davv: The bluegreen quadruped. (Default)
Dw ([personal profile] davv) wrote2012-04-30 03:14 pm

(no subject)

Hooray, more stashing of drink.

Also, I've been watching these "movie" versions of the Uncharted games, and the limits of the Indiana Jones type plot are getting very obvious. For there to be any tension, the protagonists (your team) and the antagonists (the evil dudes) have to be just about evenly matched; the opponents have to be "nearly there" almost all the time. However, in reality, a treasure hunt probably wouldn't have this: one of the groups would gather more clues than the other and then leave the other in the dust.

Because gamers like accomplishing things, their group will usually be "ahead". Yet, because the two groups have to be close all the time, that means the evil group steals information from the good group... again and again and again. And since these games are, well, games with preset plot, there's nothing you can do about it. Welcome to the land of railroading!

Eh, I probably sound more annoyed than I should be. See my first paragraph for why. I did notice the railroading earlier, though.
baphijmm: (Default)

[personal profile] baphijmm 2012-04-30 10:24 pm (UTC)(link)
I hesitate to call them "games" really. They're more like interactive movies, which by itself makes me less inclined to want to play them ever again, but then the plot shortcomings you mention are further reasons of mine as well. :P I really, *really* hope Naughty Dog steps away from this platform and moves on to something more game-like.
baphijmm: (Default)

[personal profile] baphijmm 2012-05-02 07:03 am (UTC)(link)
The mark of a truly great game is the ability to stray from the primary plot at least every once in a while. Even the original Super Mario Brothers had the ability to warp ahead, or find secret passages, or just avoid everything. Uncharted does not seem to have any of this at all; the levels are designed to lead the player from one cutscene to the next, with limited genuine input. What few puzzles exist are generally either laughably easy or rely on the player to notice a pixel out of place on a painted bitmap; most of them are jumping puzzles, because Drake is apparently a monkey. This leads quite well into my next criticism of the games: The controls are wonky as all get-out. Drake's entirely normal movements make him feel like he took a couple swigs of Everclear before embarking; when you need to rely on precision - namely, the aforementioned jumping puzzles - he has almost none.

And that's just my complaints about the gameplay; my complaints about the plot contrivances could fill quite a bit of additional space.