TallSilhouette said:
Naughty Dog at this is point is pidgeonholed into making "narrative-driven" games. As if emphasizing good storytelling is a bad thing? It's not like their games are walking simulators or point and click adventures. They will put story ahead of gameplay The gameplay is also the best of the series, in mechanics, variety, and scope. It's funny how you seem to think bigger scripted setpieces equate to better gameplay. which is fine if the story was compelling. I wished at least that Drake had more of an arc. He ends up exactly where he started. Going from a depressed and longing retiree salvager to a fulfilled legitimate archaeologist, treasure hunter, brother, and father is ending up exactly where he started? You're right about Uncharted being Indiana Jones, which Uncharted 4 isn't. What's the point of grounding the game? Making the character more human and relatable than superhuman? Jones never did half the fantastic stunts that Deception Drake did. Naughty Dog unfortunately is too big to fail now so they will be putting out same-ish games for the next few generations. Believe it or not most developers tend to find a particular identity in the industry and refine it with each release. That's normal, especially when you have all of this tech you've developed over the years that you don't want to go to waste. Give me some examples because nothing else is jumping out at me atm. The clock coming down, the jeep swinging from the cliff by its cable, Libertalia crumbling, the second APC chase on the island, the 'boss fights' against Nadine and Rafe, and more I'm sure I'm forgetting. Many gunfights were also practically their own open ended setpieces with varied scenarios like protecting Elena in the elevator, breaking out of prison, or dealing with rpg and turret squads. Did you play this game stoned or something?
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1. Good storytelling, sure. I didn't see much of that in this game. Next time, I hope they at least get the character motivations right and that they have an arc of some sort.
2. The gameplay mechanics are the best of the series but they're not used enough in the game. Or the ones that are used too much aren't enjoyable like the traversal. Also, there's only so many times that one wants to find a crate to push so that the AI partner can climb on.
3. He was only depressed because he wasn't being an adventurer anymore and he was just salvaging stuff. That's exactly how he ended - salvaging stuff. Otherwise, that wouldn't have been his last adventure.
4. The guy is still superhumanin this game.
5. Remember when ND used to vary the type of game they made?
6. If those are set pieces, then we've come a long way - in the opposite direction. You're just mentioning encounters and passing them as set pieces.