Played a bunch of the alpha and was disgustingly involved in both the UC2 and UC3 MP scenes. Sadly, I've been booted for connectivity reasons for pretty much the entire open beta, though I did manage about 6-7 full games early yesterday.
Gunplay is decent, but there is still work that needs doing. Each gun in TLOU had a certain amount of give-and-take regarding its strategic value and situational worth, but each felt satisfactory to use and responded appropriately with the player's intention. UC4's guns are a bit too much on the spray-and-pray side and even when you select a weapon for a certain situational role, those roles are too constrained to allow for versatility (i.e. being able to successfully fend off a shotgun rusher with a sniper in close quarters - which could be skillfully achieved in both UC3 and TLOU). So there will need to be some significant tweaking. It's also unfortunate that you can only use the preset loadouts currently - the alpha allowed you to customize loadouts ala TLOU, which made play far better.
The open beta is not the best foot forward for UC4, so reserve judgment for the final product. The one conceptual element that still agrieves me is the use of sidekicks, so hopefully ND can tweak them to give them more importance or provide a playlist where the kickbacks are disabled.
I'm actually far more interested to see what ND does with its online co-op - both adventure and arena were superb modes and interacted quite meaningfully with the meta. 343i tried to do something similar with Halo 4 by contextualizing co-op modes within the SP reference frame, though their effort was far more canonical than ND's. UC3, for example, had you run an alternate story (split across 6 challenge maps) through some of the same environments as the SP campaign, but it never implicated the story events to suggest the adventure mode was anything more than a silly romp with some degree of narrative cohesion.
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