RedRedSuit
Member
Uncharted 2 remaster is so much fun in Hard. No matter how many times I play it, it just hits that sweet spot. You can't play stupidly, running around and getting shot, but there's enough room for error to improvise and try different tactical approaches without working everything out exactly through trial and error. Guns lack serious recoil, so shooting is a simple and fun exercise. It builds confidence, and stealth is not a requirement but rather a fun little addition that lets you mix it up.
Uncharted 3 (also remaster) has famously inferior level design compared to 2, but its mechanics are still a lot of fun to execute. Again, you can't just run around in the open, but different tactical approaches are fun to try out without making it a cerebral exercise a-la Metal Gear. The mechanics of throwing back grenades are tons of fun, and in general it's like 2 but with a few nice tweaks and additions.
2 and 3 on Hard lead to fun tactical sequences that I find myself recording.
Uncharted 4 which I am currently playing in Hard (played on Moderate at launch and enjoyed it other than lacking 60fps) is kind of a chore. I was really looking forward to it, but through Scotland I am finding myself frustrated. Mind you, not "I can't progress" type of frustration. More like, "why am I doing this?" frustration.
The game doesn't want to let you stay in cover for more than a few seconds. 2 and 3 applied pressure too, but 4 is far less forgiving. Once you're getting shot, you have very little leeway. If you don't find more cover ASAP, you are dead. Meanwhile the game discourages shooting. People are hard to see somehow, and I find myself relying on the reticule turning colors and shapes A LOT. The recoil on AK at least is out of control. So moving around is forced yet discouraged, and shooting is necessary yet feels like a chore. Grenade tossbacks from 3 are gone inexplicably.
Stealth is kind of mandatory. Starting one of those big fights without stealth is nearly unthinkable: everyone converges on you with no possibility for attrition. You have to thin out the herd. Maybe you don't HAVE to, but it's too advantageous not to. Except stealth turns into trial and error, which is not creative and not fun.
What's frustrating is that so much sophistication IS there. Tons of climbing opportunities, traversal with the hook, stealth, fighting with Sam/allies, etc. Getting weapons from people upon beating them up, it's great. At times it feels like like playing a stunning war movie. On Moderate I was able to do that stuff, but on Hard much of it is too risky.
Much of the time, it's kind of a slug fest. Sometimes I find myself hitting a checkpoint that gets me past half of a fight. This feels ambivalent. I got past some of it, cool. But the fluidity of the battle is lost, as is the sense of accomplishment of winning the entire battle in one fluid sequence. So the game might actually be guilty of simultaneously too many checkpoints yet being too hard on Hard.
I haven't wanted to record a single battle in 4 so far. That's a good barometer of what it's like vs. 2 and 3.
Disclaimer: it's possible this will improve in the coming chapters. I do recall combat and level design getting better throughout with some amazing levels with verticality and all kinds of goodness.
Uncharted 3 (also remaster) has famously inferior level design compared to 2, but its mechanics are still a lot of fun to execute. Again, you can't just run around in the open, but different tactical approaches are fun to try out without making it a cerebral exercise a-la Metal Gear. The mechanics of throwing back grenades are tons of fun, and in general it's like 2 but with a few nice tweaks and additions.
2 and 3 on Hard lead to fun tactical sequences that I find myself recording.
Uncharted 4 which I am currently playing in Hard (played on Moderate at launch and enjoyed it other than lacking 60fps) is kind of a chore. I was really looking forward to it, but through Scotland I am finding myself frustrated. Mind you, not "I can't progress" type of frustration. More like, "why am I doing this?" frustration.
The game doesn't want to let you stay in cover for more than a few seconds. 2 and 3 applied pressure too, but 4 is far less forgiving. Once you're getting shot, you have very little leeway. If you don't find more cover ASAP, you are dead. Meanwhile the game discourages shooting. People are hard to see somehow, and I find myself relying on the reticule turning colors and shapes A LOT. The recoil on AK at least is out of control. So moving around is forced yet discouraged, and shooting is necessary yet feels like a chore. Grenade tossbacks from 3 are gone inexplicably.
Stealth is kind of mandatory. Starting one of those big fights without stealth is nearly unthinkable: everyone converges on you with no possibility for attrition. You have to thin out the herd. Maybe you don't HAVE to, but it's too advantageous not to. Except stealth turns into trial and error, which is not creative and not fun.
What's frustrating is that so much sophistication IS there. Tons of climbing opportunities, traversal with the hook, stealth, fighting with Sam/allies, etc. Getting weapons from people upon beating them up, it's great. At times it feels like like playing a stunning war movie. On Moderate I was able to do that stuff, but on Hard much of it is too risky.
Much of the time, it's kind of a slug fest. Sometimes I find myself hitting a checkpoint that gets me past half of a fight. This feels ambivalent. I got past some of it, cool. But the fluidity of the battle is lost, as is the sense of accomplishment of winning the entire battle in one fluid sequence. So the game might actually be guilty of simultaneously too many checkpoints yet being too hard on Hard.
I haven't wanted to record a single battle in 4 so far. That's a good barometer of what it's like vs. 2 and 3.
Disclaimer: it's possible this will improve in the coming chapters. I do recall combat and level design getting better throughout with some amazing levels with verticality and all kinds of goodness.