The cutscene to gameplay ratio was close to Metal Gear. And a lot of it was the slow walking with minimal interaction stuff that Uncharted 3 got flack for.OléGunner;203483745 said:Seems some Gaf folks clearly wanted more shoot bang at the start of the game which automatically made it boring for them.
I'm surprised at this mentality, thought more people would appreciate a gradual ramp up in action while allowing the story to develop at a good clip.
Lol ok this one got me!
That's a lack of player agency. which is what they're talking about.
Did anyone actually read the article?
It would be a better article if instead of focusing on the Uncharted series, it examined the rise of walking simulators, and where its roots lay (adventure games, Half-Life intro, Uncharted bits, Indigo Prophecy, etc).
The cutscene to gameplay ratio was close to Metal Gear. And a lot of it was the slow walking with minimal interaction stuff that Uncharted 3 got flack for.
The autoplatforming is perfect for the fast-paced multiplayer but mind numbing in the campaign. They could design it to be more envolving than tapping a button or tilting a stick.In UC4 you have more player agency when it comes to the platforming but it still rather easy .
Truth is other than making it harder don't think they can get more player agency.
There is almost no action in the first few hours that isn't an automated sequence. Your first encounter with Nadine? What was that?OléGunner;203484363 said:Excuse me? Cutscenes length same as metal gear?
You're having a laugh there mate, it's nowhere near that intense.
I'm glad for the slower paced moments too, I don't want to be shooting the entire game.
OléGunner;203483745 said:Seems some Gaf folks clearly wanted more shoot bang at the start of the game which automatically made it boring for them.
I'm surprised at this mentality, thought more people would appreciate a gradual ramp up in action while allowing the story to develop at a good clip.
Lol ok this one got me!
What a stupid article.
The autoplatforming is perfect for the fast-paced multiplayer but mind numbing in the campaign. They could design it to be more envolving than tapping a button or tilting a stick.
Casual gamers are the main lovers of these games Imo.
Why is it ridiculous for employees to have weekends? And what does that have to do with the article?Yes. Seeing as they have to catch-up as they don't update on weekends, which is ridiculous.
And only 5 year olds enjoy Pixar.Casual gamers are the main lovers of these games Imo.
There is almost no action in the first few hours that isn't an automated sequence. Your first encounter with Nadine? What was that?
Anyway, I didn't say cutscene length.
Yeah who needs story, laying up the foundations and the grounds of your script, or character development, right? Just give people something to shoot at. Games dont need story. Just a typical "Tom Clancy" excuse to fill up bad guys with lead is enough...
The autoplatforming is perfect for the fast-paced multiplayer but mind numbing in the campaign. They could design it to be more envolving than tapping a button or tilting a stick.
I have played all the three PS3 Uncharted-games, and while I dont quite agree with this article - there is certainly gameplay in the series its just that its not the focal point, challenging or even interesting - i do think there are valid points here when considering the plattforming and puzzle-elements. Most of the gameplay is, as the article acknowledges, in the third-person action-sequences, but nobody I know play the games for these, or even find them particularly exiting or fun - its all about getting to the next spectacular set piece, which is, most of the time, played out like a walking simulator. Meaning that the appeal of the game is more the ability to feel like the main character in a hollywood blockbuster than anything else. So yeah, I think the criticism, while slightly overblown, is pretty fair. A lot of modern AAA-games work like this though, not only Uncharted. And there is of course nothing wrong with a game being like this, or people liking it for it.
Gameplay length. What else. MGS can kind of get away with its issues because it had the gameplay to back it up. MGS4 and Uncharted 3 messed this up imo. For the 7 hours I've played U4 I feel most of it was cutscenes, scripted events and autoplatforming. Did you also think it was awesome for you to be forced to try to steal a keycard 5 times and fail?OléGunner;203484837 said:First encounter with Nadine was awesome and quite unique imo.
Also now I have no idea what your MGS cut scene analogy means if you aren't talking about cut scene length.
somebody needs to play Half-Life
Gameplay length. What else. MGS can kind of get away with its issues because it had the gameplay to back it up. MGS4 and Uncharted 3 messed this up imo. For the 7 hours I've played U4 I feel most of it was cutscenes, scripted events and autoplatforming. Did you also think it was awesome for you to be forced to try to steal a keycard 5 times and fail?
They are not criticising the games for it though. In fact it is the opposite:
'Of course, what was revolutionary for 2009 isn't so groundbreaking now. Uncharted 4 pulls all the same tricks with even greater craftsmanship. In many ways it's gone even further in this experimental direction with roughly only a third of its opening eight hours dedicated to anything that could even remotely resemble an action game (though its first few minutes are appropriately rousing). And yet it's never boring. The jokes land. The story beats are appropriately moving. The dialogue sings. And it all looks glorious thanks to some of the best art direction and tech wizardry in the business.
In a world that's already seen the likes of Everybody's Gone to the Rapture, 30 Flights of Loving and Dear Esther, such bold pacing practices aren't quite as shocking as they were back in 2009. Yet Uncharted 4, for all its bombast, often feels more akin to those games than any of its big budget contemporaries. And maybe the widespread popularity of more sedate games can be in some part attributed to the brilliant Uncharted 2 - a game that proved blockbusters could be played at a very different tempo.'
How the heck did the thread creator twist the article as a negative one? I swear people are so reactionary on the internet.
Reaching argument IMHO. The games have sensible quiet periods purely for pacing reasons and the roots of that is from cinema and literature and not "walking simulators" nor did U2 inspire them either IMO.
Kinda dumb in a harmless missing the context kind of way.
Guess visits/clicks must be low for them.
I honestly feel the tension vanishes when a 'boss' encounter can only go one way, or that a stealth event is not even beatable. It feels like it puts its narrative/story pacing above everything else. And I think they only get away with it here because they are great with the story stuff.OléGunner;203485269 said:It added to the tension of the game for me so yeah it was awesome.
And was cool to have Sam make fun of Nate as he was rusty at pick pocketing and eventually had to help him out.
Anyways, I guess I just like this aspect of UC4 which you don't and that's alright.
Another example where websites take advantage of the easily provoked Uncharted/ND fans for more clicks.
Well, I guess I'm not reading anything from Eurogamer anymore.
Good point, I can't judge about the game because I don't have play it.
But could someone tell me if this games is about gameplay or just pressing buttons to watch actions? I'm not so into games that have allot of scenes or using autoplay actions.
I honestly feel the tension vanishes when a 'boss' encounter can only go one way, or that a stealth event is not even beatable. It feels like it puts its narrative/story pacing above everything else. And I think they only get away with it here because they are great with the story stuff.