MovieChat Forums > Uncharted 4: A Thief's End (2016) Discussion > Seems like a lot of people in general we...

Seems like a lot of people in general were disappointed


Go on Neogaf and plenty of people were disappointed.

I really wish there were more set pieces and better fighting mechanics. I was a bit disappointed at how simple the melee was. Uncharted 3 did a better job on that regard.

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Whilst I admire Uncharted 4's single player, which does have some very dynamic action, I have put my finger on why Uncharted 2 and 3 remain, perhaps deliberately, unblown out of their own water:

1) Supporting my view that parts of UC4 are large homages / reimaginings of Drake's Fortune ramped up with UC2 -like touches, incredibly, practically ALL of UC4 takes place in settings either right close to the sea or close to riverbeds. I know it's a tale of pirates but, even so, it'll be TOO much in some people's eyes particularly when the water doesn't appear to have been worked on half as much as beautiful mud slides. It's not like Uncharted 3 had to always be set near a desert. UC4 is very LITERAL in that sense. In UC3 you get more of the unexpected in the big areas. Who'd have thought starting off in a London pub, travelling to an abandoned underground tube station, would set such a memorable opening?

2) UC3 arguably has the better water of any Uncharted game. It's rich and cold and genuinely sea-like. Ironic that the game was largely sold on being about the desert. UC4 has more of a next gen Drake's Fortune 2.0-like cartoonish quality to its visuals which is GORGEOUS in multiplayer but single player sometimes needs some grit and darkness. Trying too hard not to be The Last of Us as the game progresses?

3) Parkour chase sequence -UC2 has the brilliant helicopter chasing you across rooftops, UC3 has Talbot and his men excitedly chasing you through and around buildings. UC4 has you and young Sam trying to avoid youth detention after you look through a house - it's not quite the same. The tank? It's not chasing you - it's ahead of you. (but it is a world class, stunning scene - a work of total art - a total GAME actually - in its own right. Use photo mode and see washing lines get dragged along by your 4x4, watch members of the public that aren't even in the main frame of view react with believable terror or bewilderment).

4) UC2 has a LONG train, UC3 has a big cruise ship. UC4 does not have a part taking place on a huge vessel. It's not a deal breaker but it will feel missed by some. More numerous stunts occur in UC4 but , perhaps it's too obvious , too UC3 , for them to want to do another plane based section but maybe the DLC will let us pilot Sully's plane?

5) Stealthy sections are too Metal Gear Solid for some. If stealth was so good, so true feeling, surely multiplayer would have it.

6) UC2 's villain may be taken from the action film book of cliched, big, bruised brutes but he scared the living daylights out of me in that final boss battle with his charging war cries.

Finally, 7) UC2 has some considerable urban areas that are very finely detailed which totally raised the game above being just a Prince of Persia meets Tomb Raider series. UC2 has very little jungle, it's more urban jungle in several stages and lush Tibetan backdrops. UC2 only had one river section and NO maneouvrable vehicles at all yet it had a masterful kind of direction to it where enough kept on systematically changing throughout that it was like being on a rollercoaster. UC2 feels like a 'proper' shooter, maybe not in a Gears of War type way but a Max Payne type. UC4 does accomplish this in the last half but the flow of UC2 and the fidelity of its settings was so fresh that nothing can dislodge that 'first love' feeling. UC4's auction house and prison and ruined Scottish cathedrals are weird things to get excited over, no matter how nice the ice sculpture.

Lastly, multiplayer - and here I love UC4 enormously. UC2 's was admirable but it wasn't fun to continually die from sniper campers. Ilike UC4 's even more than UC3 's. 900p in 60 frames is beautiful.

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I seriously don't get how uncharted 4 felt so boring. I don't know it could've been much better

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Multiplayer is far from boring. It feels made by a totally different team.

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Multiplayer is really fun but my god story mode was a chore. It lacked a lot of the gameplay that I enjoyed from the last of us and uncharted 2. Hell even rise of the tomb raider is superior than uncharted 4 story mode in every regard. Well let me correct myself, the story for uc4 is better but gameplay in rise of the tomb raider has more variety

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This just proves to me youve not played it Rise of the Tomb raider is not in the same league as it

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Lol I have played it and it's much more action packed and gameplay driven than uc4. Story and acting for uc4 is much better however

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I definitely agree that multiplayer feels like it's made by a different team. It's balls to the wall action

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I'm on the same page as you - if I'm honest, there's something very by the numbers about single player's story and even level design by Uncharted's standards. I think they weirdly boxed themselves in to some unentertaining scenarios as if to prove a point that they can make granite come up like gold in the final chapters on the strength of our attachment to the heros.

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A normal life and the epilogue were oddly my favorite parts to play as well as the Malaysia job chapter.

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Random thing, I noticed that Naughty Dog sort of lied about their graphics

http://youtu.be/URoDXgJhSzw

I don't recall Nathan's hair moving with the wind when I played it. There were definitely some misleading examples of the graphics when the developers had a conference back in 2015

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Yes- even if all the videos were ingame 'engine' it is still the case that, in a demo, they have far more memory at their disposal (up to a full PS4's worth just for that section) than the full game will ever have overall for each section. So they make it look broadly similar to the final product but the E3 demo of the marketplace did look darker, richer in colour, better in short than the final version (although it's possible that some of the fine details not related to lighting are better in the final game). They always say it's design decision when this happens but the whole of Uncharted 4 is kind of relatively light. Lighting's super-good on surfaces like wetness on stone and the mud and the glint on a wetsuit and on interior objects, rather than more broadly outside. But simple pleasures like diving underwater through coral are always beautiful and the whole 4x4 / truck/ motorbike sequence is pretty perfect- it is astonishing when you are hanging on a rope off the truck.







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What I don't get is why even bother showing that if its not going to be in the final game? It's incredibly misleading and frustrating as a costumer to see something and then in the final version it's not there

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What I don't get is why even bother showing that if its not going to be in the final game? It's incredibly misleading and frustrating as a costumer to see something and then in the final version it's not there

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Because it's simply meant to give the audience a representation of what they [companies] intend for the final product to look like

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Makes sense. It's weird how uncharted 2 has hair physics yet 3 and 4 don't lol. However there is so much going on that its amazing what the graphics look like overall. Curious if PSNeo will make a difference

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Because it's simply meant to give the audience a representation of what they [companies] intend for the final product to look like


Yes but nathandrakewashere is right. They were playing that demo on stage. This understandably gives people the impression that nothing would be downgraded from it. I will categorically say I can see downgrading on the final product in the richness of texture and colour. True, it's not anywhere near Aliens: Colonial Marines type but what they will have done is devote far more memory to that demo section than they know that the final game can ever have sufficient memory on disc to devote to it. But they might have also made up for what they know has to be given a downgrade by sprucing up a few other bits that don't take anywhere near as much memory, just enough sections to answer slightly awkward questions from press and public anyway in a positive way. (relatively awkward that is, I mean this is a beautiful game but it is still more detailed in parts than others of course). When pressed, studios call this a design decision even though anyone can see the demo version looked better. It's actually a memory decision, (particularly some would say when they don't want to rely on 'always online' but that's not part of my argument as people say that tends to help AI more than anything else).

'Representation' that you speak of should never be used for live demos, only for TV advertising. 'Design decision' doesn't cut the ice anymore- we know that they polish those demo sections with the full level of the PS4's lighting and texture effects which is slightly above what they know the PS4 is likely to be able to handle when it has to fit 20 sections on a disc. It's still on a PS4 but it's not the PS4 version the public will actually play. It's a subtle progression from the tech demo that Nintendo showed of the original Wii where no games that came out for the Wii actually looked that good because it was only a 60 second or whatever clip and who buys 60 second long clips that don't have gameplay?





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Glad you understand where I'm coming from. I just wish any product in general matches or exceeds a demo. The way the developers talked about the demonstration made it sound like the final retail copy will look better. The full version of the clip I posted is an hour. Businesses will always use "excuse phrases" when they find out that they've compromised a product. It would be nice if they said "we thought so and so would look this way but we decided to sacrifice certain physics to compensate for other graphical effects." I would respect naughty do more if they were called out on the graphical downgrades by an interviewer

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It's not as replayable as 1 and 2.
Wayyyyyy too many walking simulator chapters in 3 which ruins the replay value, and WAAAAAAAAAAAAAAAAAAAAY too many walking simulator chapters in 4. 1 and 2 are still the best in the series.
I just beat hard mode after beating normal, and I don't want to even bother with crushing, just thinking about those walking simulator levels.

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I really loved the "house" scenes and the scuba diving part was great. I just felt that the encounters were very uninspiring. There was seriously a missed opportunity for Nate and Sam to have an encounter on the island near the beautiful water when shoreline appears. There was another missed opportunity when there was a storm when Nathan is stranded. Naughty dog could've added a stealth section during the storm scene. I like the game but didn't love it like I Loved the second game

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UC4's single player takes the worst bits of UC3 (brawling, a young Drake section and an auction house that looks ripped straight from an UC3 sketchbook), makes masses of the game like a retread of the ice cave section in UC2, puts Scotland in which somehow doesn't feel particularly Scottish - the thing about ruins is they remove the interior context which would have given it life as a particularly Scottish place beyond a bit of heather and grey slate, makes you get out of your boat, go up a tower just to turn on a most unlikely guidance system and get back in the boat with not much that you could describe as worthy incident in a required part of the game. Not too much of a spoiler but the menace of the opening chapters is a relatively phantom one which not only makes you wonder what else Sam has made up (and why should you trust Rafe's account either?) but more or less 'Until Dawn's you.

As the game reached its closing chapters, I realised that UC4 is actually a very simple setup, but with stealth required if playing on a higher difficulty . More than anything, in its arenas of enemies and few if any levels set away from the sea or riverbeds, UC4 is primarily like a reimagining of Drake's Fortune in the clothing of all their other games (Libertalia is very beautifully a bit Last of Us -like whilst staying true to Uncharted ). That is both its success and why it feels a bit lacking in random ideas. Random ideas (except for that brilliant level early on in the house) are mostly jettisoned in favour of closing the character of Drake, in terms of how he feels about Sam and Elena primarily. Surely Sully's plane is going to be in the single player DLC as a setpiece to hang your rope off? Just like Last of Us's Left Behind and Bioshock Infinite : Burial at Sea brilliantly added to unexplored possibilities of the main game, I have high hopes for that DLC as I play my favourite ever multiplayer in the meantime, UC4's.

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I don't mind the last of us influences but they seriously could've added more game mechanics to make it more fun. The game is over the top anyway so why not allow Nate to use the hook to trip enemies or whack them like the multiplayer? Might be cheap but at least it can require more work on the brutes.


Don't get me started with the crappy Scotland stage.... Boy was that level uninspiring. I thought the encounters in this game was incredibly weak. The brawls in the game were stupid too. Way too simplistic. The Nadine fights were utterly pointless... All that happened was you getting hit back. I absolutely hated the second Nadine fight against Sam. That was way too short and unfulfilling. How the *beep* did this game get such high reviews is beyond me. It's a 6/7 at best the more and more I play it. Great graphics and acting yeah.. But gameplay and levels were boring

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I don't mind the last of us influences but they seriously could've added more game mechanics to make it more fun. The game is over the top anyway so why not allow Nate to use the hook to trip enemies or whack them like the multiplayer? Might be cheap but at least it can require more work on the brutes.


Don't get me started with the crappy Scotland stage.... Boy was that level uninspiring. I thought the encounters in this game was incredibly weak. The brawls in the game were stupid too. Way too simplistic. The Nadine fights were utterly pointless... All that happened was you getting hit back. I absolutely hated the second Nadine fight against Sam. That was way too short and unfulfilling. How the *beep* did this game get such high reviews is beyond me. It's a 6/7 at best the more and more I play it. Great graphics and acting yeah.. But gameplay and levels were boring

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I have no hopes for the dlc. I expect it to be really boring

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So that's fine if there are people that are disappointed with the game, there will always be some disappointed with any game that has ever been released, but saying the game in general was disappointing isn't exactly true. It has high user ratings and high critic ratings everywhere I've checked.

If we simply go by what a few people say on websites, then I could say Star Wars (original trilogy) is overrated, The Godfather is boring, and The Dark Knight is the worst comic book movie ever.

How many people on that site are there that are complaining? What percent do they represent of the 2+ million that bought the game?


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Check the user ratings on meta critic (minus the intentional zeros from Xbox fanboys) and you'll notice a lot of people rated it a 6 or 7. It truly is a huge disappointment to me because there were far too many traversal parts and repeated use of the damn crates. I hope naughty dog will see what the fans complained about and improve on the last of us sequel

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... that The Da Vinci Code was tremendously successful right out of the gate and early reviewers heaped praise on it and its author.

And then somebody said, "Wait a minute. I wasn't wearing my glasses..."

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Another thing that bothered me was the developers were showing this off

http://youtu.be/jiIuklSYLZo

Yet none of this *beep* happens in the game. I'm just frustrated with video game developers misleading their audience

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Does anyone else miss the urbanness of UC2 and UC3 in UC4? In UC2, a bus crashes in a Tibetan street and you clamber over signs, through buildings, the highly detailed tiles collapsing under your feet. You climb up a full building, take a dip in a pool (Marco! Polo!), a neon sign reveals that you're at the top of a hotel (this kind of modern detail 'incidental' scene-setting revelation nevers happens in UC4. Nothing surprised me about the use of the auction house) and then zipline down in to ANOTHER highly detailed building with realistic evidence of having been lived in. A helicopter chases you AROUND and on top of buildings. You are then chased through streets. This whole urban section is enhanced by its beautiful, specifically Tibetan, feel and it's often overlooked in favour of the train section. In UC3, you both are chased and give chase through a building or two and you've also gained full context for where you are because you've walked though huge numbers of people and admired the domestic scene around you. In UC4 singleplayer, the part of the marketplace that you get to explore on foot is very small. Much of the beautifully drawn town is only experienced by 4x4 / truck and in multiplayer. In UC3, they have another swimming pool on the cruise ship (which, as a huge vessel, I'm going to call an urban detail, the likes of which is largely missing from UC4. UC4 does have a beautiful trawler that you went diving off but urbanness is low in this game unless you count the exquisite house interiors but they're barely used for ACTION so the flow that UC2 had overall as a game only exists in chunks in UC4 ). In UC4, unless I missed something, the ‘Marco' line is solely used in the ocean. I'd have also liked a swimming pool to be hidden somewhere in the game - not necessarily somewhere obvious like the auction house but a normal private swimming pool hidden up on a cliff top with the sun beaming down. It could be well hidden, only accessible by splashing in to it off a rope swing, an Easter Egg rather than required part of the game.

Finally, what was all that concept art about that suggested we might be exploring old sunken buildings in a boat? The boat just goes round the edges of islands and in the middle of the sea in UC4. Is that single player DLC stuff? (and will Sully's plane be used more interestingly in it?). The island section was too laidback throughout I felt. A trigger could have been hit where a gang of jetski riding Shoreline storm the beach you're on and then you have to fight your way to capture 2 jetskis after your boat is damaged. An affectionate injoke quip about Drake's Fortune such as 'What's up with the steering? At least I didn't have to fight them on this thing' could have followed.

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The whole island part was beautiful but fighting off the shoreline on the island and when Nathan was by himself looking for Sam would've been great. I swear naughty dog either got lazy or thought it was smart to put less encounters. They better put more in the last of us 2 but based on druckmann's last interview and being aware of some people's criticism about the game being a walking simulator I doubt he and Bruce straley will be putting more action. My fear for the next last of us is having less action than the first game and more talking and walking. I'm done with naughty dog if they continue to put less encounters

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with Neil Druckmann.

I just can't see the logic. So very few women making it in the gaming industry, and Amy had helmed one of the most loved franchises ever. And next thing we know, she's gone. Wish I'd been a fly on the wall while they were making that decision.

Druckmann absolutely did a fantastic job with The Last of Us. Simply fantastic. But Amy did a fantastic job with the Uncharted franchise. If some of the entries were stronger than others - and I wouldn't call any of them weak - that should only be expected of a franchise. None of them jumped the shark. Until now.

Druckmann's achievement with TLoU can't be overstated. It's beautiful art. But it's also, so far, a one-off. Will a TLoU 2 be another Among Thieves? Or will it be another Temple of Doom? We have yet to see and judge that second act, but the attempt to make Uncharted more "Druckmannian" feels like an insult.

Yes, I understand that many players liked this "take". I can't see why, though. Because it's different and, therefore, must represent some kind of evolution of either the characters or their story? Criminy!

The themes are not "more mature". They are recycled and overworked. Excruciatingly so. The dialogue is, likewise, recycled (and not in a welcoming homage-y kind of way) and tedious. It's trite when it's trying to be witty, flat when it's trying to be serious, and cravenly maudlin when it's trying to be moving. The plot plods. The story is flat and flaccid. There are some good set pieces and there are just as many mindless fillers. There is soooo much filler. Too many of the battles are basically retreads of the same fight. Most of the settings are simply backdrop; the characters rarely interact with their environment in any really interesting way. The slippery slope, grappling hook, and climbing tool were overused to the point they became cliched within a few chapters of their first appearance. And it should be noted that both the slopes and the climbing tool were used more effectively and to better advantage in Tomb Raider. As was the island terrain, come to think of it.

Too many plot points turn out to be merely plot devices. There to kill time.

Does anybody remember Sully when he had real substance? He used to be fun. He had character. He was a hilarious font of bawdy one-liners. That's gone.

My take away is that the writers had no real understanding of or sympathy with the characters or the franchise. Rather than honoring Uncharted, they set out to "fix" it. To show that they could improve on it. To impress.

The result strikes me as curiously flat, occasionally very ham-handed and sloppy, and thematically juvenile. I've talked myself into pretending that it's an alt-history Uncharted and not really seriously meant as canon at all.

But it's pretty much torpedoed any and all enthusiasm I had for a live-action feature film. Get Tom Cruise. Dan Brown can write the script.

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The only great parts about this game were Nathan's house in chapter 4 and the epilogue. I love seeing Nathan's place and seeing how he's grown up

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Personally, I wish they'd bought a loft in some waterfront warehouse district.

So as to be close to the salvage office. 

I loved the space Nate and cohort were using in London in Drake's Deception. I could absolutely see Elena in a setting like that, too. Mind you, it'd be a little more organized and stylish - homey - if Elena were there. Big framed photos of their travels and triumphs. A well-stocked archive of books on archeology, collectibles, history. Mementos on bookshelves. Exotic textiles from various ports of call. Files. Cameras.

Because, together and separately, both of them have seen the world, had adventures, pursued distinctive interests.

(That's where my non-alt-his Nate and Elena are living, right now. And, of course, Elena kept her name. And her byline continues to appear in National Geographic and Time.)

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