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I enjoyed the set pieces the most in this game, it felt like they had their own pacing and gradually built up.

I know a lot of people felt they weren't as big, but I see it as an evolution of the previous games where they were longer, incorporated better into the story and puzzle / platforming sections.

As for the Nathan quitting because of Elena, I think you missed the point of why he left it all behind. 3 times he put his life and his friends on the line. 3 times people he knew died, was betrayed, almost died himself and he walked away with very little if anything to show for it. The 4th game even has it as a plot line and part of Nate's development and growing up as a character.

As for longer levels due to exploration, that is entirely optional. It is entirely possible to play it linear without any exploration, but to get more from the story, the exploration pays off similar to TLOU, via exploring the story hidden in the surroundings, additional conversions and collectibles.

As far as many games go these days, many people will be disappointed in any or every game. Everyone has their opinion on how it could have been better, how the story should have been etc.

This is a class example where the developer addressed every issue that was brought up:

1) deeper story
2) putting an end to the supernatural final act
3) linear level design
4) better stealth and combat
5) more exploration
6) not create a game around set pieces as they felt shoe horned in part 3