sethisjimmy said:
A lot of games heavily rely on the need to kill a lot of people, and I think it's getting to the point where it's just lazy.
I wholeheartedly agree with that statement.
See, what bother me isn't the fact that Nathan Drake is killing people. The problem is that he is alone (or vastly outnumbered), with casual clothes, killing HORDES of well armed, bullet-proof-vest-wielding trained mercenaries, like they were cardboard cut targets.
To me, it completely DESTROYS immersion.
And it is just incredibly lazy combat design.
A lot of games work around this issue, be it with a fantasy setting ("he is a Jedi"), superpowers (Infamous, for instance), or futuristic armor (Halo and Crysis).
Uncharted, one of the main offenders of story against gameplay simply ignores the problem.
There are so many games that do it right, IMHO:
In Metal Gear Solid you kill some people, but you never engage in combat with a dozen of enemies simultaneously (or you'll probably die). And Snake is the perfect soldier, heavily trained and cloned from another perfect soldier. (ugh - spoilers, I guess)
Demon's/Dark Souls you have your ass kicked by a couple of enemies, and every encounter is relevant.
Yakuza works around melee combat and with the fact that Kiryu is build like a friggin PRO-Wrestler, he is the best fighter in town ("Dragon of Dojima" as we are constantly reminded) and a total badass. Still, he is fighting 5 or 6 thugs (that are clearly weak and stupid) at a time. And another thing that I love about it is the WEAPONS. There are weapons, but they are scarce. And it helps the setting, since, in most cases, people wouldn't be walking around downtown Tokyo (sorry, I mean Kamurocho) with firearms and heavy rifles. So yes, there are shots fired and guns can change the stakes on a fight. But it never becomes full-blown shoot-outs.
And, to a lesser extent, lately I really apreciated Tomb Raider reboot's solution. Fewer enemies, interesting stealth mechanics and the bow and arrow.
And what is great is that most of the enemies are using bows too. The enemies are castaways too. Guns are a rare commodity on the island, and Lara manages to get one. So, there you have it, a great plot explanation for a balanced combat AND a slight advantage to make the main character kick some ass.
Uncharted just ignore the flaws in its combat system. It would be more interesting if there were fewer enemies and Drake took much more damage. That way, fighting two foes would be challenging and meaningful, and the main character wouldn't look like an unstopable healing-factor beast chewing through human lives like we post the internet.