[quote=“Father.Torque, post:35, topic:1617, full:true”]
There’s actually something quaint and soothing about a straight-ahead narrative rollercoaster game with massive production values [/quote]
no, but let’s pretend yes: in 2016, sure, but Uncharted has been popular for like a decade now. during it’s heyday every game was some variation of Uncharted
I played the first uncharted when it came out purely because I remember an article in game informer (yes) from one of the developers saying they wanted the player to feel like bruce willis in die hard
they never mentioned Indiana jones at all, and i sure as heck did not feel like john mcclane.
i did not get past the mandatory driving sequence. this game sure was 2006 huh. uncharted 2: i was able to finish the first level before my brother traded it for God of War III, which we both hated.
uncharted 3: the opening segment of this game is the best tintin game anyone ever made (did anyone ever make a tintin game) and i haven’t played very much further than that oops. i hope uncharted 4 rolls with the series predilection for having good opening segments
Two weeks ago I played Bloodborne for the first time for about an hour and a half. It was impressive and fantastic (original meanings), and I could tell that it could easily become one of my favorite games. I haven’t played it since because I don’t have the time and energy to play games well. These days I want something pretty to look at and fun to listen to that takes my solidified-yet-atrophying videogame skills and gives them a modest challenge. I am looking forward to Uncharted 4.
yeah, even if, as tulpa said, our tastes are technically not that exotic these days, and even if this game is sort of the definition of HBO-grade well produced middlebrow, it could be so much worse. nearly everything like it is worse.
I can get why you like it (architecture porn) but I don’t really think it has solid level design. It’s split between the central conceits (take cover, shootman, chainsaw) reiterated without elaboration (there’s seriously no encounter design in this game, which I consider a pretty major part of level design. It’s just 'throw a bunch of almost identical enemies into a box full of chest-high cover cubes) and setpieces that are divorced from the central conceits (driving, bad boss fights, cutscenes) over the course of the campaign. While the shootman stuff works fine enough I suppose, it’s a barren experience.
classic nedge tradition of coming into threads all “hey what’s this game your all looking forward to that I’m never going to play. looks like SHIT for DUMMIES” goes back to wow and diablo
It may well be that the central mechanic of gears was so powerfully novel in 2006 that the level design doesn’t add up to much by comparison, but some of those early set pieces are extremely memorable. Even if they are just “hold onto this circular encampment and pan the camera looking for holes to chuck grenades into.”
All I know is that it worked for me when a friend and I played through the hardest difficulty back when the game came out. Maybe I’d have a different opinion if I played it again now. Dunno. Even today I can still remember some of the scenarios, despite having only gone through it once, so I think that’s pretty good.