If you are a player who knows something about the Sony PS platform, I believe that you will not be unfamiliar with "Uncharted" and naughty dog daimyo. This is a work that has been shining all the way since landing on PS3 in 2007, and compared with the current industry atmosphere of advocating open world, the "Uncharted Sea" series can be said to be a rare representative of linear passing compact gameplay. From the cumulative sales of the first generation of crying word of mouth, to the glow of the second generation to the gorgeous ending of the fourth generation, naughty dogs have repeatedly brought us amazing works and feelings, this time let's talk about this series.
The Uncharted series is a linear action-adventure game (Four Generations and Lost Legacy have a semi-open attempt but not a full main axis), the perspective is a third-person + shoulder-to-shoulder shooting, and players will need to fuse gun battles with map puzzles and partial collection as they advance the level. In addition, one of the charms and selling points of the series is the two-person set of methods of naughty dogs, and the atmosphere driven by the two-person suffering mouth cannon makes players feel bored or dull during the promotion process, but has a feeling of adventure movie.
The naughty dog is very good at creating big scenes and tension, so that the rhythm of the game process is maintained quite well, the puzzle is solved when the puzzle is solved, when there is no explosive point, it is exchanged through the partner chat blowing water, and the wonderful stimulation is to enjoy the tense big scene with the partner, and then I will briefly talk about a few points:
scene
Although the first and second generations on the PS3 may only be considered average if they are to be strictly examined, they still show the characteristic scenes such as the lushness of the jungle and the snow scenery of the Himalayas, and when the fourth generation and the second generation of the finale are the explosions, the naughty dog relies on strong artistic strength to paint an amazing and vivid picture, even if I still remember the shock brought to me by the magnificence of Madagascar or the two elephant ruins, and once doubted whether I was playing a video game.
Enough and slightly hardcore gunfights and battles
Personally, I am always a combat faction, and compared to the traditional exploration + puzzle solving rhythm design of "Tomb Raider", which is also a reverse fighting theme, "Uncharted Sea" has a better appetite for me in this area. For example, a generation was jokingly said whether to come to explore or to shoot guns, and even in the middle and late parts of the enemy, many places were already waiting for Drake inside early. After a generation of exploration, the second generation has more variations in the form of the level, such as the classic train level or the urban climb up and down, etc., and these are the signs of the second generation.
Then because this series always does not allow players to adjust in advance or have other enhancements, the weapon is also very rigid, only allowing one large and one small, plus the save in the level is a checkpoint design, so it is very challenging for the player's reaction and even familiarity with the level and enemies, but also because of this inhumanity, the difficulty of the game is unexpectedly a subtle sense (similar to if you are willing to accept the difficulty and design challenge of the game itself, you will feel the intention and fun of the developer).
The deepest personal impression of the paragraph is the end of the second generation of the Himalayas temple arranged heavy armor plus several waves of reinforcements, people who have played know how difficult the heavy armor soldiers are, the weapons of the general caliber bullets are difficult to maneuver with him, just play the high difficulty plus the previous save point did not realize and took the general caliber weapons, resulting in this side I challenged more than a dozen times to pass the level. But even if you are aware, you have to be careful, because you can't always run around carrying a bazooka from beginning to end in the previous battle, right? Not only is the ammunition of high-damage weapons limited and it is not cost-effective to fight ordinary soldiers, so that the design of weapons carrying a large and a small and picking up enemy weapons to supplement and advance, on the one hand, makes people feel tied hands and feet, on the other hand, it also adds appropriate challenges, so that the game's gunfights have a feeling of intense challenges.
The melee and QTE parts are really the sore spots of this series, not only the lens and strength are average, but there is nothing particularly worth mentioning in the input design. It was only after three generations that there was a slight change, and the fourth generation also added elements such as ropes and high-altitude falling, which as a whole resembled a concept of icing on the cake.
Arrange moderately linear levels and advances
Although the linear levels are compact, they are increasingly criticized for being too restrictive in form and have no degree of freedom, and the fixed excitement cannot withstand too many repetitions, unless the system level is really strong. But the naughty dog through the pairing of two people and the mastery and arrangement of the process and scene, let people not only have a strong sense of fun during the first round of play, but also do not make people reluctant to even try the second round, such as the protagonist Drake's thrilling scenes several times, or adventure climbing and fighting with the enemy in unexpected scenes, which is a proof of naughty dog mastery and skill. And this series of puzzles is just right not too simple or too difficult, for the game's heavy gunfights to share a lot of rhythm.
If you have played the two major series of Naughty Dog, you will find that they are almost very streamlined on the system side, there will be no large number of interfaces and UI, the basic system and operation are simple and clear, and the emphasis is greatly focused on the matching of story advancement and play levels, so there is a relative lack of further research and discussion on the combat system.
For example, although the game has been shaping Drake as an adventurer, dozens of small treasures will be picked up during the level process, but compared to the tomb series' integration and consideration of the origin of the treasure and the overall background, the treasure collection of "Uncharted Sea" is like a hard stuff, just to have such an element and provide other unlocking needs, not only without explanation but also can not see why it appears here.
In general, if you like characters that can have equipment customization interfaces, growth upgrade interfaces, or item resource interfaces, quest NPC interfaces, or further deepened combat systems, you will basically be disappointed with this series. However, compared to the "Last Survivor" series, there is a set of basic survival material design, so it is not completely too simple. In contrast, "Uncharted" is really a full arcade action-adventure movie masterpiece, and the depth and gameplay are a very delicate piece. Still, Drake's grand adventures and thrilling journeys are worth savoring.