10 Things Uncharted 4 Already Does Better Than Quantum Break
8. Enjoyable Platforming Sections
I never thought I'd be including what looked to be a dedicated third-person shooter in a discussion on platforming, but Quantum Break actually dedicates a surprising amount of time to set-pieces that see you leaping between broken outcrops of land or debris, all as the world hangs in stasis.
The problem, is Remedy have no experience designing platformers. Instead, whilst the intention to let you leap through a collapsing bridge is a great one, the execution is incredibly lacking - just think of platforming sections where the degree of control you have is limited to that of a shooter, with the same level of fidelity and response. You've got a jump button and a number of awkwardly-angled leaps to line up... that's it.
As a result, you'll die a lot in QB's platforming sections, especially since there are a number of 'time obstacles' such as falling cars or closing doors that'll kill you instantly if you don't use a time bubble to stop them. It all ends up feeling so last-gen, a strange distraction from the narrative and gunplay that otherwise holds together far better.
On the other hand, Drake has always moved exactly where you command, and we need only look to the likes of the dangling train from Uncharted 2 or the collapsing house from 3, to know we'll always be in safe hands where these sections of gameplay are concerned.