@dynamitecop said:
Here's the problem with your line of thinking, Mario began his life as Jumpman, that is literally his name. Jumping is the key mechanic in Mario's games, has been since the beginning with Donkey Kong and is vital to traversal in Mario's game environments. It's how he gets around, gets to power ups, kills enemies etc, back when the game was 2D it was literally the only way to get around, a requirement as a constraint of the technology, in 2D you have to jump over things to make it through the environment. The fact that Mario jumps means that a Mario game can even function.
Yes, that's right - jumping is the key mechanic in Mario games. The enemy design, the environment design, and the way that Mario traverses through these obstacles is based around the jumping mechanic.
So far, so good. :-)
@dynamitecop said:
Climbing in a game like Uncharted 4 should be an accentuating function, not the main function, think about that for a second, you are climbing in this game more than you are doing any other one thing, please process that. You are climbing more than you're walking, running, more than you're shooting, solving puzzles, driving vehicles, fist fighting, doing on rails sections of the game etc. That's not good game play, that's literally buffer to make the game take longer to beat, and they draw it out really bad, there should be some climbing and traversal, but it shouldn't be the main function in the game.
So, here's where you're moving off on a tangent and where I will bring this back to the first paragraph in your post. The tangent in question is "what Uncharted 4should be" - that's not what we are discussing. We're talking about what the Uncharted games are (in much the same way that I pointed out what the Mario games are).
I agree entirely that climbing makes up a huge part of Uncharted 4's gameplay. The game is clearly built around this mechanic, in the same way that Mario is built around jumping.
You can argue that there should be more or less climbing, in the same way that you can argue there should be more or less jumping in Mario; I don't have a dog in that fight.
In my view, that's an entirely separate discussion.
The only thing I'd repeat, in order to further emphasise the earlier point, is that in this particular franchise, climbing/physical exploration has always been at the centre of the experience. Sure, there have been lots of shoot-outs and narrative sequences, but climbing around has been the principle way that Nathan Drake has traversed the environments throughout the series.
@dynamitecop said:
Now I see you talking about exploration being somehow crucial to the game, it's not in any capacity, you gain nothing by "exploring", you find nothing, there is nothing. All Uncharted 4 is is an A-B linear game with open ended filler environment, there's nothing out there. In Rise of the Tomb Raider you are rewarded for exploring, there's actually things to explore that will advance the game, narrative, your skills, items, food etc, there's incentive to explore because there's actually things to find that are meaningful.
So now, it depends what you mean by "exploration". I'm talking about physical exploration - the act of climbing, jumping, running around, looking for ways to navigate through an area physically (both vertically and horizontally). If you didn't undertake this exploration, you'd quite literally come to a stand-still and never progress anywhere in the game.
You're saying that Uncharted 4 is an A-B linear game with "open-ended filler environment" - but the open-ended "filler" environment is the game.
It's like dismissing a book by saying that it's "an A-B linear cover with lots of open-ended filler pages". :-)
You can prefer Tomb Raider (which is a different game), you can talk about how you'd prefer that Uncharted were not Uncharted - that's all fine and good.
Again, I think that's a different topic entirely. :-)
@jumpaction: I never played the first game in the series - but I did play 2, 3, and 4.
My general observation is that 2 felt pretty repetitive for me, 3 was less repetitive but also less interesting (aside from some cool set pieces), but 4 was like an entirely different game in many respects. I mean, sure, climbing and exploration were still at the centre, but the act of climbing feels a hell of a lot better in 4 than in the previous games. There is still a lot of that linearity, but there are also some areas that act as multi-layered combat/traversal sandboxes that felt a lot more interesting than anything the previous games offered.
All of that said, the bottom line is this: if you aren't a fan of a linear adventure that involves climbing/physical traversal of ancient ruins, then you probably won't be a huge fan of any of the games in the franchise. This is why this particular thread's critique of Uncharted 4 misfires so badly in my view; it's complaining about something as if it's unique to the latest game, when in fact, it's a far worse problem in all of the previous games in the series.
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