adkm1979 wrote:So the general consensus in here is that the thing that sucks about the new Uncharted game is that it resembles the other Uncharted games. I have no issue with this. Would I like to see a relic hunting adventure game that had the slightly more considered approach to environment traversal of The Last of Us, with a similar approach to combat? Absolutely. Is that what I want the ending of this series to be? No. ND can do that (hopefully) with a new IP (hopefully) once they've put Nathan to bed. I'm sure they're reading this and taking notes... Meantime, colour me enthused.
IanHamlett wrote:Look at the body count of Indy, times that by 4 cos it's longer and the body count is still out of whack. Stealth Drake into a museum, do some platforming and investigating while solving switch puzzles and elaborate see-saws, notice some dodgy plaster work around the chandelier, a massive fish tank & a rusted chain holding the totem pole against the wall, alarm goes off, guards rush in, shoot the fish-tank, the chandelier and the totem pole, squirt 3 guys with a fire extinguisher and punch a guy that falls into 2 other guys then swing through the window with the love interest holding onto you. Bodycount = 0 indy/10
IanHamlett wrote:See, what I did there was loosely describe a 20 min segment off the top of my head, not 10-20 hours. I'm also fine with it how it is but I think there is generally too much killing in videogames. I like killing in videogames, but I like it more when it doesn't clash with everything else in the game. "Here's Nathan 'Nate' Drake 'Drake', the happy go lucky funboy adventurer that has killed somewhere upward of 800 people in one game." We're not stuck with this clash. FullSpec style fighting isn't right for everything but it shows that a game can be full of peril and action with a low body count. And it's not like there's nothing to shoot at when there's nothing to kill. Shooting a lock while running towards a door, shooting a beam so a platform drops, shooting the glass out of a window so you can jump through. Enemies could be more like the truck in the U4 vid, stopping you from catching your breath and constantly making you change tactics. Enemies in FullSpec (2004) can be bypassed with cover fire. Just shoot in their general direction and they'll stay behind the dumpster. In Black (2006) you can make a group of soldiers duck by shooting 2nd story windows out and raining glass on their heads. With proper implementation of some of the things I've come up with in off the top of my head, they might be able to drop the body count to a less laughable 100 and I think the entire industry would be better for it.
g.man wrote:Apart from the fact that the body count is massively out of whack, the gunplay has always been the most tedious aspect of the Uncharted games. There are a multitude of shooty bits that outstay their welcome several times over. I've only played the 2nd one and watched play through vids of the 1st, but I'd find myself groaning every time the genocide kicked off because it was clearly only there to lengthen a very short game. Each to their own peeps, but it was the brilliant exploration and headfuck puzzles that made the early Tomb Taider games sell like gangbusters, the shooting was always an afterthought. Me? I'd buy a PS4 in a heartbeat if this was a return to that. different times g.man
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