I guess the difference is you're talking about stories I'm talking about characters.... but different strokesI agree that the characters are better. I just don't think they were great. A video game will never have the quality story/characters of a good movie. So I play them for gameplay. The story to uncharted is like a poor mans summer blockbuster. I don't even like real summer blockbusters![]()
When it's not well implemented it's pointless to me, I love those same features in other games where it's well implemented like let's take for example Far Cry 3, the hunting in that was fun and rewarding, they had an upgrade system where you learned new abilities but the actual abilities were better imo and seemed like you were actually gaining something unlike TR.All of this "pointless" stuff are tenets of game design that have been around forever. I guess you feel gaming as a whole is "pointless"
The problem I had with it was that it was all just scrap.... nothing unique I'm not sure how they could have made it more appealing but just getting +20 scrap for doing things was lame to me. Also tomb raider itself had plenty of useless trinketsAll of this stuff made exploration worthwhile. In uncharted those little trinkets do absolutely nothing so I had no desire to search for them anymore.

I agree with you on QTE's where I disagree is on setpieces (or maybe it's the definition of a set piece, to me a set piece is a big battle with lots of things happening where you still have player agency. A great example of a set piece to me is the last level of Halo CE when you have to drive through the Pillar of Autumn before it explodes OR the train level on UC2 an example of a poorly done set piece in my opinion is on AC3 where you were in some big battle with putnam and had to run across the field while bombs were going off, it was poor to me because it wasn't well constructed in my opinion and they didn't really leverage the huge battle going on to it's favor.I was referring to tomb raider as well. Those on rails/QTE/set pieces or whatever you want to call them lost their appeal to me a long time ago. Which is why I appreciated the exploration in tomb raider
The tombs were good, but to me they were too short, and too easy and the actual reward for them was lame (more scrap yay!)In TR the platforming puzzles in the tombs were great, and were my favorite part of the game.
I don't you're understanding what I'm saying, I love games that have player agency for instance Splinter Cell Blacklist: you are really free to procede as you choose, if you want to go completely ghost, that's a perfectly acceptable way the enemy has no clue that you're there, if you want to kill everyone silently that's another option, if you want to go in guns a blazing that's harder since Sam isn't exactly John Rambo but still it's possible. Every room in SC felt like a puzzle box that you had to open that's real player agency to me.If you like a game that dictates EVERYTHING to you that's cool... But not everyone does.
Choosing between similar upgrades does not really match that to me.
It's been awhile since I played TR 2013 so I looked at the upgrade tree here
TOMB RAIDER 2013 Skill, Gear and Weapon Upgrades - Stella's Tomb Raider Site
What I'm saying is not that I'm against an upgrade system it's just that one where there are little trade offs isn't especially rewarding to me.
I guess what I'm saying in summary is that their are legit arguments for preferring UC2 to TR so you trying to say that it's only because of Sony Stanning is lazy.

to this being neck and neck with Uncharted TWO.

Copped for PS4 this week and played for an hr last night. Game is fukking piffery. If this is any indication of where next gen is going I'm all in.
Watch Dogs in 2 weeks.