Uncharted is a shooter even in single player. There's no exploration and there's a few puzzles that break up the shooting sections. God of War has more exploration and puzzles to break up the fighting than Uncharted, is it not a hack and slash then? No camera sensitivity option is a huge fail for a shooter.NPC009 said:But Uncharted isn't jut a shooter. Can say I have much experience with the multiplayer, but the camera didn't really bother me during the storymode. The game is essentially guiding you through area's and there's little need for adjustments. Whether this is good game design or not is up for discussion, but I don't think the camera harmed that experience. Though, I imagine it's somewhat different in multiplayer.
Due to Uncharted's sluggish as hell camera whenever you have someone (whether AI or human opponent) shooting at you from your back, the 1st order of business is finding cover then turning the camera. Whereas in any other TPS, I can just turn the camera right around and fire back in less than a second. Hell in MGO, I could turn the camera around and headshot a player in less than a second that was shooting at my 6.
I can't do any of this stuff in Uncharted because of its sluggish camera:
I can't do very basic things I do in other TPSs because of Uncharted's sluggish camera. For example, at 4:29, 5:04, 6:45, 7:20, and 7:44 in the following video, I'm able to get all of those kills because I can turn the camera around much faster than Uncharted.
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This situation happens a lot in MP. You have your standard square/rectangular building. You are on the right of the building (your left shoulder is next to the wall) moving up to the corner, and an enemy is moving towards that same corner from the other direction (so he is on the left of building and his right shoulder is next to the wall). When you two meet at the same time and start shooting, you are at an inherent advantage because you want to aim off your right shoulder while whereas your opponent wants to aim off his left shoulder but can't. You should be able to aim off your right or left shoulder initially or going to your left is always disadvantageous solely due to the game's controls. In Uncharted, you have to aim over your right shoulder, THEN SWITCH to your left shoulder wasting precious time that your opponent does not need to waste to start shooting. That's not a very big issue in single player but huge in MP, which can be known just from playing single player (same thing with say Splinter Cell: Blacklist).True, but how much is this an actual issue and not, I don't know, a minor inconvience at worst?Shoulder swapping is very important in a TPS as well...
I honestly don't know much about the Uncharted MP, but I do know how most people review. Since we need the to keep the review at a decent length we have to pick and choose what we write about. If there are more noteworthy things to be discussed, details will be tossed in favour of those. If we don't, the review will either be too long to be published or too long to keep the reader interested.
At 3:36, the following video demonstrates the importance of shoulder swapping in a TPS:
You don't have to explain in detail exactly how Uncharted's shoulder swap is an issue obviously. You can just say Uncharted's controls aren't very good in an online competitive environment. Hell, circle for cover and roll already makes MP extremely frustrating let alone the camera sensitivity or shoulder swap. Context sensitive controls ALWAYS suck and only get you killed.
It's a necessity and as BASIC a feature can be, not a luxury. You SHOULD be able to aim in the manner you're comfortable with in a shooter, there's not one shooter I can think of besides Uncharted that doesn't have camera sensitivity.I think this may be a more personal than you think. You mentioned always adjusting the camera movements and such. Many people don't. Maybe you've grown used to a luxery.
Hell, every game SHOULD allow for a full remapping of the controls, it literally takes a couple minutes on the programming side, the menu would take longer than the programming. The only 2 games I played on PS3 with full control remapping were Borderlands 2 and Need for Speed: Hot Pursuit and I took full advantage and remapped most of the controls in both games. In NFS, the default was having the abilities tied to the d-pad so you'd have to take your hand (left thumb) off the steering wheel to deploy spike strips so I put all that stuff on the face buttons instead, the game played much better. I really loathe L3 for sprinting in FPSs, it ruins the left analog stick as well, thus I changed that in Borderlands 2.
It can be easily proven games are scored very differently when compared to other mediums like movies, music, etc. Even Metacritic knows games are scored differently since 7/10 for a game is "mixed" whereas for anything else a 7/10 is "positive". There are LOTS movies that aren't reviewed either. You just don't give every Hollywood blockbuster a 5/10 or higher because it's far more competent than a shitty SyFy channel movie.Personally I don't think it can be proven, because there are many games that are not/barely reviewed. You'd either have to assign those games yourself (not very objective) or do your calculations knowing you lack data.
As for the lower scores, if we think of 5.5-10 being varying degrees of good and 1-5.5 varying degrees of bad (like most sites do), you'll find many games that are rated as bad. Some might be absolutely terrible while others are more like a 'meh', but hey, there's room on the scale for that.
Last year I played several games that were (almost) bad. The With and the Hundred was a game that teetered on the edge of bad (53 on Metacritic). Mugen Souls Z (57) had very few redeeming qualities, but I guess that one was kinda fun in a mindnumbingly kind of way. There's probably others, but I kinda don't want to go digging through my memories (or computer folders).
I think reviewers (including yourself) need to re-evaluate what a bad game is. It doesn't mean its unplayable or horrible. You know reviewing needs to change when a shitty licensed game (Amazing Spiderman 2) gets a 49, one point shy of average. Or when a love it/hate it game like FFXIII gets only 1 negative review. Movie critics will at times put a movie on their best of the year list while another critic puts it on the worst list, I think that's pretty awesome and I feel that same thing happens with games. I'd put games on my worst list that friends put on their best list.
If you have a game in a genre, you have to rate based on the best of its genre. Same thing happens in movies, a comic book movie is rated against what you feel is the best comic book movie, not as if everything exists in a vacuum. If you only seen one movie, it is the best movie you've seen as you have nothing to compare it against. Comparing is the thing makes reviewing possible IMO, you compare works to other works. The most important thing to a hack and slash game is the combat. Rating the combat of one hack and slash against the combat of the best combat in a hack and slash is what SHOULD be done. God of War has to succeed at EVERYTHING to be good because it's combat is average. The 1st God of War even had good puzzles. People make combo videos of DMC and Bayonetta, not God of War. The combat alone makes DMC/Bayo great, not so with God of War.That's why it's important to review games as they are and not compare them too much to other games or to some vague idea of what they could have been. If a game manages to make you forget its flaws, well, kudos.
I explained the combat system WHILE comparing it to Batman; I explained what each button does, gave an example of a special move, and explained it's not just a button masher as different enemy types need different approaches. Most readers have most likely played Batman as well. Most people that read/subscribe to mags are enthusiasts of said subject. The only other thing you really need to talk about with Shadow of Mordor is the Nemesis system and I only used up a third of space so far.You'd be surprised. That right there is 173 words. Typical lengths for gamereviews are 500-1200 words, though a triple A title may get some extra space. So, in a worst case scenario, that's 1/3 of a review right there and all you've done is compare it to other games, while the reader probably wants to know what makes Shadow of Mordor Shadow of Mordor."Shadow of Mordor has basically the same combat system as the Batman Arkham games; you press square to attack, triangle to counter, X to vault enemies, and circle to stun. Certain types of enemies need to be stunned first so it's not just a button masher. You get special moves like being able to one-hit kill enemies if you build you combo high enough. The combat won't feel fresh to anyone that's played the Batman Arkham games as the combat is almost literally the same, even down to the upgrades and special attacks being the same. The combat can be very enjoyable but it also gets repetitive as it doesn't have the depth of a better hack and slash game like Bayonetta. The Batman games spaced out the combat sections much more by having dedicated stealth sections, better exploration, and a better story. SoM has really just the combat to offer the player so it becomes repetitive faster due to constant fighting while being a system you've probably already had a go at."
This is what makes writing good reviews so difficult: you need to be able to be informative and entertaining, describe the abstracts and give examples. Balancing everything can be real challenge![]()
I was talking about what aspects of a game a reviewer loves/hates should weigh more into the score than it currently does. Not that they love/hate a game overall. Like Greg Tito hating the characters of GTAV weighed heavily into his score. You'd get more variance on scores if most reviewers did that.Maybe reviewers don't feel that strongly about games. When you've played hundreds of them is hard to hate a random bad one. They've seen better, they've seem worse - probably nothing to get worked up about. I often feel strongest about games that wasted their potential. For instance, I kinda really dig Ar Tonelico/Ar nosurge, because of the extensive world building, music and fun battle systems. The creators obviously worked hard on these games despite their budger restraints. But the games also have a knack for terribly annoying innuendo, incredibly boring dungeon design and badly written anime cliches. What could have been modern JRPG classics turn out to be pandering fanservice games again and again. Are these games bad? Well, no, they're pretty decent. I always have fun playing them and the scores reflect that, but all those missed opportunities... Compare that to random sucky licensed games where it's obvious nobody gave a *bleep*, and I just think 'well, if they don't care, I'm not going to spend any energy on caring either'.