The Evil Within
The game is a horror/stealth/action hybrid, but is pretty notorious for having set-pieces that have little or nothing to do with the core mechanics as a way to add variety. Sometimes it's ok, and sometimes it's not.
This is, I think, a very bad concept for the fight. It's not really "stealth" like the rest of the game, and the action isn't the same kind of action you have in the rest of the game.
Uncharted 4: A Thief's End
Third person shooter with light platforming and puzzle solving. Also has a lot of setpieces that try to mix things up or just look spectacular.
Again, this feels like a bad concept for the fight. In this case, it feels like there was a plan to introduce these mechanics earlier in the game, but they might have been cut for some reason or another.
The game is a horror/stealth/action hybrid, but is pretty notorious for having set-pieces that have little or nothing to do with the core mechanics as a way to add variety. Sometimes it's ok, and sometimes it's not.
- A slow corridor full of searchlights you need to avoid, which leads to...
- Wire traps that instant kill you but the hitboxes are real bad, which leads to...
- A giant crab monster you have to fire an infinite ammo turret at, which then leads into...
- The same giant crab monster but now you have to hit it in the head 3 times with a rocket launcher. The rockets move slow, and he's bobbing around. You don't get a rocket launcher at any other point in the game.
Uncharted 4: A Thief's End
Third person shooter with light platforming and puzzle solving. Also has a lot of setpieces that try to mix things up or just look spectacular.
A semi-QTE sword fight with completely new mechanics never introduced before in the game.