@DragonfireXZ95 said:
@Desmonic said:
It's true though. Stay mad bruh.
Player Unknown's Battlegrounds says otherwise.
Uncharted 4's shit pacing aside, **** no.
PUBG mechanically is pretty piss poor, it's a cool vehicle for emergent scenarios, and Wild Lands is a pretty diluted version of a proper sandbox. Mechanically Ubisofts games n UC4 might as well be interchangeable in a vacuum, with UC4 winning out on a game feel front personally, where UC4 legitimately holds strong (and I'd argue Des has a point) is in its level design and encounter spaces. Somethings Ubisoft's games usually let me down going by Watchdogs 1 as an example or even fucking Far Cry.
A lot of the spaces make good on what UC3 hinted at with the ship graveyard (a sequence hated by people who hate games, because "mah narrative"). The spaces are free form enough for the player to make actual meaning decisions as they have choice (IE the depth, not a bunch of redundant skill trees that add fucking nothing)
The island jungle encounter in Chapter 13, which they used as a vertical slice for the game to show off the game initially for instance starts you below in tall grass (in a stealth state), with enemies placed above on a cliff, with a few adjacent cliffs tied to the general area. You have 3 points of attack to work your way up the cliff alone, and if I remember this route a path under that cliff side to work a perimeter if need be. While taking out goons, you can do part of this area sneaky, but lets say you get spotted, you now initiate a direct combat state. With all the cover n shooting that comes with it, dealing with enemies directly in front n flanking enemies, moving to a grappling point of which you can shoot while grappling, n launch off to knock out another enemy below, with enough wiggle room for you to actually break line of sight, and reinitiate a stealth state.
With enemies still on high alert looking for you, without just doing a silly "well back to patrol" pattern. You're probably not going to ghost the area at this point, so yeah you'll initiate combat again, but still working vertically dealing with enemies from multiple directions. There is environmental quirks like slopes that you can slide down for quick evasion while shooting at another enemy on the fly. And you can probably still do a chunk of that area and actually not have to kill or knock out everyone.
All of which is tied to a more conservative bullet economy that actively forces you to switch up weapons.
And none of this is rail roaded (like a typical Uncharted games encounters usually are) on the player like most cover shooters. The game has issues with difficulty balance, and Drake's low health pool kills any idea of any proper running n gunning. And it certainly lacks the moment to moment depth of Japanese third person shooters that are willing to work with more abstractions ala Vanquish, Resi 4, or Splatoon. Either way UC4's poor pacing aside, it's encounter designs are legitimately ace. So the whole "bu bu it's a movie" really doesn't fly, albeit yeah 90% of the complaints about pacing can be centered around how sparingly it uses its combat in favor of mechanics that are fucking shallow, or nothing more than walking segments for a fucking video game story.
@mems_1224 said:
freaking splatoon has more depth
That wouldn't exactly be surprising, for starters it's Nintendo. A dramatically superior studio to Naughty Dog, and second, Splatoon has more depth than it's usually given credit for since most people don't actually know how to discuss depth as it pertains to games.
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