Tuesday 17 November 2020

Why I am not a Big Fan of Naughty Dog

 

Why I am not a Big Fan of Naughty Dog


I have been bitching about Naughty Dog on my Twitter Page a lot lately or at least complaining them at a high volume rate, and these Tweets or anything anti Naughty Dog tend to attract a lot of non mutuals who tend to waste my time with their drivel so I am hopefully going to bury the hatchet here and really get into as to why I haven't been a fan of them as much as other people especially how Nakeyjakey's "critique" was a big time joke and all he did was complain while using that super misused term "ludonarrative dissonance".

Okay, now that's out of the way, one of Naughty Dog's most overpraised series is Uncharted and particularly Uncharted 2. And I will note that I am a fan of the Last of Us and respect that game a lot more than the Uncharted games while I don't think TLOU is super amazing, it at least does more with it's gameplay and story than the Uncharted series ever did so I won't bash it as much on this blog post. Plus Uncharted 2 is probably the most "critically immune" out of all of Naughty Dog's games. And I will also say that Navacanno's critique on Uncharted 1 and 2 is absolutely worth watching and should be watched by anyone who has an interest in games as medium. I may repeat stuff here that he already said too.

Alright, the first thing that tends to praised about the Uncharted games particularly 2 is the "story". The first thing I want to say is that it's not really the story that makes Uncharted's story "interesting" or at least why people flock to them, it's the witty dialogue and bantering. The story in Uncharted 2 doesn't break new ground at all, it's basically Indiana Jones set in the modern day and without the liberties of taking place in the past that makes Indy stories work. And to be really honest here, while not the same kind of game or story, it's pretty obvious at this point that Naughty Dog relies on the same tropes that made you get attached to the world and characters that Valve used in Half Life 2, which is funny to me considering Half Life 2 gets a lot of anti hype nowadays. They both have long sections of down time, they both have you interact with the characters by doing things in game, they both tend to use set pieces in between the quiet time, and both tend to throw in some random gimmicks inbetween shootouts. Where with Half Life, while not having a great story in own right at least feels more immersive and personal due to the first person perspective, and never cutting except load times, the story at least feels like it fits a game where with Uncharted, it uses cutscenes and cinematics like film while using the same tropes that HL2 uses and the result feels less impressive due it trying to be a game and while also being a film.

Now next and this might be the "meat" of the blog is two aspects of Uncharted's gameplay: shooting, and ugh "platforming".

The platforming in Uncharted has to be one of the most laughable and weakest implantations of the concept I have ever seen in the medium. Where with games like the Prince of Persia Sands Trilogy, and especially later games in the Sands Trilogy like Two Thrones while being a series of timing tests at least requires you to think and be aware of when to jump and when to movie out of the way. Two Thrones especially adds more to the platforming by adding jump boards, knife rest holds, columns in for the Prince to slide and rest on and moving columns to time your jumps. It also feels like a fast paced rhythm game where you are timing moves very quickly and carefully, and it all feels very good to pull off without dying or using the sand rewinds. Dark Prince sections adds more to platforming too where you have to watch health. But he gets his own set of moves like swinging, pulling columns, and hanging which adds more to the timing tests plus his sections have enemies to deal with.

Now what does Uncharted do? Leap. What do you do when you want to get to another part of the level? Leap. What you when you make to another side? Leap. Compare that to what I wrote about Prince of Persia to that of Uncharted. Uncharted's platforming isn't so much "platforming" as it is just going to a straight linear line disguised as a platforming course.

Hell, even the older God of Wars did a better job with this. You at least had combat during climbing sections and you could use light, heavy attacks and grab while movie around and you had to watch out for obstacles too.

I will say that Uncharted 4 and Lost Legacy somewhat improved the platforming by adding the grapple hook but even then it's still the bare minimum to me. It's just pressing L1 randomly inbetween your usual linear romps disguised as "platforming".

Now I will get to shooting. Okay it'd be way too easy for me to unfavorably compare the shooting in these games to the shooting game powerhouses like iD Software and Monolith Productions. So instead I will compare them to 3 franchises, Ratchet and Clank, the newer Tomb Raider games and Halo.

Ratchet and Clank is a series in some ways like Uncharted, it also has pillars of gameplay that when compared in someways to full on games of their type might not compare as much. While Ratchet has basic platforming, it at least makes up for it with it's shooting. While Insomniac has been a bit too quantity over quality when it comes to their weapons, they at least got the act of combat down. In the Ratchet games, you aren't taking cover behind hitscan weapons waiting for health to regen instead you are jumping around avoiding projectile weapons while you also using projectile weapons. It was combing it's act of shooting and jumping long before Uncharted. In fact Ratchet in some ways feels like a "bullet ballet" to me due to how much of a rhythm there is to shooting and firing your weapons.

Now next is the newer Tomb Raider games, while they don't have great combat, I can at least give them credit for using FEAR's AI system known as "goal oriented action planning" where and I am putting it simply here is where each enemy AI character has a goal for them to do in the game world and for objects for them to interact with. Add the enemy variety and them throwing enemy "barks" at the player and it does lead for some engaging and interesting combat encounters than just sitting behind cover waiting for health to regen and then getting out at the occasional grenade throw. You have to more around and watch out what enemies do and be mindful of when you attack in the TR games. The TR games do at least more engaging things with their enemy encounters than "self adjusting difficulty" that the Naughty Dog fanboys seem to think is interesting.

Now finally, I will compare them to Halo. Now Halo especially the Bungie games might just be some of the most overpraised shooting games ever and their fanboys are basically just a bunch of whiny teenagers, I am not going to lie that the way Bungie managed to use aim assist in a way where the skill ceiling didn't lower is rather impressive and didn't need to resort to cover systems like Gears of War and especially Uncharted did. Halo for a console shooter managed to have some impressive AI, large environments, and quite a bit of gameplay decision making with melee attacks and grenades is something that I still find to impressive where Uncharted basically copied ideas that other games were doing at the time, and was one of the franchises that created the cover shooter "dark age" in the 7th gen.

I will mention Uncharted 4 and Lost Legacy. While both games feature way better combat than the trilogy did. I still feel like regen health and hitscan weapons hold them back. And while the Uncharted fanboys bring up the whole Nathan Drake's "luck" bullshit when excusing the regen health I argue it ruins and lowers the skill ceiling that Uncharted 4 and LL's combat could have. I feel like a simple fix to this is to take a cue out of Resistance Fall of Man's playbook and have parts of your health that can regenerate and have enemies drop health packs when killed. That way it makes the games way less biased towards stealth and these games' stealth mechanics are way too simple to make stealth play ever satisfying.

In conclusion, I could go on about other aspects of Naughty Dog I don't like how the Jak games lost their identity after ripping off GTA, how Uncharted 3 tells the best story in the series despite the fandom constantly complaining about it, how ND's set pieces are Crash Bandicot boulder chases with more flash than substance, how the Druckmann era of Naughty Dog has an over reliance on down time. I feel like they could all make their own posts which I could do but I feel I wanted to rip apart Uncharted particularly 2 because I really can't stand that game.