, but there are also 4/10 reviews. Ratings and scores are just people's opinions, so why even place emphasis on them by using the term "overrated"? Rather than try to objectively determine how good a game is, it's more meaningful to focus on subjective elements of how playing the game made you feel emotionally. It's far more interesting to hear why you didn't enjoy a game, rather than why you think its overrated.
Skrenja Supernatural shit is what almost ruins uncharted, it does not fit AT ALL, it's like playing cod and suddenly wizzards appear. Or playing witcher and suddenly star destoryer appears in the sky.
Skrenja That actually slightly bugged me out. I agree that it wouldn't be realistic, but I think it could've been addressed the sane way U3 did, as if it was just an hallucination that you get from being drugged. Maybe even a dream.
To be fair, Call of Duty is extremely supernatural and you don't seem to know that... Ever play Zombies? But regardless, I agree with your point that supernatural shit ruins Uncharted almost.
I have binge watched all of your content in the past weeks and I must say you are one of the most sophisticated gaming discussion channels on this entire website. I'll be celebrating every new upload of yours.
Thanks! I try to strike a balance between being watchable and going into detail. I find that many other critics don't talk about gameplay except in vague terms. So I get into shit sometimes by using specifics but it's worth it I think.
I can't believe that I haven't noticed for 6 whole months that Joseph Anderson actually answered to my comment, I feel like an idiot. In my opinion it's absolutely worth it. There is an infinite amount of channels just rambling about their experiences, masking them as objective criteria for judging games. You on the other hand are even taking into account the different perspectives players might have during their playthroughs, this level of awareness about how games are played and understood is what makes you thoroughly unique as a gaming focused channel (at least up until now) and just let's your videos have that much more value to me as a result. By the way your latest videos have been stellar as well, my opinion of your content improves almost every time you upload something, really you seem like the next Mathhewmatosis to me but with far more frequent uploads.
Uncharted 4 has the stench of self congratulatory. Okay guys we need to make some cutting edge graphics before they become out of date in a few years. Better make as many climbing sections as possible so we can show off all of our hardwork. Make sure to steal the camera away from the player so that they get a good view.
"What's that guys? We can't hit a decent frame rate with our must have pretty graphics? Fuck it, lock it to 30 fps and slather on enough motion blur to send people to the emergency room!" I know they just patch the game to let you adjust motion blur intensity, but I still have to wonder how the fuck a team of "professional" game developers though it was acceptable to release the game looking like that to begin with.
That's the cycle isn't it: "We need to run it in 30 fps because this amount of graphical detail is necessary for the best experience, it's also more "cinematic" couple of years later: "LOOK HOW MUCH BETTER EVERYTHING IS IN 60 FPS!"
DrearierSpider1 Well it's shallowness and exploiting audiences. In this day and age I think it's silly to assume consoles are easier and cheaper than pc's.
My personal favourite solution to the target reticle thing: Instead of a circle of probability, you get a much smaller icon showing exactly where the bullet will go at all times. However, when moving around or getting shot or doing anything that causes the body/weapon to move, the reticle will also bounce around. So you are always visually shown exactly where your shots are going, but your weapon is difficult to control if you are moving quickly. So you have an incentive to stop moving and line up your shots (since this will steady your reticle). But the reticle should also bounce around in ways that are kind of predictable. So as you play more you will learn how it moves in relationship to how you're moving, so you will naturally be able to pull off much quicker snapshots while moving. I think this would be much more engaging, since it would let players develop their own in-game marksmanship skills rather than forcing them to rely on RNG. There's a game called War Thunder which does this when you're controlling tanks. While that game has a lot of problems, I think that feature works really well and would totally be usable in a game where you controlled a human (like Drake for example).
I love how well you can explain your views on things where others struggle or sometimes outright forget. I have to say that this isn't your best work, mainly because it feels like you already said most of this in your previous video, but that might be because I rewatched that video in preparation of this one, and it's still great, especially production wise. If you're going to do that indie marathon that you were talking about I have a suggestion: Hyper Light Drifter. It has a lot of exploration, atmosphere, and some fun combat, and like pretty much every game out right now it's being compared to dark souls, and if anything I think that you could be the one to shed light on why that is/isn't true. I don't know if you take suggestions but I thought it'd be better to put it out there.
Yep there's a fair bit of repetition. I don't always like having to set up some of the same arguments in each video (some of my Dark Souls stuff has the same issue), but with a channel as small as mine I have to assume with each new video I put up that there are going to be a massive amount of viewers that are seeing it as their first video from me. Plus it makes the argument stronger when they have a foundation in the same video. Hyper Light Drifter looked really cool but I skipped it because I was too busy with Bloodborne or something. I can't remember what game it was. Same for Enter the Gungeon. The indie list I'm kicking around with right now are: Furi, Necropolis, Hyper Light, Inside, Brothers, Subnautica, Bastion+Transistor, and Ori. Obviously I wouldn't do all of them. I'd pick a few and see how it goes. But I really want to be ready for a quick video on No Man's Sky so a lot will depend on how long it takes me to get through Dark Souls 3 and Far Harbor this month.
I feel like 4 was a step backwards in a lot of ways. I commend Naughty Dog on massively stepping up their game in the sound & feel of their weapons, as well as animations for enemies getting shot/dying (both of these were extremely weak in some or all of the past titles). That said, this series has always been at its best when its delivering all out, bombastic action. They really toned down the amount of set pieces, and I felt like you spend _way_ too many chapters just walking/climbing/exploring. In a game where there isn't actually anything to find outside of useless collectibles that don't affect gameplay whatsoever, that shit gets boring very quickly. Uncharted 2 had a much better flow/pacing to it overall.
I was really dissapointed in the lack of bombastic action. Thats what the series is known for and I expected them to go nuts since this is the last game. The convoy sequence was amazing but I feel like we should have had at least two more of those and they simply didnt deliver. The rest were just too short to sink in for me. Im hoping the next Tomb Raider can step up in that department because so far they been kinda meh.
Yea, it really does remind you of the moments in the first game where you'd wander for so much time to finally get to a shootout only the difference is the shootouts are better and the set pieces are more intense too which obviously makes it better than 1 but it also reminds of how in 2 you spent the least amount of time wandering and it was arguably more impactful and had more of a purpose like traveling through the city and going into the mountains with tenzin
I know it's cliche to say that you're "playing the game wrong", and I'm not gonna go that far since it's partially the designer's fault for not teaching it well enough, but I feel like the Uncharted games have always allowed for two different combat styles: cover-focused and run-and-gun. Admittedly, I haven't watched your other videos, but I saw no mention of the "steel fist" attack in this one, and it's been in the series since at least the second game, where you can shoot an enemy right before you melee them and it's an instant kill. This makes running and gunning much more viable, especially with machine guns and shotguns.
In Rise of the Tomb Raider, they had the "grip" card which made the game much more realistic and fun, some people thought it was broken but most of it is not. I wish they added it in Extreme Survivor difficulty in the campaign.
Re: the shooting/reticle outline, did you consider the effects range might have on the bullet's path? Perhaps up close, the bullet is more likely to land in the center of the circle, whereas the further Nate is from the target while aiming, the more chance the bullet will land on the edge of the circle. Just a thought.
I was scrolling through the comments as you were giving the outro, so I was caught off guard by the final seconds of this video, which made me chuckle more than I'd like to admit lol
joseph do you somehow come from another dimension where there are no scripts or quicktime events in games, so you have to point them out at any given moment? EVERY game with good setpieces has those times with few or no choices, even open world ones like gta 5 and batman arkham knight. getting the player through predefined segments is common and a necessisity, and i believe the team at naughty dog does that masterfully. your way of commenting on that every time is like complaining about mario banging his head against boxes to get items, you would probably wonder why he keeps doing that and without a headache. its a well crafted experience that you dont seem to recognize.
I don't agree that the navigation parts are filler or boring. I enjoyed them very much, even more so because I have never been a fan of the extensive shooting in the Uncharted games. To me, *they* always felt a bit like filler. Sure, the navigation has no real challenges. But for (people like) me, games aren't all about challenges. Or at least not all of them. I played The Witness and it was a (mostly) fun challenge to get through it without looking up any solutions. But when I play a game like Uncharted, I'm in for the fun. For the adventure, for the story, for the visuals, the spectacle as you say. Not for the challenge, which is why I don't like the combat that much, although I liked U4's combat much more than the previous games'. All that said, great job on the video about U1-3 and TLoU! (and I don't think RotTR is better)
I couldn’t bring myself to beat uncharted 4 because I had beat 1-3 on crushing and got the platinum trophy for all of them. Crushing really ruins the game for you because of how frustrating it can be with random amounts of damage given to the player. Some sections rely purely on luck to get through. So in a way I didn’t really get to enjoy them as much. Also the constant arbitrary climbing that just requires pushing up and X repeatedly got old quick. Bullet sponge enemies didn’t help either, especially when they were big armored brutes with damn near instakill guns.
I think it's proof of how much work you put into these and how much I've come to respect you're opinions that, even though I don't agree with what you're saying and almost loath you for shattering the illusions that have allowed me to enjoy this series so immensely (Apart from the first one, that was as meh as you say), I still enjoyed this video and agree with many of the points you make. It's just . . . Explosions are cool.
Pretty much had the exact same experience on crushing, forced myself to beat it and almost gave up after restarting key fights like 30 times in a row. Almost every one of those deaths felt unearned and like no amount of skill could have corrected.
I don't agree with the combat complain, it's not a quick time event since it's up to the player to know when and where to roll to avoid a punch, the game in no way makes this task easy for the player by not enfacising too much when an enemy is going to punch you, this way the combat becomes more frenetic and makes you feel like you're in an action movie, without taking control away from you
Excellent video my man! I think you pretty much hit the nails straight on the head with just about every point you make. It really astonishes me that a title with gameplay as pedestrian and flawed as this one gets received so well. It feels like people are weighing too heavily on it's excellent narrative qualities and its great presentation and forget to take factors such as gameplay into consideration. I respect that you think it's the best entry in the series but at the same time make sure to not paint the game as absolutely flawless, that is a nice and nuanced approach to critique and by god, i think the reviewing industry could use more of this. You're good at what you do, seriously. Have another subscription. :)
It sounds like you should've played the game a second time on hard. Crushing is meant to be ball-blistering. Like you said, it does break the game but that's the point of playing it. If you're playing it on crushing you aren't doing it for the story or to have fun, you're pretty much doing it to get your ass kicked because it's so unfair (or to get the trophy). It "crushes" your hopes and dreams. I did have the same issue though with the part where you're running and you can't make it to the door in time. I think that's probably a bug because you don't have enough time to make it over because of Sam's animation, but when it respawns you his animation isn't there so you can make it pretty much unscathed.
The problem is that the game mechanics aren't consistent enough to make playing on crushing entertaining at all, even for a masoquist or a lover of hard games.
Ahh idk I play u3 and u4 both on crushing mode using pistols and punching most enemies and had fun I don't remember using cover unless it was those scenes where u were surrounded like the sinking ship(best level,especially with the docks thing where u swim and kill people on the boats and climb that gigantic ship) or the sand level or the final level for u3(dreamers whatever chapter I forgot the name) but people keep forgetting All the things rolling allows you to do, u don't appreciate rolling until u play multiple coop erena and adventure modes on crushing.
four years later, but the shooting from an iron sight thingy is because you had autoaim activated, which makes Nathan aim to the enemies on his own while you give him a "range of firing"
14:31 wrong, crushing adds extra enemies and equipment to arenas. Imagine my surprise when I saw a machine gun turret in one of the Scotland arenas where there had not been one before. I expected more and tougher enemies but not that, I welcomed the challenge regardless.
I liked the combat in 3 more. The linear level design better compliments the feel of the gunplay. You die way too fast on normal if you are getting attacked on multiple sides. The open design doesn't help with that. And in every combat environment I found myself retreating to the corners to take out each enemy one by one. Anytime I attempt pushing up, more enemies appear, I get overwhelmed, and need to go back to the corners to not die. Grenades would help a lot, but in some areas there's about 10 available, while others you're lucky if you find one, so you can't rely on having them.
i hardly disagree that the chase scene in Uncharted 3 (on horses) is the best, it´s way too empty and its the one where you have the least freedom of them all. Great work on the video tho, you have a lot of good points
As someone who hasn't played any of the Uncharted games,and as someone who loves Prince of Persia:The Sands of Time...it was nice to see the comparison.....it says a lot that games today are easier and have poorer pacing than POP:SOT which was a the time of its release considered a Very Easy game. I simply don't understand why developers and publishers today are afraid of a little bit of a challenge. Now i know making games is expensive and the AAA part of the industry cant afford to make big risks,and thats the reason why a lot of games feel samey....stick to what works,i get it,but the difficulty of games is something that is sacrificed,which for me makes them less enjoyable,because developers and publishers are not creative enough on solving the problem of accessibility,which they definitely want to achieve. With a proper tutorial any game becomes accessible,and yet developers are making games easy,which is,in my opinion,the laziest way to achieve accessibility of games. Woah i went off topic here,well enjoy the wall of text :P
I just find them a lot less enjoyable,if at all enjoyable,as i'v said in the OP Easy games of the past(POP:SOT)would be considered medium difficulty games of today,and considering most of the AAA games,and in fact games in general, are easy so they can reach the biggest audience,that makes the amount of games i enjoy and would want to play and replay is becoming smaller. I would like if the "Easy" game became just a bit harder,not by a lot,i'm not the biggest fan of hard games myself,but there needs to be some challenge in order for the act of beating the game to feel rewarding.
***** Thats a pretty good way of putting it. Easy games are not inherently bad,but when you require less of your players they can be bored or worse completely lose interest.
Games are easier because devs are trying to make as much money as possible and they have the stats on what sells and we dont. Why do you think CoD is so damn popular? Easy to pick up and play and its funny that you would mention Sands of Time. Ubisoft rebooted the franchise and it basically plays itself with little player input. Guys like you and me, we like a challenge but a lot of casual gamers get frustrated and quit.
I agree with a lot of what you are saying,although SOT has very interesting platforming areas which require good timing on the players part and thats what makes them fun,plus the rewind mechanic in the game removes almost all frustration. I still think a lot of frustration can be alleviated with a good tutorial,but they are not easy to design and create,a lot of developers dont even try,and they resort to the lazy option.
I think you forgot this is a game. A lot of your problems with it come from some warped expectations that there should be some system of laws that somehow would make the player character tire, miss or in general be weaker than an over the top action hero. I do not know if you kept up with movies over the past decade but action pieces are getting more and more ridiculous. It is an action game in line with the series. While playing I was completely engaged in the action and the AI is nicely tuned. Playing at higher difficulties is challenging and fun especially with the rather large and open ares as well as the improved stealth mechanics.
I'm not sure about that. I mean a big part of this video was talking about making Nathan *stronger* so that he could dodge bullets, aim while running, etc. I think the game is better with more action hero-y flexibility. What the game lacks in terms of "realism" is mostly consistency. If something makes sense, I should be able to do it--within reason. You should be able to destroy the armored truck earlier on. Just make another one spawn later for players who manage to pull it off. There are ways to make the game more reactive that Naughty Dog decided not to do, because they gamble on most players following the script.
you seen to not understand how the shooting works. the initial shot hits the center of the circle, and subsequent shots land on the white dot that appears when you start shooting. it's not random where the bullets go, you just have to follow the white dot.
The visual examples I show in the video do not match your description. I'm aware that shooting *usually* works that way, but the clips I show in that section do not follow those rules and miss/hit when they should/shouldn't.
Regarding the melee in Uncharted 4, they actually removed some choice from it. In Uncharted 3, you could grab and enemy, move them around and throw them over cliffs if you wanted to. Grabbing is removed, which is a shame..
Exactly. While I believe Uncharted 4 is Naughty Dog's crowning achievement, the melee is a definite step back in comparison to Uncharted 3 which almost had arkham style combat. Uncharted 4 sort of has the nit pick of uncharted 1 and 2 melee. Which is that once you start hiyyimg a person, you're committed to it because of the animations. Also no throwing back grenades...
The invisible center dot sways when you move the reticle, it doesn’t always stay still in the center. Just so you know. The same system was used in Drake’s Deception.
Prince of Persia is a valid point of comparison because the original PoP was the progenitor of the whole "cinematic platformer" genre to start with. Although that genre name is basically dead at this point, all sorts of games going for something movie-like since then has cribbed from Sands of Time. While the platforming is very restrictive compared to something like Mario for instance, I wish Uncharted had gone for something like it as opposed to the completely mindless climbing we got. It's so boring.
Agree agree with your criticisms on combat. I played this game on hard and I was like huh, there's all this cool stuff to do and room to explore, but I can't really do any of it because i'm being bombarded with bullets and will die if i poke my head out of cover for more than 5 seconds. If there was a smart way, like some of the gameplay suggestions you mentioned, so I could take advantage of these mechanics it would be vastly improved. For the most part I still felt like combat was a slog, although I did enjoy the stealth element. I also agree with your criticisms of climbing. After being introduced to our climbing techniques why not amp it up? The game could essentially be a triple AAA version of Temple Run, but with cool physics. Unfortunately, like you said, this is only very briefly touched upon during that one section where you're sliding more and in the very end of the game. However despite all these criticisms the game was still amazing. Having played Tomb Raider as well I found this to be more enjoyable and as far as any game where you wanna have that "cinematic" adventure, I don't think anything comes close to Uncharted. Almost felt like The Goonies.
Okay, amazing video but i realised points wherein you emphasised the fact that there are limited or few options when playing action sequences .the other point which is how most choices lead to a specific path. Well it is a game but remember that you are in fact roleplaying Nathan drake and sort of reliving what he did through this game. So you're in for a journey which belonged to Nathan drake, not you as another person or as yourself. So all paths lie to what happened with Nathan; he defeated the shooting trucking which was chasing him via on a bike, killed Rafe in a sword fight, followed a specific path to get to where he wanted... You get me? Great video though outstanding effort.
the reason there are so many climbing sections is because they originally planned to have the mechanics be more complex but during playtesting it was widely reported not to be fun so they scrapped it but the sections remained
Uncharted 4 with the climbing complexity of Jusant would have been HOT. I enjoyed the game for its pirate treasure theme......loved it....but the "over dramatic" emotional bs between Nate and Elena was for me at least quite lame. Loved the chemistry between the drake brothers though.
I played the game on Hard difficulty. It was the right degree of challenge while maintaining a doable pace of the ''action movie'' essence the game has
What game/games do you consider to be the gold standard for 3rd person shooters in terms of gameplay? I always think of Max Payne 3 because the player can decide to use cover or stay moving. Also having to balance how many pain killers you have with the risks you take adds more depth.
I'm glad someone else mentioned Max Payne 3. I think that game did what Uncharted did but a little bit better. For one, the gun fighting is satisfying in MP3 moreso than any Uncharted game in my humble opinion. Max Payne also has the snappy writing and witty dialogue down too (though Max is more bitter in MP3). They even manage to do the whole linear "guiding you through a setpiece" thing really well too. MP3 was one of my favorite 3rd Person shooters from the 360/PS3 era and I think ND should take a look at it to gain a little inspiration. I'd also like to mention Binary Domain as a game that has solid shooting mechanics (but MP3 is the best to me).
Watching videos like this make me questions what games I should spend my money getting. Nobody has the endless time needed to experience all the high quality stories in RPG's. At the same time I don't want to spend all my time playing a much quicker simplier game like FIFA. For me Uncharted kinda bridged the gap so beautiful that it became my favourite game series. I like The Last Of Us and Uncharted 4 more than The Witcher. Purely because I can actually finish it in a decent amount of time. And maybe even with my friends too. Since if you play a game like The Witcher 3 with someone else is very boring and near important
Okay, to answer your question on the "iron sight" aiming in this game, based on the footage you provided in this video without having actually played the game, I noticed that yes, your observation that there's a second marker in the middle of the closed circle is where your bullets are heading. In fact, if you look closely, that marker is actually visible in the middle of the reticule immediately after the bullet leaves the barrel, it's represented by a small white dot. What I noticed is that, if that circle your iron sight aiming has is in any way overlapping an enemy target, that dot in the middle of the reticule will actually readjust its position so that the bullet hits the target rather than going at the center. The best way I can explain it is that the dot is actually a form of aim-bot or auto-lock that targets whatever is within the circle while you're aiming. Does that help you understand it a bit? Again, I haven't played the game so I can't verify it based on experimentation but, given the footage you gave me in this video, and the fact that I zeroed in on the reticule as you brought attention to it, I actually noticed this on 360p resolution. Go ahead and verify it for yourself if you think I'm wrong.
The whole point of the game is what you’re calling “illusion”, it’s about enjoying an exciting experience rather than trying to outsmart the game. The gameplay is always a vessel for character moments and atmosphere to immerse the player, rather than a vessel for creative solutions. This doesn’t make the game bad, just different from creative experiences like the phantom pain.
In my experience and opinion, Uncharted 4 is at par with MGSV as an overall product. Both lack in specific areas and excel in others, yet are excellent games worth playing and even replaying.
If I were to recomend this game to someone (which I do) I would tell them to play on the hard setting; it is not stupidly easy like moderate and it's a fair challenge without being frustrating like crushing. Seriously, that ship graveyard took me dozens of attempts on crushing, I even gave up and completed it the next day after several attempts, on hard it took me two attempts to pass through it.
I churned through it, got through it, and put it away. Played once, done. Would I recommend it? To people who love it, yes. Am I glad I played it? I got a few things out of it. But it didn't move me, much. The epilogue, however, was cool.
Hey. I've watched a fair number of your videos, and I've noticed a trend that kind of bothers me. You often say that "it's not the best thing it could've done." This perplexes me because you don't really explain yourself further on that front. For story of continuity errors you give alternatives, but you admit the solutions you come up with are flawed. For more mechanical problems like your issue with the shooting in Uncharted, you tend to just gloss over it, at least for the first three. I think an easy fix to this for your channel is to create something akin to a favorites list or at least share what you think are the best stories, the best examples of a shooter and shooting mechanics, etc. It would help your audience understand where you're coming from, rather than you saying that the sections of Uncharted are "bland" without giving an example of the activities you do in the game are done better in other games, with the exception of your reference to the Prince of Persia remake when your addressed climbing. I guess to sum up; with your style of critique, it's difficult to grasp what your standards are or how you're tackling a particular subject when we aren't aware of what experiences you're basing your opinions on.
I think the best parts of the climbing gameplay is when it’s time sensitive, or timing sensitive. Like when it’s a setpiece, or when it’s something like the climbing pike or the sliding where it takes specific timing to climb. I think thats why I like BASIC climbing in shadow of the colossus more. The grip meter makes it always time sensitive. I kinda wish uncharted had a grip meter to make the safe climbing sections less boring.
I just get annoyed when people call Uncharted an interactive movie. That's bullshit. The game takes up so much of the damn time. This isn't Telltale. This is an actual game. It doesn't have to have next level gameplay mechanics to be amazing. It's amazing because of the story, technical achievements, and fluid action. Look, I know the gameplay isn't perfect or hardcore, but it's hard to find a game that has combat as fluid as Uncharted 4. One that truly makes you feel like you're in an action movie. The angles that appear when getting into fist fights... it's hard not to marvel at them. Critics give this game and the Uncharted series such high praise because a game doesn't have to be hardcore to be incredible. They see that it is a game with polish and that just because the combat isn't balls to the wall, doesn't mean it isn't fun as fuck. One should appreciate Naughty Dog's effort because it's obviously there, and if you disagree, well then you're a dumbass, just sayin'.
Uncharted was never meant to be taken seriously becouse of it's simple but fun combat and story and well put together characters. If you look at Gears of War, a game similar to Uncharted, you will find that more people prefer Uncharted. That's becouse Gears of War offers a very serios story that is meant to be taken serios. That's why it works with Uncharted, the game tells you not to take it serios so you don't take it serios. The story started to get serios in Uncharted 4 and yeah it may have good story it doesn't fit the Uncharted formula. If you take it seriosly you'll find that the story doesn't make sense and if you don't you'll have a good time
But i don't really see why this is even game... this game puts you to play fighting sequence, just so you can watch 'next cut scenes' then is it even a game? are you playing the game or game is playing with you by forcing you to play? that will be the real question. Uncharted 4 is very pretentiously good game. I personally yawned at every combat sequence because I am forced to play pointless game play sections with little to no exploration for treasure or hidden places. Other than that, yeah it has achieved all. But game without core game play mechanics are not game, only interactive movie. but many fan bois will suck naughty dog's ding dongs nonetheless to protect their self-esteem anyway.
Your point about not using movement in a fight is straight up just your choice. I played the game jumping, sprinting and grappling around as much as possible in combat and only went into cover to regenerate health. If you want to play that way then do, and don't blame the game for you choosing not to?
I don't see the issue with the game sending you down you down one path, you hear so many game critics talk about choice and playing it your way. Bit most games with choice even implement it in a hollow way or it makes the game worse.
This game is way more fun on Easy with the snap aim turned on. You get to actually run around during fights, swing on ropes, charge the enemies as you hip fire, while only being in cover for like 10% of the time - basically you ACTUALLY feel like a movie hero. It is super easy of course, but the game on higher difficulties feels way too tedious, so I recommend just playing on easy with snap aim
I don’t really agree with the game complimenting itself. It’s complimenting its own artwork, sure, but the people writing are complimenting their coworkers. It’s not the same people writing who create the art. If anything I’d see it making those compliments as less boastful and more proud of their coworkers.
It seems to me that your criticism towards this game and the Uncharted franchise as a whole, and even Naughty Dog as a studio, is that they need integrate the game play into their story telling in a better way. For example rather than the game preventing you from going off script simply don't give as many options to the player and the few(2 or 3, no more to keep things simple) that are available should be compatible with the story. Similarly cleaning up the gun play a bit to make it more in line with what you're actually doing in the story rather than keep it as a hindrance. From your videos on this series it seems to me that you feel the game play(be it the lackluster puzzles or weak gun play) is dragging the story down for the most part, which is a terrible feeling to have after playing a video game to completion. Small tweaks here and there to give the game play some more love and bring it on par with the quality of the story and its delivery rather than trying to emulate proper 3rd person shooters that focus on the game play rather than the story.
I like straightforward games, i find them fun, too many options are confusing and annoying to me and sequences with timing, sliding are too fiddly to me and I love Uncharted. I like moving forward and shooting and killing stuff and exploring, I like storyline and I disagree, best Uncharted was the first and second one for me , Uncharted is one of my favorite games so I had to dislike this video and criticism for minor things that you were concentrating on