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战斗力 鹅
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注册时间 2015-4-22
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本帖最后由 唯爱科比1314 于 2016-5-4 22:58 编辑
Positives:
1. Gameplay:
Simply the best in terms of control, fluidity, and gunplay (barely edges out MGSV). I barely had any stumblings or any cases of my character going where I didn't need him to go. The melee is very fluid and very sharp, but not to the point where it feels gamey, if that makes sense. Melee (or rather the effectiveness of it), like TLOU, depends on how you approach the enemy, rather than how good your button presses are.
2. Graphics:
Simply superb. The colors really pop out and in some instances (in very controlled environments) look almost photorealistic. Not as many jaggies as I saw playing TLOU remastered.
3. Wide Linearity:
This was a great decision when it came to how to design the combat. Sneaking or gun blazing (or a bit of both), it's all up to you. I used a combination most of the time and it totally tailors to your experience. No two encounters are alike, even in the same area. Replaying the sections are actually gonna be fun (unlike UC2, it was a bit better in 3).
Negatives
1. Story:
The story doesn't feel right. It doesn't feel like Uncharted. It doesn't know whether to be lighthearted or serious business most of the time. There's too much of a TLOU vibe in the story beats. Like I mentioned before, it feels like your enjoyment of UC4 is heavily reliant on whether you like the story of TLOU and how it was presented. The tone of the game is very jarring, because the game wants you to feel emotional and serious when there are cutscenes, but then you have all these jokes and hilarity in gameplay and in those same cutscenes that make the overall tone just very jarring to me. There are moments where I feel like Druckmann is trying to make the game too artsy (don't know if this is the right word to use) just to make it stand out without having relevance to the main plot. The story has an existential crisis and doesn't know if it wants its story to be about the adventure or be about Nate. It felt unsatisfying on both sides and let me tell you: Libertalia is the weakest "city" out of all the UC games.
2. Pacing:
Just like TLoU, the spaces on which you traverse are huge. Problem is, sometimes you don't know where to go OR (here's a real kicker) the game depends on the AI to continue to the trail. For example (don't worry, no spoilers, really generic): Sam has to trigger an object to continue down a path. Without this object, you can't advance. At this particular part, I was stuck due to AI and I had no control over. (This isn't that big of an issue, you might not even come across it). Some parts of the game are just so slow and drag on and on and on. This is mostly a problem in the beginning, but it also happens towards the later half as well. These segments are just slow and take too much inspiration from Left Behind for my liking. It felt like I was playing Nate's Mid Life Crisis ft. Uncharted
3. Frame Rate:
This is way low in the list of complaints. The frame rate drops during gunfights and as a result, you might miss a couple of shots due to some latency issues. It wasn't a huge problem where it was a detriment to the experience, but it is noteworthy. There were some instances of hitching too.
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游戏有非常严重的节奏问题,如下
While I appreciate a long game, it definitely has pacing issues in the first third of what I played. The first couple of chapters are perfectly paced and exciting, and then there's one locale that just slogs on and on and on over the course of a couple chapters. I spent three hours in that one locale and it was pretty brutal because it was the first locale with typical Uncharted enemies/gunplay, but without the typical expert pacing.
The best example of this is you'll have an objective to reach a tower, let's say. But instead of climbing two or three ledges and using a rope swing to get there, the game has you climb a ledge, walk around to a sliding section, slide down, jump over, climb up, have a gun fight, walk around, rope swing up, have a gun fight, slide down, jump across, have a gun fight, etc. Basically, something that could be accomplished in two or three sections (platforming/gun fight/platforming, for example) instead takes 6-8 sections to complete, for no apparent reason other than to let Naughty Dog show off the new gameplay mechanics in their first "open world" environment.
This maybe wouldn't be a problem except it slows down the game in the beginning of it, which isn't the best place to slow the game down considering how it started. But, more annoyingly, there is no payoff in the end. I won't spoil anything, but it's absolutely not worth the hours spent at the locale. I noticed this problem started happening in Uncharted 3 when they went to France and ended up with just a clue that led them to Syria. It basically spent a ton of time for not much payoff. The same problem occurs here, and for people like me who prefer the Drake's Fortune style of a more singular, focused adventure, it's frustrating.
音乐是系列最差,据说没有一首像样
- Sound. This is, without a doubt, the worst soundtrack I've ever heard from a Naughty Dog game (I've only played the Uncharted series and TLoU). My favorite soundtrack is Uncharted 2, and my favorite song aside from Nate's Theme is the song that plays during the Ice Caves level when Nate and Tenzin make their final discovery. There is not a single song so far that has been even decent, let alone memorable. I'm honestly stunned by how nonexistent the music is.
This is by far the most egregious casualty of Neil Druckmann's desire to change the tone of the game. What I'm trying to say is that even though the tone of the story and cutscenes is more somber than in previous games, and has been shown to the public as such, there is still a ton of lighthearted dialogue and banter, so it really feels like previous Uncharted games in that regard. However, the music is an atrocity. At this point I can only hope for a miracle in the last half/third/however much I have left to play.
- Some characters have enragingly low amounts of screen time. I can't say any more, but I am praying that things change. This is a decision Neil made that I wish he wouldn't have. I am okay with taking a risk and changing the tone of the series. There have been a couple of moments where I got misty-eyed, and that's to Neil's credit. I was skeptical that the tone would hurt the game, but it hasn't in terms of story (but absolutely has hurt the sound). But if you are able to successfully introduce a brand new character and your game is going to be the longest you've made so far, you should be able to fit other characters into the story.
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