@Beb said:
@Hugh_Jazz said:
I haven't played Uncharted 3 or any other Uncharted game for that matter, but I was of the opinion that the criticisms levelled against it by Simon Parkin had to do with the linearity directly affecting gameplay in a way that hadn't happened as much in the earlier games. Namely, if you didn't make a jump exactly how and when you were supposed to you wouldn't make it, kind of like a QTE. In Modern Warfare, for example, the linearity of the game doesn't force you to edit your actions in the same way. If you stand still, dudes will keep running at you, and you will keep shooting them. The game doesn't further penalize you.
It seems to me like there's a pretty big difference between these two series that Manveer Heir kinda failed to touch upon, or recognise. Or am I all wrong?
Exactly this.
After beating Uncharted 3 myself, the problem isn't that the game is linear, in the sense that you don't have branching paths.
The problem is that the game is SO linear that you are almost like an actor in a movie, and if you don't hit your queues, they call cut and start the scene over. In a game like Modern Warfare, you have a relative kind of freedom between one script trigger and the next, but in Uncharted, you are barely even making decisions anymore, you simply have to jump now, run, kill that rocket launcher guy, etc.
Like, imagine a new Pac man game where you automatically lose at every intersection if you do not take the 1 winning critical path.
Glad to see I wasn't completely off-base, misremembering the situation. Also, the actor analogy puts it much better than I felt like I could express myself. Uncharted 3 is, from what I've heard, an awesome game but one could argue that it suffers more than it gains from being an interactive experience. It's all smoke and mirrors when you're traversing, only the combat(I suppose?) lends itself to player agency.
Log in to comment