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Nathan Drake's final journey |
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Fighting through the market |
Shipwrecked
To put it plainly, Uncharted 4 has the best overall story out of all the Uncharted games, along with the best character moments and character development. The center of the story is the relationship between Sam and Drake, and everything that happens in the game is tied to their history and interactions. They grew up together, but at a certain point they drifted apart and became very different people. One of the things that becomes apparent in the game is that although Sam is the older brother in the purely chronological sense, Drake is the older brother mentally. Drake has “grown up,” so to speak, having moved on and settled down, while Sam is still stuck in the past. As the relationship between Sam and Drake is developed, we also get a deeper dive into Drake himself. In previous games, especially Uncharted 3, we got some glimpses into Drake’s past and his motivations, but with Uncharted 4 we finally get a fuller understanding of who he is and why he pushes himself beyond the point of reason to do the things he does. It’s rare in video games to get a character with this much development, and Uncharted 4 is all the better for it.
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High Society |
Shootout in the Auction House
Though Uncharted 4 plays much the same as its predecessors, there are a number of new mechanics that make its gameplay clearly distinguishable from other Uncharted games. Among the most noticeable are the previously mentioned optional dialogue opportunities, which are triggered at various points in the game and allow Drake to stop and have a short, but often meaningful chat with another character. Supplementing the optional dialogue are a few instances in the game where you can choose one of three replies Drake can make to the person talking to him. Neither the optional dialogue, nor the dialogue choices change the outcome of the game’s story, but they do give you a chance to put a personal spin on a few sections of it. With regards to traversal, the three new things Drake will be doing are sliding down certain surfaces, stabbing a metal pick into porous rocks while climbing, and using his grappling hook and rope to swing across gaps. The sliding and metal pick are very straightforward and normally are just another part of getting from one place to another, but the rope swinging can play an important role in both traversal and combat. In addition to getting Drake across gaps, he can also use his rope to aggressively charge enemies as well as flee from them, and that nicely leads to a mentioning of the new combat mechanics. Compared to previous games, Uncharted 4 has significantly more encounters where you have the option of using stealth, and now there are patches of tall grass that Drake can sneak through to get behind and/or ambush enemies. Enemies also have detection meters, so you can tell if you are in their cone of vision. Unlike previous Uncharted games, if you are spotted by enemies you frequently have an opportunity to elude them and reestablish stealth, though they will spend a minute looking for you before returning to their usual patrol routines. One thing that is strangely missing from Uncharted 4’s stealth mechanics is the ability to distract enemies by throwing a random object nearby them. This is an odd omission, considering it was in The Last of Us. When it’s time to go loud, the gun mechanics are nigh identical to previous Uncharted games. What’s changed is that you can no longer throw back grenades like you could in Uncharted 3, and there’s more destructible cover, meaning you’ll sometimes need to stay mobile to stay alive. One final game mechanic that I want to mention is the only one I got tired of, namely the crates used for puzzle solving. The crates are not bad in and of themselves - they just get used a few times too often. It’s also rather strange that Drake and Sam are often dependent on the crates to get to higher levels, seeing as how they are carrying grappling hooks and rope for most of the game.
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Welcome to Scotland |
Sampling the Render Modes
Though Uncharted 4 is first and foremost centered on its singleplayer campaign, it does have a suite of multiplayer modes. I’m generally not one for multiplayer, but I played a few rounds and I can say that Uncharted 4’s multiplayer works well and seems smoother and slightly faster than the multiplayer I remember from Uncharted 2 or 3. There are fewer modes than previous games, but the ones that are there are deeper with the addition of new game mechanics. One notable new feature is the ability to summon support characters that can do things like heal teammates, run around and restrain other players, and provide sniper support. To learn these and other multiplayer mechanics, there are training missions that let you hone your skills against bots. Seeing as how I don’t have a natural instinct for multiplayer, the inclusion of training missions was greatly appreciated on my part. I am disappointed, though, that Uncharted 4 removed the online cooperative missions that I thoroughly enjoyed in Uncharted 2 and 3. In previous games, I put in quite a few hours online playing those missions and trying to beat them on the hardest difficulty. With their absence, I’ll probably only play Uncharted 4 multiplayer for another week or so before stopping altogether.
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Photo Mode lets you better take in the view |
Four wheeling in Madagascar
As Uncharted 4 is the fourth (actually fifth) game in the series, it’s a fair question to ask how it compares to the other Uncharted games. Personally, I’m not ready to render a verdict on this, as I feel it’s still too close to the game’s release and I’m still high off the experience from my first playthrough. I want to gain some time and distance, and do a second playthrough, before I grade Uncharted 4 against the other games. While I could try to rank the games now, I don’t think I yet have enough perspective to do so in a fair and respectful way.
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On the trail of Henry Avery |
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So long, Drake |
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