I had 66/109 Treasures my first play through, without any guides. I put in over 20 hours on my first play through including all cutscenes. I'd say the main reason I missed trophies was because I wasn't sure if 1 path led to the next checkpoint, and I wouldn't be able to go back... or if the other path lead to treasures.
Ok. Sounds like a non elite gamer problem if you not sure of where u going
The only time I really got tired of looking for shyt is on that big island mission before the boat crash. I saw how massive that shyt was, and said, "You know what, I know there's probably a ton of treasures on here, but I just don't even feel like looking for this shyt".
Click to expand...
I looked all around because I just enjoyed driving the boat and jumping in and out into the water. I searched a lot and saw some notes and other things that triggered little convos about Sam etc.
And what's up with all the blank dead ends that don't lead to a fukking thing in this game? I literally searched all over this game for shyt, and I was met with scenery.
Click to expand...
OH come on now. Plenty of other games did that. Your favorite game ever is literally a big ass empty space with many dead ends having absolutely nothing there to do that's "gamey". To you, the scenery wasn't rewarding or anything, to others just moving around and viewing that was enough. The added lore from finding notes, triggering optional conversations, sight seeing etc. Heck, I find that odd as detailed as this game is, the dead ends are usually met with "Damn they went through all this just for this room?
I understand your problem though clearly. You apparently wasn't feeling the story from the jump so even if you searched to find lore, notes and optional convo's, it wouldn't matter because to you they're "boring".
Contrast that with TLOU for example where the exploration ties in with the story since you're in a post apocalyptic world with scarce supplies and shyt. So you NEED to find shyt like health packs, ammo, supplies and stuff to craft and upgrade your weapons/abilities and shyt. So UC4 not having "gameplay" oriented exploration may not have satisfied you because you don't even care about the story in the first place. I think that's correct right?
You'll probably love ROTR since that game is like a hub world with a TON of shyt to find that increases points, have maps and checkpoints, and all other "gamey" stuff so you'll probably find exploring rewarding. You can even learn languages from reading a rock.
And you're dismissing my idea like it wouldn't be good for this game, since exploration was increased significantly in this game. You like wandering around not knowing if there's even anything there to begin with? You like not knowing if you'll be able to go back to an area if you go to far?
What are you talking about?? Lol What you're saying is EXACTLY how it is. You get to a new location, you don't know what's there so you just look around to see if stuff is there. if shyt isn't, so be it. Sometimes you find clues and those clues are usually story related hence why a cutscene or something else happens. You sound like you want a objective list with things to find/complete to be rewarded. Do you play RPG games?? They do the same thing where there's lots of empty space just.. there.
I'm playing Uncharted, a linear game. I know eventually I won't be able to go back to the area I started in. How can you expect to backtrack to older locations?? This isn't an open world game. The locations that trigger a scene are usually so obvious as either the character you with is telling you to go and or there's a button prompt, a big obvious clue(A door that's shut where everything else is quiet etc.) How this is a problem to you is beyond me. I always somehow knew which way would trigger something. if you've been playing ND games, the "goal" is obvious and you can intuitively tell where to go. I rarely am surprised at "when" something happens but more so "what' happens.
*Cues scripted event*
"shyt, I still wanted to go and look for stuff in that one area I peeped before I got here"
*New Checkpoint starts, you can't go back*
Talk about annoying
Examples. Because it sound like
to me. The "scripted" events are usually placed somewhere where it's obvious something might happen.
If you see a big ass jump ahead with no obvious way to go back, why would you expect to be able to go back? The "checkpoints" are placed is such a way that you can tell something is going to happen when you go there. Sounds like you complaining about something you don't even "get". Sounds like dare I say... a
casual problem
In Chapter 4 for example, the whole house is explorable. Elena calls you to go get the food. It's obvious once you grab the plates, go to the couch and press triangle, there would be something happening.
Saying that "Oh shyt I wanted to checkout the bedroom" when you had that much freedom before is just silly as you had plenty of times to do that. Then again you said the story and stuff was stupid to you so exploration wouldn't have mattered unless there was a specific reason to do so for gameplay effecting purposes.
I guess your enjoyment of this game was Uncharted