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Uncharted 4
There’s no deception here, the fortune to be found among this thief’s end is truly a golden abyss.
  • Release Date
    05.10.2016
  • Publisher
    Sony Interactive Entertainment
  • Developer
    Naughty Dog
  • Playstation 4
Release Date
05.10.2016

Publisher
Sony Interactive Entertainment

Developer
Naughty Dog

  • Playstation 4

What is now recognized as one of Sony’s top tier franchises, the Uncharted games are held in high regard by audiences for their cinematic storytelling, unrivaled presentation and explosive set pieces. With the fourth entry, Uncharted 4: A Thief’s End, Naughty Dog has delivered easily the most cinematic, narrative focused game the series has yet seen. The trademark gameplay has been refined to a sterling sheen while also managing to introduce new mechanics to the core design that expands the scope of the game.

Uncharted 4 takes place three years after Nathan Drake’s last adventure on the PlayStation 3, as he has decided to leave behind his years of discovery and adventure in order to lead a normal life. Married once more and holding a steady career at a salvaging business, Drake and Elena live peaceful lives in each other’s company, though it is evident that Nate still longs for his golden years as he reminisces on memories of adventures past.

Nate’s new found stability is shattered, however, after his thought-to-be-dead brother, Sam Drake, is broken out of prison after 15 years by a renowned drug lord. Left with a debt to pay for his freedom, Sam seeks out Nathan’s aid in finding the lost treasure of pyrate captain Henry Avery in order to save Sam’s life.
THE GOOD
The game is rounded out into a variety of different methods of play, including the series signature gunplay, brawling, sneaking, puzzle solving, leaping, swinging and scaling, each having received tweaks and enhancements. The game does a good job at familiarizing the player with all of these mechanics throughout the opening sequences, making it easy to grasp for newcomers and experts alike.

Players are given the freedom to choose their approach to combat encounters. Enemies can be taken head on, guns blazing with a variety of weapons at the player’s disposal. Alternatively, players can choose to eliminate infantry silently with the game’s refined stealth mechanics, or even bypass confrontations entirely.

Ally AI is fantastic, taking out foes that are pinning Nate into cover and assisting when the player is bound in an enemy’s hold. This can also lead to awesome combo takedowns with your partner during melee skirmishes.

Traversal is smoother and more precise now, as Drake will automatically grasp handholds by outstretching his arm in the direction of choice, rather than having to leap between every ledge.

The series staple set-piece moments make a return, such as a destructive car chase through a seaside city or escaping and crumbling catacomb. Though they are still exciting and impressive feats, there are strangely no defining moments this time around like the train derailment from Uncharted 2 or the plane crash of Uncharted 3.

A few new features have been added to the mix too, most prominently the inclusion of drive-able vehicles in large, expansive environments. Both the available boats and 4×4 off-roaders feel smooth and control excellently. The 4×4 in particular feels fitting of the series and is equipped with a winch that proves useful for both traversal and puzzle solving.

During these moments, players are given sizable regions to explore and uncover enemy outposts to raid or old ruins to scour for hidden collectibles, such as treasures or clues that Nate will jot down as a journal entry.

Another addition is the grappling hook that allows Nate to effortlessly swing across gaps at a whim, rappel down walls, and take out enemies with a soaring punch from above. This new inclusion, like the vehicles before, feels surprisingly great to control and like a natural implementation for the franchise. It helps diversify the segments of climbing and traversal, adding more routes and paths to level layouts.

Throughout the over 16-hour long campaign, players will take Drake through a plethora of scenic locales. From the chilled coasts of Scotland to the wild plains of Madagascar, as well as its tropical shores, the settings are all as striking and detailed as the next. The draw distance is absolutely incredible, creating spectacular vistas that shine even from afar in open areas, while smaller regions and corridors such as a creaking clock tower or fancy mansions receive equal treatment and are densely packed with thoughtful detail.

Dust trickles down as rope rubs against rock faces, flames glow gloriously in the darkness, and if Drake lands or rolls into a puddle he is left proportionately muddy or wet. Tracks are left behind on every surface that Nate treads over, carving trails after sliding down ridges and leaving footsteps imprinted on dusty bookshelves. Even subtle sound design elements like the squeaking of Nate’s hands while swinging on metal bars just add to the authenticity of this world.

Overall, the presentation is absolutely stunning, and proves that Naughty Dog hasn’t lost its touch since its transition from the old cell processor. The game is so damn gorgeous that it even confidently includes a Photo Mode that can be used to set up screenshots of the game at any given moment during the action.

Along with the graphical overhaul, animation work has undergone great improvement as well, with facial movements eliciting so much expression during character interactions.

Equally impressive are the performances given by the all-star cast, who bring the characters to life and shape them into people that we care about and want to see reach the end of this adventure. In particular, the banter among the cast during game-play make the small band of thieves truly feel like a family. Even when somebody is interrupted by actions within the game, afterwards the others will say, “Sorry, you were saying?” and pick up the conversation right where they left off.

There are also a handful of contextual prompts to engage in optional conversations with other characters. As the chitchat between these personalities is a huge highlight for the game, it can be distressing to miss any opportunities to listen in on the thoughts of Nate’s cohorts.

The transitions from cut-scene to gameplay is beyond seamless, but rather symbiotic, really setting the game apart from traditional action adventure titles and bringing its presentation closer to that of an interactive drama, the likes of Heavy Rain or any of Telltale’s titles.

With a gripping story, plenty of hidden secrets and an array of fun extras to unlock, such as a Cel-Shaded filter or Zero Gravity mode, there are plenty of reasons to revisit the single-player story upon the initial completion.
THE BAD
Throughout the campaign, one of the most glaring flaws is the inability to backtrack consistently in a level. Due to the enlarged scale of the maps, there are multiple routes and areas to explore. This leads to two main problems, speed and restriction.

Drake lacks the ability to sprint on demand, locking him to a moderate jog during exploration segments. Environments that once seemed captivating quickly become a chore to comb over, putting a damper on the excitement of exploring.

The other problem arises if the player stumbles across the correct path to progress the story without first surveying the other routes, as there is no turning back for further investigation of the region or hunting down any collectables. This is particularly problematic in areas that utilize vehicles, as it is often unclear which path drives the story forward until it is too late.

With an absence of an ability to pause and restart a chapter, the only way to backtrack is to exit to the main menu and use the game’s chapter select. While this menu does allow the player to check the remaining treasures and secrets left in any given episode, it’s difficult to keep track of which items have already been collected or not, as all of a level’s treasures will spawn.

Additionally, the writing is not consistently strong. While the reads from the voice actors are always on point, some of the scripts that they have been handed are downright eye rolling. Dialogue choices have also been incorporated into the game; occasionally allowing the player to choose what Drake will say or do next. However, these choices ultimately amount to nothing and do not effect how the sequence pans out or even how other characters respond to the choices you make.

The package also includes a multiplayer, however the offerings in this mode are minimal, supplying players with eight maps and only three game modes; Plunder, the game’s variation on Capture the Flag with large idols; Command, where players capture and hold point while hunting down the opposing team’s captain; and the standard Team Deathmatch. Future content updates over the next year will be adding additional maps, modes, and weapons all for free, which is a huge plus that will help flesh out the multiplayer over time, but the initial selection of content is quite slim.

In my admittedly brief time with the multiplayer – a little over six hours – much of it was spent dying and losing matches to players who already had access to the better weapons and abilities in the game.

Progression towards unlocking this equipment is gruelling, taking great lengths of time to simply unlock enough gear to properly customize a loadout and step away from the pre-set classes offered, making it very difficult tailor to a specific style of play.

As a basic rundown, each player has a primary weapon and a side arm, along with a type of gear such as grenades, mines, or revive packs. Boosters are perks that improve efficiency of player actions or permit additional abilities, like shooting while swinging on ropes, while Purchasables are powerful items, upgrades, and AI companions that can be bought with the points earned in a match.

Though it can be fun to swing around multi-versatile maps and take down other player with an arsenal of weapons and abilities, irritable blind-sight attacks and unfair deaths will occur more often than not. I would be willing and humble to admit that these complaints derive from a lack of skill, but the feeling of frustration was mutual among the group of friends I played with. The few occasions that we were preforming well never arose without the feeling of pity for our opponents, knowing that they must suffer the same agitation we have.

The game also provides a series of Trials, challenges that serve as tutorials for specific equipment. Though these tasks prove quite easy, players are rewarded with a substantial amount of Relics upon their completion.

Relics are the earned currency that can be used in the store to purchase chests that contain new playable characters, skins, and other aesthetic items, as well as one time use booster items and modified weapons. However, the process feels like punching tokens into a slot machine and is not a gratifying way to unlock content. Alternatively you can simply purchase Uncharted Points via the PlayStation Store and purchase the specific rewards you want, but it is clearly just an incentive to push micro-transactions.
THE TAKEAWAY
If the heaps of praise haven’t make it clear, Uncharted 4 is yet another master-craft from the talented folks at Naughty Dog. Promised as the last entry in the Uncharted saga, the studio showed a great deal of loving care and respect for the franchise, really pushing the envelope for this final send off. While hunting collectibles is needlessly mundane and the multiplayer suffers some balance issues, it doesn’t detract from the feature presentation. Bustling with varied gameplay, stunning visuals, and a thrilling, action-packed campaign, there’s no reason to pass up on this game if you own a PlayStation 4.
Exhilarating and engrossing, Uncharted 4 is one of the best the titles to grace this generation of games
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