@killered3:
I disagree. First of all, how do you define repetitive? That's an important element to qualify. Is Forza repetitive? Is Hitman repetitive? In forza all you do is drive and tune cars and in Hitman all you do is use disguises to assassinate targets. You repeat a similar process every time you play those games but I wouldn't brand them as repetitive. Both games can be said to have the same amount of repetitive gameplay, I would think. Tomb Raider is a series of entering an area, searching for items/clues, engaging in some stealth/shooting combat, cutscene, repeat. Uncharted is being dropped in an area, walking/driving through it and waiting for some organic dialogue, climbing something, maybe a puzzle, shooting, cutscene, repeat.
Well then it seems you and I value different things in shooting for game like this. It apears that you value a cover system that is binary--meaning you click a button to get in or out and you're certain of whether you're in or out as opposed to TR's more fluid, uncertain system. That's fine and I'd be lying to say TR's cover system wasn't annoying, but my original comment had to do with how the shooting--the actual act of firing weapons--felt better to me. That's a subjective point I made. I also prefer owning a few weapons and being able to upgrade those weapons as opposed to getting whatever the level I'm in decides to give me. Now, it makes more sense for Nate's character and in Uncharted's story to only carry a sidearm, I just prefer, from a gameplay standpoint, being able to have options.
Again, we come to a difference in preference. Where you feel Lara is slaw and weaker, I feel like I can move her with more precision than I can move Nate and, given her superior set of tools to use, her lower level of health is acceptable to me. Her not latching onto ledges is a problem I haven't experienced, so I can't comment, there.
Where you think Lara relied too much on the bow, I think the bow gave me some agency and I enjoyed it. Moreover, I think Uncharted dedicates more of it's gameplay to the platforming than TR does. I'd definitely say platforming is a bigger part of Uncharted than it is of TR.
The backtracking does work, in my opinion. Lara comes across something, doesn't have the tools necessary to access it, goes a bit further in the game, attains a tool that she can use, I then go back to that something because I now have the ability to access it. That makes perfect sense to me. You say it breaks the pacing of the story and that's fine to hold that position but, for me, I care less about a story and more about gameplay in any game I play.
"Uncharted tells you the story and focuses more on that so you don't get side tracked and the story flows more smoothly." <==this is the linearity I mentioned. I dislike that linearity.
"All in all, they're both great games..."<===This, I also disagree with. I don't think either of them is a great game, I think they're good. Theyre, both, in my estimation, action movies made into games and one just happenes to have more and, again in my opinion, better gameplay than the other.
Log in to comment