Uncharted: The Nathan Drake Collection

I too tried the demo and didn't like it. I'm more likely to pick up Until Dawn over this.
 
I too tried the demo and didn't like it. I'm more likely to pick up Until Dawn over this.

If you don't like the gameplay and you've played them before i think it's better if you pass on the collection and get Until Dawn, it's a great game too. I am glad i don't have any problem with Uncharted games myself because they are as i remembered them to be, obviously not as precise as MGS V/TLOU/The Order and other recent TPS games but certainly fun in their own right, especially the run and gun firing from hip gameplay, i don't think many games manage to do that and be fun as well as Uncharted does imo.
 
The demo looked in many ways outdated to me as well. unlike the version I played at ComiCon. I think it is one of the least interesting areas visually. The buildings and repeated textures on the outer walls stick out like a sore thumb. Geometrically the outer areas are made out of low polygon blocks/buildings. The section I played at ComiCon was the one where the Jeep was after Drake at a narrow corridor and that area looked much more pleasing
 
People who do not like Uncharted gameplay often play it like cover based shooter. Going to 1 wall and shooting from there forever. Getting ammo from nearby enemies and back to wall.

Uncharted is not such game. Gameplay really shines when you move, search for power weapons, etc.
 
Uncharted's gunplay just doesn't feel good to me. Weapons all lack any sort of punch, and melee feels like swatting people with a wet towel. Then there's the ridiculously overdone stagger animations which make enemies look like bad extras pantomiming their asses off in a Hammer film. Besides, don't design a cover shooter when you don't want people to play it like one. I had a similar problem with Vanquish. Supposedly a great game when shooting while simultaneously somersaulting around like a caffeinated cat. Unfortunately, the tried and true technique of sticking to cover made the game 10 times more manageable.
 
Uncharted 4 seems the same in the sense that you have to constantly move (destructible cover). Uncharted games in general shine when you do that but i also agree that they should work for people who want to take a different approach and in many ways it seems like that's the case for Uncharted 4. I played many hours of Uncharted 2 multiplayer and i really enjoyed it personally, but i always played Uncharted games in a different way (running, firing from hip, trying to flank) than i played Gears or any cover based TPS.
 
People who do not like Uncharted gameplay often play it like cover based shooter. Going to 1 wall and shooting from there forever. Getting ammo from nearby enemies and back to wall.

Uncharted is not such game. Gameplay really shines when you move, search for power weapons, etc.

And also play it as a stealth game, at least for U2. The AI actually works incredibly well as stealth game, enemies will search for last known location once spotted without the need any on screen display like the more recent splinter cell games. You can still go back into hiding like last of us where AI were very organic and dynamic. Unfortunately U3 was a step backward when it comes to stealth, the moment an enemy spot you all enemies on the map will be alerted even if you take them out in time quietly; was very disappointed at that. I don't suppose BP change that in the remaster neither.
 
Uncharted's gunplay just doesn't feel good to me. Weapons all lack any sort of punch, and melee feels like swatting people with a wet towel. Then there's the ridiculously overdone stagger animations which make enemies look like bad extras pantomiming their asses off in a Hammer film. Besides, don't design a cover shooter when you don't want people to play it like one. I had a similar problem with Vanquish. Supposedly a great game when shooting while simultaneously somersaulting around like a caffeinated cat. Unfortunately, the tried and true technique of sticking to cover made the game 10 times more manageable.
Covering is supposed to be one aspect of the gameplay that you should blend. Vanguish is also a game that shines if you play it correctly. If you didnt do anything else than take cover and shoot in vanguish then it means you didnt bother to learn the gameplay. But it is partially understandable why. Games that require more skill to learn than the average game tend to lead many players to rely on the most immediate accessible and easy tactics. It is not the game's design fault
 
Er, even in Gears, the game that (re?)started this whole cover based thing, you were not going to survive in harder difficulties if you didn't change cover, and often. Even if the AI was not trying to flank you or flush you out with grenades for some reason, many reinforcements were scripted to arrive from the sides. Not to mention Mass Effect, where some of the classes were actually best when using almost no cover (Vanguard).
 
And also play it as a stealth game, at least for U2. The AI actually works incredibly well as stealth game, enemies will search for last known location once spotted without the need any on screen display like the more recent splinter cell games. You can still go back into hiding like last of us where AI were very organic and dynamic. Unfortunately U3 was a step backward when it comes to stealth, the moment an enemy spot you all enemies on the map will be alerted even if you take them out in time quietly; was very disappointed at that. I don't suppose BP change that in the remaster neither.

I always found stealth a bit too underdeveloped in UC: it only works in specific sequences, it's there to change the pace, but it's not a meaningful aspect of the gameplay.
As far as AI awareness goes in all games with stealth I played NPC become aware of the character location telepathically.
It's not a "fault/feature" unique to Uncharted's AI...I believe games do "hive mind AI" because it's super cheap and it makes stealth a lot harder as well.
 
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I always found stealth a bit too underdeveloped in UC: it only works in specific sequences, it's there to change the pace, but it's not a meaningful aspect of the gameplay.
As far as AI awareness goes in all games with stealth I played NPC become aware of the character location telepathically.
It's not a "fault/feature" unique to Uncharted's AI...I believe games do "hive mind AI" because it's super cheap and it makes stealth a lot harder as well.

That is because of the levels are much more linear and narrow than say LOU or Splinter cell. The franchise has never intended to be a full on stealth game, as you still need to take out all enemies before you proceed. In U1, I think attack from behind is the only way it to stealth through there game, only 1 or 2 locations allow that. U3 was a different story, there are parts where you are told to stealthy but as soon as 1 enemy spotted you its all over No where to hide. In U2 if you manage to take out the enemy fast enough before gun fight break out ie melee finish you can still remain undetected. Most other older stealth games I've played have enemy AI follow you even if you break out of their line of sight, and all AI does have a hive mind AI which is very unrealistic. "Last known location" is a more recent thing at least for other games and they even advertise it as a gameplay feature in Splinter Cell. Even in MGS, MGSV is the only one that seems to work the way it should be, took them that long.
 
I actually recall that it was quite possible in Halo 1 to trick the AI, using the terrain to get behind its back and perform a surprise attack. But it was more of a result of emergent gameplay and less of intentional game design. Also not sure how well it worked in later games of the series.
 
and ppl forget that when in a sticky situation in a UC game, just take shotty , run out and press R2/R1 near enemies. The game auto targets the nearest enemey and its a sure shot kill ! The game si designed to be always on the move. Even I sucked for sometime in the demo untill that memroy came back to me and I was shifting around and shooting without aiming. It just works ! and it goes with the game' theme of careless abandon.

As for the demo, yes its a visually and gameplay wise least varies or complex sections and I wish we had the nepal firefights instead. ANyways, I can't wait to see Borneo, Ubar, Shangrila, Snow location,s Desert, Canyon, etc etc in 1080p clarity and that smooth feel. It felt so new for a while to have that 60fps smoothness to turning the camera as I had never felt it in a UC game before.

My Wallet money too got spent on SOMA but lets see what I do today , lol !
 
Patch 1.01 is out, quoting gaf
Version 1.01

- Stability improvements
- Performance optimizations
- Fixed rare bug with pre-order entitlement
- Improved movies
- Fixed audio issues in 5.1 and 7.1 configurations
- Fixed issue with player stats being reset
- More responsive aiming controls
- Fixed minor issues with unlockable items
- Various visual improvements
- Misc improvements to menus
- Photo mode can now capture images from all areas of the game game
- Fixes to various gameplay bugs
- Able to start a new game without treasure collected from previous games
- Fixed issue where campaign save files could become labeled as speed run

1.029GB size
 
Covering is supposed to be one aspect of the gameplay that you should blend. Vanguish is also a game that shines if you play it correctly. If you didnt do anything else than take cover and shoot in vanguish then it means you didnt bother to learn the gameplay. But it is partially understandable why. Games that require more skill to learn than the average game tend to lead many players to rely on the most immediate accessible and easy tactics. It is not the game's design fault

I disagree: I think a well designed game actively encourages players to use its systems to their full potential. It's not like I just stick to a single piece of cover in Uncharted, by the way. I just never found that sticking my head out in order to engage in flamboyant high wire acts or fisticuffs during shootouts to be benefitial to my logevity in those games, particularly on higher difficulties.
 
I disagree: I think a well designed game actively encourages players to use its systems to their full potential. It's not like I just stick to a single piece of cover in Uncharted, by the way. I just never found that sticking my head out in order to engage in flamboyant high wire acts or fisticuffs during shootouts to be benefitial to my logevity in those games, particularly on higher difficulties.
It is not always an error in the game design. Sometimes it is, sometimes it is not.

It can happen on well designed games as well. The player is sometimes not up to it and hence the game isn't suitable for him. The more depth in a game the less people are going to show the dedication and patience (or have the skill) to go deeper (not referring to you and Uncharted mind you)

Good examples of this are Ninja Gaiden, Vanguish or DMC or Bayonetta which are designed around skill. If the player doesnt want to or cant develop the skill. the brain will look for the easiest shortcuts, even if that means losing more often, or enjoying the game less. I for example didnt have the patience in Fallout 3 to go deep into its upgrade system, its turn based mechanics and strategies and it was boring for me not because the game design was problematic. I was just too bored to think into it. Some like me may have considered the game boring for that reason but it was all the player's error. The game is just not for that type of gamers. Others play DMC on easy and by spamming slash slash slash and shooting, because dodging, estimating attack and defense timing is where the skill and the meat is but also requires effort to learn which is not necessarily a bad thing. It wont matter how much encouragement the game gives. Learning and developing skill is often discouragement by itself

Even the best designed fighting games have the majority of players use button mashing or spam of moves. The same can be applied for other genres as well.

I personally found no problem with Uncharted's cover based system. I often felt "pushed" by the game to change positions and take cover to different places while others experience that "push" as being "pressured" to stay where they are or they will be killed.

Judging by your comment this is probably not your cup of tea. Uncharted doesnt have the depth of Vanguish or the stealthier gameplay of TLOU. It is mostly a faster paced action game with easier controls.
 
The player is sometimes not up to it and hence the game isn't suitable for him. ... ... Judging by your comment this is probably not your cup of tea.

Perhaps something like this instead..

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:runaway:
 
Started preloading, unlocks in 2:30 hours. 4 gigs install and 40 gigs download afterwards. Excited to play Uncharted 3 with the aiming from 2.
 
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