It has been discussed quite thoroughly already:
https://www.resetera.com/threads/re...layer-agency-during-its-story-missions.80582/
https://www.resetera.com/threads/re...layer-agency-during-its-story-missions.80582/
All this criticism toward basic controls and lack of mission freedom kind of turns me off the game tbh, and I fucking loved the first RDR back when I played it like 6 or 7 years ago.
I loved RDR2, but it has a ton of annoyances I don't like. (For instance, get ambushed on the road? That's most likely a quick death because fuck you.)
Uncharted isn't an open world game nor does it punish you by killing you or making you fail for approaching things in the way you want to. Uncharted 4 had different paths through levels that all intertwined.
You mean fission mailed
Basic controls would have been an improvement. Super Mario Bros. has basic controls and the game plays like a dream. RDR2 has bad controls. Sluggish, unresponsive, insane input delay at times, forced walking in camp (he walks insufferably slow, and you spend a lot of time in camp, etc.) It's just not a fun game to play.
That said, if you loved the first one, I still suggest checking it out, but not at $60.
The main missions are boring as fuck, I've gave up on the game. Games like this sell so much just because of hype.
You shouldn't because the problem with Red Dead is not linearity. It is agency. They are not one and the same.
I do not fail Uncharted 4 missions for flanking.
Uncharted titles are linear, but their combat encounters generally offer a tonne of approach diversity thanks to the sheer scope, number of branching paths, amount of verticality, climbing, shimmying, jumping and other mobility options etc. If you want to flank for example, outside of a very select few set pieces, there are usually an abundance of options to facilitate that.
Like I said, I was robbing the stagecoach. I wasn't delivering it anywhere. I don't know what I did or didn't do that made it crash, but the problem was the game wanted me to follow it and not actually do anything until a scripted moment happened somewhere down the road.There are two solutions to this. Immediately enter Dead Eye and tag everyone you can, or immediately dismount from your horse and find cover.
I've started doing the dismount and get cover with the random ambushes. Works great...haven't died once since I started doing that.
Haha, I've had similar things happen. Again, though, I love this stuff...it means things aren't hard-wired to go right. Hey, if you're supposed to get a stagecoach and deliver it somewhere...and it crashes/something goes wrong...you failed. I love the randomness. It leaves you on edge that something could go wrong at any second.
Surely many of us were around for when you basically played entire games where you only advanced by failing over and over. This game isn't even close to that, but it seems people don't want to be bothered with something going wrong now days.
Played both so at least from the get go I have better experience with both games than you. No need to be "butt hurt" about it."Linear-wide" is what the director called it and it became part of the core combat design tenet from TLoU forwards. U4 and TLL really highlighted the differences compared to previous Uncharted games. I have found videos on YT that have shown ways around dealing with hostiles that did not even enter my head.
But that is an informed perspective that one would have if they had at least played the game instead of giving asinine bottom of the barrel butt hurt hottakes like "pot calling kettle black" or some such BS.
I have yet to play RDR2 but it strikes me as weird given I have not come across this complaint (or at least this significantly) when it comes to their GTA games.
I'd disagree with almost everything here. It's worth 60$ for the story alone. Factor in the fact that the world is literally the most detail rich environment ever made in a sandbox and it's worth more than 60$
The controls are fine, sluggish yes, but you get used to the weighted controls quickly cause they feel natural for the settings. Walking in the camp does blow but everything is dilberate. It's paced like a western. It encourages character building, world building, all the things that people complain is missing in other games is right here, except you have to walk for oh maybe 5-10 minutes every 2-3 hours of gameplay for the first 2-5 chapters.
If you LOVED RDR then you will absolutely love RDR2.
I don't agree, RDR2 doesn't have bad controls. It has a weight to it but I definitely don't think it makes it bad, I am having plenty of fun with it.Basic controls would have been an improvement. Super Mario Bros. has basic controls and the game plays like a dream. RDR2 has bad controls. Sluggish, unresponsive, insane input delay at times, forced walking in camp (he walks insufferably slow, and you spend a lot of time in camp, etc.) It's just not a fun game to play.
That said, if you loved the first one, I still suggest checking it out, but not at $60.
I don't agree, RDR2 doesn't have bad controls. It has a weight to it but I definitely don't think it makes it bad, I am having plenty of fun with it.
I'm fine with how the story missions play out (they are restrictive) because the rest of the game gives you the freedom to do just about anything you want.
You aren't getting these moments if you're trying to flank to the other site. R* is telling you a BADASS story, allowing freedom there would rob you of that huge moment. The time when everyone dropped everything, like a family, to save one of their own.
- Braithwait Manor - Rounding up the Posse
- Braithwaite Manor - Walking up to it, everyone in tow. The Music hits, Dutch calls them out.
And that's just one example. The game is overflowing with them and it's what makes the story so damn good.
There are so many examples. Braithwaite Manor is incredibly savage. and that music completely hits at the exact right spot in all of these moments. In these moments I don't mind the locked-in structure of the game at all because of how they've crafted each scene.
However, not all the scenes deserve such rigidity. I remember going back to my horse to get a repeater and change my loadout, but the horse was 2 steps outside the mission zone. I had to finish the shootout by scavenging bullets from the dead with the cattleman's revolver.
There are so many examples. Braithwaite Manor is incredibly savage. and that music completely hits at the exact right spot in all of these moments. In these moments I don't mind the locked-in structure of the game at all because of how they've crafted each scene.
However, not all the scenes deserve such rigidity. I remember going back to my horse to get a repeater and change my loadout, but the horse was 2 steps outside the mission zone. I had to finish the shootout by scavenging bullets from the dead with the cattleman's revolver.
Naughty Dog calling out RDR2 for restrictive design is hilarious. Uncharted 4 is full of moments that are basically on rails, including
the final boss being a qte
I agree that is a pain, There are definitely some improvements they could make and i hope they do with the next games.The only real issue I have with them is when you're trying to perform some context sensitive actions (like loot a body or sleep). It can be quite difficult to get Arthur positioned correctly in these situations sometimes. Otherwise, I've adapted to the controls just fine.
That doesn't really make it less or more restrictive as a game, you're just applying oddly specific criteria.Linear game compared to an open world game. And again Uncharted 4 doesn't fail my mission for flanking, nor does it fail my mission for making a wrong turn, nor does it fail my mission for trying to complete the objective in a slightly different way.
It has a considerable well documented input lag, thats not weight.I don't agree, RDR2 doesn't have bad controls. It has a weight to it but I definitely don't think it makes it bad, I am having plenty of fun with it.
That doesn't really make it less or more restrictive as a game, you're just applying oddly specific criteria.
No, not really? Uncharted is designed to be linear. There is no clash between the missions and the world outside those missions like RDR2
That doesn't really make it less or more restrictive as a game, you're just applying oddly specific criteria.
Why can't you accept an open world game with linear missions? I mean there's plenty of other examples of it. Spider Man, the Batman Arkham games, Forza Horizon, all have missions where you basically can't deviate even slightly from the task or its execution.There's nothing odd about it. Uncharted is a linear franchise so there are obviously going to be rules in place to make sure you're on a certain path. It's just kinda what you accept for a game like that. The same doesn't apply to an open-world game.
In public yea, for obvious reasons.