You maybe surprised to learn that I’ve been playing “Uncharted:The Lost Legacy”. As if a connoisseur of this franchise wouldn’t be engaged in another exhilarating exhibition of wilful genocide?! The provocateur of many dangerous expeditions, demolisher of precariously constructed structures, eradicator of rare mythological antiquities and hoarder of every Uncharted Platinum. It’s good to be back! Espousing the wretched deeds of a man with the sheer tenacity and fortuity to destroy every last archeological city/ruin/ship he’s ever discovered. Despite this concentrated level of callous destruction Nathan Drake remains an endearing, if accident prone rogue with all the charismatic distinction that made Nate him such an affable protagonist. Sadly with the retirement of Drake into matrimonial domesticity the Uncharted franchise has pandered to the aspirations of feminist vocation, further diminishing the influence of modern masculinity by replacing Nathan Drake with Chloe Frazer. A women. The inferior gender with none of the rugged strength, intelligence or flatulence that makes man a much more viable option for heroism. And it’s glorious!
I’ll miss Drake, of course I will but Chloe isn’t merely a replacement but a necessity. She has always been one of my favourite supporting players so to see her in a more prominent role is deeply gratifying. Her omission in “A Thief’s End” may have been necessary, but it was a glaring absence that betrayed her more illustrious presence in Uncharted 2. Here she’s as sharp as she is wryly. Focused and unyielding yet compassionate and vulnerable. The abrasive dynamic between Chloe and Nadine infuses their tentative relationship with a fluctuant chemistry never explored in the series before. They argue and bicker yet support one another to achieve their mutually independent goals. I’ve yet to finish Lost Legacy, so I’m reserving further analysis until then. But for my money, not that I have any, this could be the start of something new. Nathan Drakes tenure as Uncharted’s chief architect is over, his personal fortune found. But Uncharted itself may have discovered a whole new legacy to commence.
A games success (or failures) can largely be attributed to a variation of differing features. Most focus on graphics, game-play, story, characters or even the number of glitches that cripple the overall fidelity of the content. There’s no routine archetype you can implement to accurately determine the quality of a game or the validity of the individual distributing the criticism. Because bias tends to be a deceiving – if rare factor for game evaluations. But this isn’t about the perceived collusion between some publications and publishers, but more about what’s missed. With such ubiquitous categorisations that give the audience a very definitive idea of the games mechanics, they can sometimes miss the more subtle inflections that give a game it’s unique identity. One example of this is the environments in Uncharted 4: A Thief’s End, specifically the “creepy mountain” so eloquently referred to by a stranded bulldozer of ancient civilisation’s; Nathan Drake. Now I could go into great, over analytical detail concerning the beauty and stature of all the exquisitely rendered locations – and probably will (because they are stunning!), but its the colossal summit that both figuratively and literally stands out.
When Drake awakes (unintentional rhyme) after being marooned on the auspicious treasure island, staggering lethargically to higher ground, this ever looming mountain with its grotesque crevices and elongated protrusions that give it it’s almost feral looking features is there, bearing down on you like an edifice of dismay. At almost every exterior interval this monstrosity envelopes your eyesight, engulfing the scenery like a canopy of symbolic doom. It’s twisted visage encroaching on every thing you do. It’s design is fascinating, one emblematic of the islands splendour and danger. It just looks as though Satan himself ascended from the hell with one of his nephews to carve out the mountains innards like a jack o lantern as some kind of Halloween activity. It’s almost a pastiche of perceived villainy, as if it could be the elaborate lair of some nefarious Bond villain or Dr Evil for that matter. For me this mountain is really the games silent, passive antagonist that has been exposed to the ambient hostilities of the shifting climate, altering it’s exterior composition into a malformation of some deceased being long since passed. Possessing plunging tusks, jagged rock tendrils stretching across the land and extruding concrete teeth ready to devour the very landscape it’s formed from.
Nothing provides atmosphere like a mangled structure that’s constantly in your eyesight. And that’s the thing; even as Drake scales the mountainous terrain, latching onto the jutted frames that extrude from there mutilated surface, with upper-body strength that defies all human comprehension you can still see it, ever watchful. Gazing at you like one of those portraits that’s eyes follow you round the room. It’s eerie, yet compelling. And because it’s such a distinctive feature, with its intimidating facade always lingering above you like a teacher assessing a misbehaving students work you find yourself looking for it. I even began using it’s static image as a navigation tool to try and isolate where I am in conjunction to where I was, establishing a rough estimation of my progress. It’s funny too how the sowed verdure that envelopes this island, the preserved rustic abodes and venerable structures of conserved ornate majesty, now lying desolate and deprived of civilisation only enhances the mountains foreboding image. That this mountain witnessed both the rise and fall of the once illustrious ideologies of the settling colonies is just plain creepy. It’s almost as though it was these mountains that brought about the destruction of this cultivated Utopian society? Or perhaps I need to start playing something else.
In either case this evil looking impasse adds such character to island that could’ve been just a generic, isolated island in some distant ocean. It suitably captures the essence of unsettling anxiety that permeates throughout your expedition to find Captain Avery’s amassed Fortune, as well as the neighbouring communities that shared his vision for a pirate haven, even if ultimately he betrayed them all to retain all of the pilfered treasure for himself. So despite the narcissistic hubris of Rafe of or the underused ferocity of Nadine, my favourite new addition to the Uncharted series is actually a big rock. A damn scary one at that.
What games do you feel feature environments that enhance there overall quality? Let me know in the comments below. Cheers.
Some moments in gaming are so iconic that they become part of the cultural heritage, enriched by the verve of the participants who experienced it. It could be the death of a character, the defeat of an enemy or that hard fought victory you remember with distinct clarity. At times many of these pivotal instances are significantly personal, a subjective view and an attribution to you’re own individual preferences. Something benign, subtle or perhaps even marginalised by the conventions of more ostentatious moments. For you, despite the inert dynamics it imparts something more refined, more identifiable, more you. Nothing illustrates this point better than one of the less dramatic scenes in Uncharted 4. It’s not a relevant plot point, it doesn’t advance the story, it isn’t even that important. Hell it’s only an optional conversation that can easily be missed. But to me this innocuous scene of brotherly companionship is one of the more endearing moments of the game. It’s just two brothers taking a brief rest to reflect on what they’ve achieved, what they still have to accomplish and just how similar, yet different they are as siblings. Though the entirety of the conversation transpires in a long since absent tavern on a deserted, Utopian pirate island (yes I’ve just realised how absurd that sounds) the discussion they’re having is so disarming, so mundane that you could almost imagine it occurring in a pub garden on a tranquil Sunday afternoon or at the end of a family Barbecue. NaughtyDog realise the futility of generating repeated interference’s of hostility. That the continued escalation of danger can sometimes have the opposite effect on the player. They understand the limitations of the violent conduct perpetrated by the ensemble cast of murderous psychopaths can be offset by customary bouts of tranquillity, and that articulation can be just as potent as any deadly conflict. Of course that’s just my opinion. If you haven’t played Uncharted 4 (quite frankly I think it’s time you left if you haven’t?) then this short segment probably isn’t going to make much sense. But I guess you’re here now so you may as well take a look while I make you a drink. Is a beer OK?
It’s a difficult proposition to rank the Uncharted games. There’s a subtle diversity to the tone and sometimes quality of each individual entry, making separation a rather benign convention. But my admiration for this series deems such objective analysis a worthy arbitration, for the simple fact that I get to talk in depth about my favourite subject. And just because I love this series, that shouldn’t precipitate that it is exempt from criticism. This list will consist of only the 4 primary entries in the series so sorry to those two “Golden Abyss” fans. I’m sure many of you familiar with the series will contest my views, I’m not even sure this list could be considered definitive even to me, but it is as it is, for better or worse. So in ascending order is my list of the best Uncharted games.
#4. Uncharted: Drakes Fortune.
No surprises here. Drakes Fortune is a solid if patchy entry, that lays a suitable foundation for the more polished sequels. The search for El Dorado is arguably one of the more compelling plot devices used in the series, even if ultimately the city of gold is relegated to merely a cursed artefact embellished by sustained historical falsity. It contains many of series core mechanics still retained today, and does a great job of introducing characters that only become more enduring as the series progresses. Drakes Fortune is probably the series most measured affair, that belies it’s organically compounded dynamic utilised in latter entries. You’ve also got to remember that Drakes Fortune was being developed under intense public scrutiny and a great cost to NaughtyDog both financially and to their credibility. It was a huge gamble considering the endearing success of “Crash Bandicoot”. Without Drakes Fortune this list would feel much lighter, so it deserves a great deal of respect. But ultimately it is a forgettable romp, filled with largely irrelevant villains, expeditious conclusion, innocuous and borderline irritating vehicular sections and a rather jarring finale.
# 3. Uncharted 3: Drakes Deception.
A visceral, yet crucially venerated plot disguised as a intimate psychology of the mind of Nathan Drake and the vaguely hinted demons that inhabit it. This thinly veiled premise did a stern job of introducing some beautiful, albeit erratic smattering of locations that creates a sense of adventure, as you embark on treacherous excursions that’s conclusion is unclear. Nathan Drakes obsessive determination to find the lost city is supposed to be something of considerable pertinence to him. Something he, as well as us should feel as personally invested in. Yet this endeavour didn’t resonate with any more significance than the search for Shangri La. This, from my perspective at least felt like the first entry that really struggled to retain fluency. It felt more like a series of scripted instances, randomly generated demonstrations that illustrate NaughtyDog’s whimsical imagery, compiled together to form an amalgamation of dynamic events, as though NaughtyDog worked the story around the epic set pieces. It reminds me of Shaun in “Shaun of the dead” when he is trying to make a comparison between team and meat pie. “There’s no I in team, but there is an I in meat pie.” You understand that they are trying to make a point, but you’re not entirely sure what it is? There is however more depth and definition to the primary cast.
The characterisations are still enthralling, especially between Drake, Elena and Sully. Drake is more reckless in his approach, relying on sheer will. Elena has matured, advancing her career without risking life and limb to achieve this. And Sully has progressed from the money driven, morally repressed mentor into a more wizened, paternal father figure for Drake. Though many of the overarching conversations between them are a little more tender, this exposed sentiment really helps to elevate each and every character. The same cannot be said for the rest of the cast however. Though Katherine Marlow is a formidable foil, her subordinate Talbot is redundant. His involvement with Marlow is never really explained, neither are his vaguely defined prophetic abilities. Chloe is reduced to crew member # 4, with Cutter (crew member #3) a completely disposable confederate, merely enabling Drake to escape one of the most anti-climatic deaths scenes since every Marvel movie and giving Drake someone to converse with that is slightly more interesting than a brick wall. The biggest problem is that many elements of Drakes Deception suffers from a curious case of repetition.
We’ve seen this all before. The mystical creatures, even if they were delusions feel overused after the previous entries used them with such vigour. And when you get down to it, all of these dramatic feats, shoot outs and death defying stunts is to find a lost city, again. A city deserted because of the Arabian, supernatural entities known as the “Djiin”, which is a direct result of a demonic oppressor from the very depths of Hell! Oh wait no; it was a vase. An evil vase. An evil vase that poisoned the water of this exalted city, driving everyone insane. Well at least it culminates in a epic showdown between Drake and Talbot, locked in a brutal encounter that…no, wait. No, it’s just a series of QTE’s. Huh? Having said that Drakes Deception is more than salvaged by the incredible set pieces, with many of the stories or game-play’s incoherence instantly forgiven due to the fact that it’s such a blast to play. You could almost feel the heat emanating on the screen as you attempt to escape the burning château, the incredible sense of isolation as a dehydrated Nate staggers through the expansive desolation of dunes in the Rub Al Khali desert. The disorientation of shooting you’re way off a slowly sinking ship as it Sunday wrenches starboard.
Drakes Deception relies heavily on theatrical dynamics, it’s penchant for the dramatic and uses every conceivable excuse to ignite the highly volatile scenery rather than portraying a compelling or even competent story. Yet it’s ceaseless volatility makes it one of the more captivating and exciting entries to play.
#2. Uncharted 2: Among Thieves.
I was so close to putting this top. In fact I’m still conflicted as to whether I’ve made the right choice, but on reflection I don’t think Among Thieves deserves to be considered the top spot. In many respects it’s still the best in the series. It’s high octane, introducing some of the most theatrical, sometimes breathtaking set pieces I’ve ever experienced. The entirety of the Helicopter chase is hypnotic! For the most part you’re clinging onto the controller, praying that the collapsing building doesn’t squash you into a Drake sandwich. And the train, oh my god the train! I had by ass clenched so tight trying to navigate my way from the back, to the front carriage that I couldn’t poop for 3 days! Watching helplessly as Drake clutches onto the back of the carriage as the disconnected portion of the train comes hurtling towards you like a rogue rotisserie. “It’s not going to hit me, no. No? No! Drake! Pull yourself up its going to hit you! Drake! Drake!!! Agghhuuuhhgggbt! Oh god I need….air!” These were moments the series has never adequately replicated with the same intensity, despite subsequent attempts. But Among Thieves is well aware of the limitations of explosions by just toning things down to a more austere pace as they did with the Tibetan village. There’s a vast distinction between Drakes Fortune and Among Thieves. The disparity between the two is discernible, whereas the difference in quality between Among Thieves and Drakes Deception is negligible. Among Thieves is such a bigger, better, bolder game. It created this sense of hyperventilating anxiety, as if you were always on the cusp of losing control. Every shifting ledge, every explosive reverberation even the slightest environmental alteration had you on edge. It’s like Grandpa in the Simpsons indiscriminately pointing at different people and hysterically yelling “DEATH!” That’s how you feel trying to negotiate through war torn cities, jungles, mountains, ancient civilisation’s or any environmental hazard that “will” try to kill you!
Among Thieves was captivating and at times creepy. The moment you descend into the hidden sanctum replete in the skeletal remains of Marco Polo’s crew, each with unexplained blackened teeth and traces of blood all across the floor as if they’d all killed each other still creeps me out. The relationships are more refined than in Drakes Fortune too. The chemistry between Drake and Elena resonates with such intensity here, particularly with the addition of alluring temptress Chloe Frazier contributing additional dimension to Drake and Elena’s strained romance, with Chloe enabling Drakes reckless endeavours. It also features one of my favourite exchanges between Drake and Elena, where after sustaining serious almost mortal wounds Elena asks Drake on a scale of 1 to 10 how scared he was that she was going to die, where Drake glibly replies “4”. Elena, further trying to clarify what constitutes as a 10, Nate, without hesitation affirms that “clowns” are top of that distressing pyramid. Uncharted 2 features all the elements that truly define the series. The environments, the combat, the exploration and the characters. So how could such a seemingly perfect game only procure the silver medal in this contest? Well two crucial reasons.
The first being Sully’s primarily and largely absent participation, relegated to mere subsidiary observer for much of this entry, casually leaving early on. But easily the biggest crime is the horrendously asinine villain; Lazarevic. A derivative caricature of a villain he’s intentionally portrayed as this deranged, snarling, psychopathic killer, snuffing out members of his own inventory simply because they don’t warrant consideration. His motivations are solid enough; he wants to find Shangri La to gain immeasurable power so he can, you guessed it, take over the world. He’s heavily accented, is bald and has a pronounced scar on his face. Seriously Lazarevic couldn’t of been any more of a generic antagonist if he were sat in a swivel chair stroking a white cat demanding sharks with laser beams?! Every time he was on screen he irritated me, just devolving into this laborious plot device rather than an actual human being. Now Flynn, now that’s an antagonist. Not villain, not interlacing his fingers and exclaiming “excellent”, but a fully formed, intent antagonist with progressive motivations and context. The verbal jousting between Flynn and Drake is only further escalated when they become enemies, intensifying the collaborative dissonance between. It’s also incredibly enjoyable to watch.
Perhaps I’m being overly critical and unfairly biased to vilify the entire game based solely on these two proprietary errors. But I really do value this game despite the economic use of Sully and stereotypical antagonist. In a few years, properly motivated, a revised list may well have Uncharted 2: Among Thieves at the top of this list. But for this one it will have to settle for the silver medal…..
#1. Uncharted 4: A Thief’s End.
So how and why has this ascended to the top of the thrown, usurping Uncharted 2 which many consider the unequivocal focal point of the series? Well you’re have to wait for my review, which I have decided to separate into various categories for ease of use. Basically because I waffle on for extended periods and by reducing the review into segregated portions I can at least focus on specific points with expeditious leniency. Plus you shouldn’t get as bored. It’s a subject I have much to discuss, and also one I want to be entirely sure I discuss with salient clarification. This could very well be the last Uncharted game I’ll review and I just want to get it right.
So what is your’e favourite game in the series? Let me know in the comments below. Cheers.
I’ve been patient. Very patient as it happens. Applying a rigorous discipline to my naturally agitated mindset. Enduring years of resigned vacuity, two delays and possessing enough games in my library to play so I wouldn’t be thinking about so much until finally, FINALLY, Uncharted 4 was mine! But I’ll admit that’s it’s release coincides with my own self doubt about its credentials. I’ve been complacent with my quality control before when it comes to purchasing new games, estimating something great and getting Destiny. Anticipating a unique new IP and getting Watchdog’s, taking a metaphorical dump in my PS4. There are multiple considerations that go into concluding whether or not to purchase a game. Stylistically does it meet you’re specific requirements? Is it a genre you’d feel comfortable participating in? Does the developer have a good track record of producing exciting, compelling games? Is it developed by EA or Ubisoft? In which case let’s mock and jape their squandered self respect. But from a consumer perspective you don’t want to have to research every conceivable facet. Posturing the distinguishing characteristics, calculating the differentiating variables that roughly determine the ratio of good and bad. If we did that then buying games would become more convoluted than the previous sentence! It’s difficult to evaluate a games quality without diminishing the mystique of an unreleased game. The unknown variables that determine whether or not a game is a good, surely that’s part of being a gamer?
Uncharted 4 is a game I would’ve purchased regardless of general critical consensus. It could’ve been lambasted to the seven circles of Hell and it still would have received my financial backing. It’s a pretty ignorant (and hypocritical) philosophy to have I realise, to buy something regardless of it quality. It’s the one issue I believe consolidates all of the acrimony distributed by major developers, who fail to produce worthwhile content because people such as myself will routinely buy it despite everything to the contrary advising you not too. This kind of preferential prejudice is indicative of people who just want to play something good, something they hope a developer has dedicated time an effort to coordinate a game of substance. And you can’t blame gamers for being passionate and wanting a game to be good. But developers ignorance is a discussion for another time, this is about my fears for Uncharted.
I deliberately initiated a separation between myself and any commercial endorsements, trailer’s, previews, reviews, fan speculation or coverage of any kind as much as I possibly could. Not easy when so many people are discussing it. I’ve had exposure to very non specific sequences that really only clarify how exhilarating the games excerpts are, the overall structure of the narrative and the tension the game is looking to evoke. At the same time I’ve derived my own conjectural theories, constructing inaccurate hypothesis concerning the recipient of the suggestive “Thief’s End” title for one (I’m hoping its still a reference to Drakes ancestor, Sir Francis. But now that I’ve played it, or at least a portion of it I can say with absolute certainty that my fears were completely baseless. From the diverse environments, the rich engaging dialogue, the self referential nostalgia, characterisations and even a very unexpected, inception like reference to Crash Bandicoot, or “Drakeception” if you will–that had me cackling like my drunk mother at a family barbecue, Uncharted 4 is everything I could’ve wanted. The game is a little more mature than previous instalments, yet retaining much of the levity and gratuitous cinematic fluency that has made it so endearing to fans. The thing is is that I’m invested, I’m concerned and I truly care about these characters. I’m always concerned for their welfare. The anxiety I felt was so potent though that it prevented me from playing it for a whole 5 hours after obtaining it! Which really is a credit to the creators for constructing a game series of such immeasurable pleasure, that I genuinely feared that I was going to lose some of my best friends. I’m only about half way through, currently pillaging a Scottish cemetery but can already tell this is going to be one emotional journey, one that I know I’ll finish and go right back to the start to play all over again.
Yes I’m talking about Uncharted again. And of course I’m going to be as objective as an Ign reviewer, but I’ll admit that Uncharted 4’s multi-player, which I’m tasked with evaluating isn’t something I’ve been eagerly anticipating. For me the obligatory fixture of multi-player in hereditary solo game has become something of a persistent oddity. Multi-players commercial viability provides devs/publishers with renewable source of income from popular properties that’s single player campaigns would likely benefit from succinct elongation. The commercial rigidity applied to a game of this ilk, with the liberal commerce of additional content likely to provide steady stream of revenue for the next couple of years certainly presents financial regularities too profitable to ignore. This is a business after all. But my tolerance for meticulously voracious monetary policies has stilted any retained capacity for excitement I might of had. The audacious vulgarity perpetrated by Destiny’s deficient content distribution has thrust scepticism upon the whole sordid business of online gaming, emphasising just how lucrative it is. Having said that Uncharted’s multi-player in both previous iterations were used to satisfying effect, as more of a complimenting component as opposed to something like Destiny’s less revered permanent online functionality. Most gamers were attracted to Uncharted’s single player campaigns, the elaborate pastiche of Indiana Jones adventures, with irreverent tone and the effectual avidity of its characterisations, only engaging with its online additions in fleeting indignant glances. It’s fair to say that Uncharted’s multi-player was an acquired taste, rigorously asserted by those that either bemoaned it’s inclusion as unnecessary or were more inclined to delve into the seemingly superior quality offered by FPS’s. And it’s true that most FPS’s generate concerted effort into there online games, with the exception of the much maligned Destiny, than they do with their single serving components. But I appreciated Uncharted multi-player for what it was: a superfluous, functional addition and I actually approve of more third person perspectives in an online capacity.
I’ve always retained preferential proclivity for third person. First person perspectives have always represented disorientation and constricted interactivity, whereas the distance of third promotes a mailable distinction to your peripheral environment, allowing for less restricted capacity for mobility required for a game with such lateral environments. This additional awareness generates a variation for fast, reactive dynamacy, promoting kinetic fluidity. It’s not original or even exceptional, but it’s liberal use of genre defining ubiquitous such as team death-match and aberrations of capture the flag are arbitrations that require little adapting. Familiarity is a powerful element in gaming, sometimes deceivingly so, but for Uncharted 4 it’s an active encouragement. Everything about it feels familiar, taught, mobility tightened. Maps are less convoluted promoting effectual conflicts between opposing forces. Shooting is more assured with controls that are pliant and eager to react. Ammo is limited yet replete enough that you can secure enough kills to subsidise any wasted bullets. Blind-firing is a mercifully reduced tactic here, curtailing the excessive cheat with combat that prides itself on accuracy and skill rather than a lithe of spirited jaunts around a map laden with a weapons that mediates the effectiveness of actually aiming your weapon. The combat is overall a competent variation on what “The Last Of Us” multi-player provided, particularly in the way enemies are defeated (more on that later) courting with the predecessors nuanced paucity but without slowing the pace of the matches. The one critical distinction, other than the proponent combat is the lateral environments and how you utilise it to your advantage.
A moving target is always harder to hit, even more so when they can swing over you with the new grapple feature. Latch onto aloft structures perched on specific structures with your grappling hook, propel yourself with such furious velocity that any pursuers below you will suffer instantaneous death when you land on them Iron Man style. These dramatic feats of aerial immobilisation aren’t necessarily practical means of confrontation, nor can being a organic projectile generate any consistent advantage, but you do look damn cool doing it! More often than not it acts as a conduit for you between vantage points and the ground, with the fettered swaying acting as a distraction for oncoming opponents as your team promptly finish them off. Another crucial distinction between Uncharted 4 and it’s predecessors is that Uncharted 3 harnessed self preservation, whereas Uncharted 4 actively encourages unified participation. Separate from your group and be prepared to stick your ass out for repeated, humiliating penetration, while the rest of your team is busy baking you some bitter humble pie! Averting defeat is a requisite bred from cooperation. A number of times the team splintered into singular groups and were promptly dispensed with quicker than Bernard Matthew’s pet turkey. Modulated isolation can help you ambush unsuspecting pursuers but chances are that support will be within close proximity to avenge a fallen comrade, sometimes before you’ve had a chance to finish them off. The support itself comes in a variety of forms. You have numerable choices of what role you wish to play within your team with a variant of individual attributes that contribute to your groups overall success. You could choose to play a support role, binding mortal wounds with an ethereal grenade that instantly heals downed confederates. Distance yourself from the bulk of the action with subtle reconnaissance and by placing mines that detonate when in the vicinity of an opposing force. You can be that annoying guy who kills from range then flees or just do what everyone seems to do and pick assault, the standard variant of any online game. Though this decision is largely negligible as the primary objective is just to kill the opposition, there are benefits to having separate roles within a unit. With each game you acquire currency that can be exchanged for additional support or artillery during a match, providing much needed support when things aren’t going according to plan. You accumulate money through a variety of different methods: assists, healing, kills etc. With enough collateral you can purchase a wealth of suppositories such as the ability to deploy automated sentries to do your bidding, providing additional support as well as much needed target for your enemies to concentrate their fire on. Of course depending on your role your hired hand could either be a sneaky assailant that chokes enemies to death with intimate struggle cuddles, snipes them from afar or wanders the battlefield with a gun as strong as Schwarzenegger’s Austrian accent. And believe me, you’ll need all the help you can get!
Opponents don’t capitulate quite as easily as they did in Uncharted 3, only submitting after being downed and then finished off, which is liable to provide team-mates ample time to restore their health as they crawl behind cover making it difficult for you to engage in the necessary kill. This distinction is very reminiscent of “The Last Of Us” multi-player, yet promotes a more aggressive variation on that conceit. Whereas “The Last Of us” required more subverted infiltration, conserving meagre ammunition, supplies and crafting your suppositories into volatile weapons or preservatives, Uncharted is an action oriented imitation, promoting direct yet strategic conflict. The excerpts borrowed directly from “The Last Of Us” scriptures are used to considerable advantage, merging into a composite beast of these two similarly differing franchises. It isn’t a perfect amalgamation however. Though the frame-rates are smoother than Michael Buble warbling Christmas songs in a tub of Vaseline, there is an errant sterility that tinges the vibrancy of the environments, which in themselves are hardly memorable or even mildly exciting. Of course with graphics as polished as this you aren’t going to be too concerned. The lack of versatility applied to the way it distributes teams is perplexing as many matches end in either effortless success or crippling defeat. Often times your then paired with the exact same players for additional unbalanced confrontations?! Being online the abhorrent platitudes of those that insist on using headphones to mock your failures or remark on everyone and how they have seemingly all slept with my mother is a convention all too familiar in online territory, though largely reserved for more high profile titles. The distorted and rather irrational retorts of delinquency are less intrusive here, with most not necessarily cordial but at least respectful.
Personally I was never concerned for the preservation of the multi-player. It’s a surplus addition that has always served it’s purpose well. Whereas Uncharted 3’s online functionality was as divisive as it was unnecessary, Uncharted 4’s Beta belies a game tempered by its previous mistakes. It’s still difficult to recommend to those that abhor Deceptions proclivities, and with only one match mode and sparse environments to traverse it’s still ill equipped to be judged as a more than a moderately intriguing curiosity to most. It is what it is, it does what it does. Except here it does it just a little bit better. What really counts however is the core game itself. This is where A Thief’s End cannot afford–much like Drake, to slip up!
Did you play Uncharted 4’s beta? If so what did you think of it. Comment and let me know.
Rather than disclose a protracted article concerning Uncharted 4’s multi-player beta I felt compelled to simply distribute a video instead. Thus giving me more time to compose a suitably considerate riposte, expertly detailing the specific divergences from the previous instalment as well as customary advances implemented in this up coming title, which as ever will be evaluated with concise thoroughness and will be as diversified as it is impartial. All right fine, my opinions are going to be as reliable as a Greek bank manager called Louis Van Gaal! Whatever arbitrary post I submit in the future is an issue for another day, for now check out one of my more successful matches in Uncharted 4. Enjoy.
Have you played Uncharted 4 Multi-player Beta yet? If so what did you think. Let me know in the comments below. Cheers.