Minor spoilers for Uncharted 1
Huzzah! Back to games! Played until 9% (going to be SO much easier to keep track of each other), which is when they were all like “It wasn’t a city….it was a STATUE let’s follow the tracks.” I’m about to follow the tracks.
I like it. And I completely agree that it’s a wonderful palate cleanser after 150 hours of Fallout. And 150 more of witching.
Some initial thoughts!
1) Rest easy. I have very immobile hair as well. Though I do have some fabulous water effects and very leafy trees.
2) I can certainly see why people went off on Tomb Raider for ripping off this game. I mean, it starts on a boat with a reporter who is financing the mission for a reality show? Um…..I’ve…..where have I seen that before…..? But hey. Then you play some and it’s clear that Naughty Dog played the fuck out of Assassin’s Creed, so really, let he who is without sin and all that. Imitation is the highest form of flattery.
There were a few bits where I felt like I was playing Assassin’s Raider.
3) While I like a bigassed open world epic as much, if not more, than the next guy, there’s certainly something to be said for this style of game if you’re just telling a story. It’s clear this is no Last of Us in terms of power of narrative, but that’s ok. I can certainly see that Naughty Dog was trying stuff out, working towards their plan.
4) It’s a nice twist to portray the treasure hunter as a complete asshole. I mean, really, Indiana Jones, Lara Croft…they’re kinda assholes. Stealing stuff, killing dudes who are trying to stop them, even immortal warriors who are really only THERE to stop assholes from stealing stuff. Though I hope he doesn’t stay an asshole for long. I mean, it’s cool for a while, but…. Somehow I have a feeling there’s going to be some redemption in this story.
Glad I’m not alone in the immobile hair. And yes, this feels SO Assassin’s Creed at times, while also very reminiscent of Tomb Raider (which, since it came later, is the true copycat). Though with fewer QTEs.
But hey, it’s a style, and it’s getting the job done, and imitation is the sincerest form of flattery, etc. I tend to like the climby bits in AC, so no worries. And then the take-cover, shooty bits feel a little like Mass Effect. It’s bits and pieces of all kinds of good stuff (and/or they are bits and pieces of it).
And yeah, if you’re just telling a story, it’s not a bad way to go. Follow the path, solve the puzzle, shoot the dudes. Nothing wrong with that.
I’m getting the sense (about halfway done now, I think, I forgot to check the info last night) that the story is a wee bit thin…it seems not to have really gone very far in the time I’ve put in. But we shall see.
And yeah, Nathan Drake is really working that “roguish charmer who’s actually basically a jerk if you think about it” thing. Full of cheery wisecracks, but don’t trust him for a second. And SO true that the whole ‘treasure hunter killing everyone who tries to stop him/her, including immortal guardians’ thing is…questionable in the moral department. YOU’RE A THIEF. Maybe these ancient guardians SHOULD kill you.
Of course it often gets played as “well, we’re trying to get this treasure for HISTORY! and we’re racing against some other villains who only want it for FILTHY PROFIT!” Interestingly, with Sully here with his gambling debts or whatever (and it’s not clear WHAT Nathan Drake wants, exactly, other than fame and fortune), we don’t even have that argument. Just flat-out “I want loot! Outta my way!”
Which is a bit refreshing, I suppose. Game motivation distilled to its essence!
Yeah, TR has something to answer for, it’s true. But I mean, I’m not going to hold it against them that much. I mean, TECHNICALLY TR came first if you take the old school TR games.
It’s all just a big snake eating its tail it is.
If anything, I think the familiarity of it contributed to the quality of the tutorial bits. I mean, I learned the ropes here without a whole mess of text jumbling up the screen explaining things, which is nice. Each puzzle taught a new mechanic, and the controls were pretty intuitive. Like “I know I can jump, that’s probably X why yes it is. I bet if I jump by this rock I’ll climb up and there I go.” It was more like test driving a car. You don’t need to learn to drive. You just need to take it out, get a feel for it, maybe ask one or two questions about where the headlights turn on or where the little gizmo to pop the gas tank open lives, but that’s it.
Indeed, the biggest “DO THIS” icon I got was to highlight what I know is a difference between my PS4 version and your original: to get to the “journal,” I hit the big ol’ touchpad button that the PS3 didn’t have. Other than that, very little.
As for thin story, well, we have been spoiled with themes, that we have. I wasn’t really anticipating a themefest with this one. But, in its defense, I do get the sense from the internet discussing the franchise that this is really a story told over multiple games. People seemed to be hyped for four not just cuz “Hey new uncharted” but cuz it’s ending THE story. So I don’t think you’re a third through a story here. I think. We shall see.
Yeah, man! Those guardians were MADE because some ancient person said “You know? I got some good loot here. People will, no doubt, endeavor to steal my loot, it being such good loot. I should secure it somehow. And why not? It’s mine.”
I guess that’s why I put locks on my door to protect my house. I mean, think about it. Someone jimmies my locks and steals my stuff, the police will investigate and catch the guy because a dude with a crow bar is obviously a thief. If I protected my house with immortal guardians, not only would it be far more expensive (though you do get a nice reduction in your homeowners insurance premiums), if someone DID kill my guardians while shouting witty quips, the police would be all “Hey, man, that’s no criminal! That dude is COOL!” and I’d NEVER get my stuff back.
It’s all relative.
It’s certainly an interesting take having him be a blatant theif.
I mean, TR did flip things upside down in terms of the relationship between hero/reporter. In that one, Lara was likeable, the reporter was a sleaze. Here, Nathan’s a sleaze and the reporter was likeable. At least when I last saw her, which was on a dock as I sped away.
Though she’s coming back. Problem of playing games late. She’s in the previews for UC4 smooching Nathan. So there ya go.
It IS a big snake eating its tail! Chomp chomp chomp. And if the snake is a nice-looking snake with some good action bits and an OK story, we’re happy to join it for dinner.
So true that the familiarity of the mechanics make it really easy to learn and get right into the game. Climb? Check. Jump? Check. Lean this way and jump to move to another ledge on the wall? Check. I’ve done it a million times before, so it’s basically muscle memory at this point. Which allows you to just get right into the game.
Immortal guardians are a mixed blessing, all right. We’ve so far stuck with the ‘locked door’ school of security so as not to attract really cool, wisecracking thieves. Plus, I bet a lot of those immortal guardians aren’t great to live with.
Having to navigate spiked pit traps on your way to the kitchen is a drag. “I just want to make some tea! Chill!”
I’m all for familiar mechanics. Indeed, I get annoyed when games (FALLOUT) have the nerve to do things like make JUMP something other than X. Jump is X dammit! X! Keep it simple.
Yeah, immortal guardians are a bitch. Nice, simple locks are the way to go. Nothing to see here! Plus, the better your security, the more likely the looters will come around. I mean, we learned in fallout, if you want to keep your ammo safe, the LAST place you want to put it is in an “ammo box.”
I keep all my ammo in the garbage can. Only truly obsessive looters like me think to look there.
Speaking on trophies, which we weren’t–strangely, I haven’t gotten one yet in UC. This, despite clearing chapter one there.
TLOU had impossible trophies. I think I got four, and two were for finishing the main game and the DLC.
I chose to start a new game without the trophies and rewards that Mr. O’ had previously accumulated, so I have seen a few pop up. They don’t seem to be story-related, though: everything so far has been about combat. “20 head shots!” or whatever. So you’ll get them, but there don’t appear to be many of the “participation” variety that you get just for playing to a certain point. Which is OK…those often feel like needless padding anyway.
They do, but there’s no handier guide for determining where you are vis a vis the end. I mean, other than asking you.
Look at you with the trophies! How did you do that? I thought it was all linked to PSN.
I know, usually I never get trophies because Mr. O’ plays everything first!–but in this case it was a specific option to start a new game without the cool stuff you (or someone) got last time you played, so I did that. (As you accumulate trophies, you also get ‘rewards’ like…I dunno, increased damage, or something…so a ‘new game +’ type experience was also an option. But since I hadn’t played it before, I just went with normal difficulty and no prior achievements.)
I don’t suppose they count double on PSN, but no matter. At least I see them.
You’ll get addicted, you will. It’s like the game loves you. You’ll be one trophy away from platinum and you’ll be all “Must get it! Loooooove meeeeeee!”
On difficulty, I did my usual PC gamer “check all the options before playing” thing I do, and, for some reason, my remaster defaulted to “easy,” not “normal.” You’d figure “normal” would be, you know, the normal difficulty. I switched to that. I always like to start in normal. I figure it’s true to the dev’s vision.
Oh you, checking options! Whereas I can’t even be bothered to figure out what ‘rewards’ do.
I would think you could probably handle ‘normal.’ Especially having played a number of the other snakes whose tails this game is eating and/or who are eating this game’s tail. OK, this metaphor is getting too complicated.
I agree, I like to start ‘normal,’ assuming it’s, you know, the basic setting. I did BioShock on easy because it recommended that for people who’d never played a shooter (at the time I had not), but honestly I could have switched that to normal a few hours in as well…I left it on easy basically because I didn’t like the combat as much as the story and just wanted to keep moving ahead without getting bogged down in the fighting. Plus, I already wasn’t getting a trophy for ‘normal’ difficulty, so hell with it.
Yeah, I’ve only died a couple times so far, and that’s been mostly not understanding the limits. Once was standing too close to exploding barrels (that I myself exploded) and one was trying to leap to a ledge that was just a little too far away. That’s not due to difficulty. That’s just “Ah, ok THAT’S the blast radius, THAT’S how far he can jump. Ok.”
One must learn.
I have definitely killed myself probably at least as often as I’ve been killed, although I have died in combat a number of times as well. There are some “wave after wave of dudes” battles later that are slightly more challenging (although not really terrible so far).
I kind of like the very simple “if you’re hurt, hide until you feel better” mechanic. Again, it’s so simple! No worries about carrying healing materials, using them in time, wearing the right armor, whatever. It’s just soothingly straightforward.
It is! And also very similar to TR. Indeed, it wasn’t explained that when the screen goes all black and white, you can hide and heal. I just said “You know….if I hide….and…..boom.”
Felt bad to leave poor Elena there shooting while I hid, but hey. I’m a rascal I am.
She’s tough. She can take care of herself. (Which is also nice! No worries about a companion who’s constantly trying to kill him/herself and needing your protection!) It’s a mark of my great respect for her abilities that I don’t hover over her.
That and my extreme rascally-ness.
Rascally-ness, respect, they’re really just opposite sides of a coin here.
She’s cute, too! Nice to have someone to romance without all the work.
Romance without effort. Because it’s either in the story or it’s not! So easy!
But you’ll be pissed if you don’t get loved, won’t you?
I mean, the game is rated T, so…. I sort of forgot how tame such games can be. It’s rather quaint. I haven’t played such a game in a long time.
UC4 is as well. Interesting.
Rise of the Tomb Raider is M. Keeps with that nasty violence.
Yeah, ‘T’ is quite mild, isn’t it? So wholesome, really…probably no steamy sex scenes, then, even if we win over the attractive reporter with our rascally charm and vast respect for her ability to take care of herself in a firefight.
Brutal violence! Suggestive partial nudity! That’s what we want!
But we’ll tolerate this in the meantime.
Nah just coy flirtation, fade to black.
What do you mean PARTIAL nudity?
Good point. We GET partial nudity, but what we really WANT is flagrant, unabashed, full frontal nudity! (And dorsal nudity. We like nudity from all angles.)
MASTER JOHNSON PHYSICS, GAMING WORLD!!!!! MASTER THEM!!!!!
Unicorns! Think what you missed! I’ve gone like 190 gaming hours with nothing but inexplicably clean and matching bras!
Well….uh…..johnson physics…if you say so.
Siiiigh…so many clean, matching, totally practical bra-and-underpants sets. Not even a bit of lace or leopard print among them.
You’re not going to get even that much in UC, I bet. With luck, maybe a chaste smooch.
All of this could be fixed with modders.
I don’t want it to be fixed. I want it to be right from the beginning.
Ah man if that’s not T shirt, what is?
Though was kinda something that the first time we see the woman she’s in skin tight scuba suit. Subtle.
T for Teen. Teens aren’t subtle.
At least, products for teens don’t expect them to be.
Maybe you should be giving teens more credit, game.
You know, since our chat the other day, I keep getting ads on my email for dethatching machines. I blame you.
And yet I haven’t seen a single one! Apparently our free email service is smart enough to know that one of us actually has a lawn, and one of us not only doesn’t, but plans to use it for sheep farming if she ever gets one.
This level of discernment is both impressive and terrifying.