Nathan Drake
All posts tagged Nathan Drake
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.
The term role-playing game has always confused me, especially in the way it’s regarded by the gaming community.
Your vicarious assimilation, however inured is a participation attributed to a specific role. Whether that’s a footballer or an intrepid adventurer. So why is there such a neglected recognition for anything that isn’t steeped amid extrapolated mysticism? For me the interpretive definition, commonly applied to anything with wizards dragons and other variants on asinine mythology is one made through convenience. I’m sure there are many that consider the term “RPG” a succinct appellation of the abbreviation, an aberration that meekly defines a specific game, but there’s such an exponent variation on what constitutes as an RPG that it’s difficult to accurately extract it’s specifics. If you’re simulating the role of Batman, Lara Croft, Nathan Drake or even a pixellated Hedgehog, are you not by the systemic rule of interaction playing the role of a character? An acquaintance of mine was telling me recently that he doesn’t play RPG’s as “that kind of thing is boring” he suggested. He is evidently more infatuated with a generic FPS in all of its asinine persuasions. Not that I’m criticising (much), but isn’t something like Battlefield or Call of duty a composite of both FPS and RPG? Isn’t every first or third person, racing, sport or any other abbreviation that categorises a genre, canopied under the governing prelude of an RPG?
Can you define an RPG by its merits, stature or size? Whether by its limited linearity or expansive setting? It seems a socially acceptable exclusion to anything that doesn’t depict imposing lands replete in swords and dragons, with ideologies specifically reserved for knights of valour as being the pictorial aggregation of a genre loosely defined. You’d think that amid the swell of secularised platforms that someone could recognise the clear parallel that most genres fraternised with role-playing?! An FPS for instance by its very definition is neutrally identifiable, evidenced in the banal troupes and indentured servitude. (Again I’m not having a go, honest!) If the game represents a first person perspective and you shoot things, then it’s probably an FPS. If your goal is to, well score goals in a game of football, then that’s sports. If you’re driving a car round a track, then that’s racing. But all of these types of games are emblematic depictions of an RPG. Aren’t they? Of course many gamers would resist the proposal to refer to anything outside of Tolkien or featuring spaceships as an RPG, which is rebellious in a conformists kind of way, that only conflate’s the negative association with this parlous conduit.
The dimensions that are proportionate to RPG such as size, themes and scale indicates the constitutions of what a contemporary RPG’S are supposed to be. I understand this is a very broad acquaintance and that games need to be regulated into condensed categories, but to me signifying something that conjures so much expansive connotations, the arbitrary RPG description facilitates a multitude of attributes. I may be misguided in my reasoning, it’s been known to happen on occasion, or perhaps Cod fans are just as geeky as the kids that dress up as their favourite gaming characters. So just admit that your cool, blowey uppy world war simulator is a role-playing game! Ugh. Nerds!
Are all games RPG’s? Leave a comment that agrees me entirely……by which I mean leave an impartial suggestions. Cheers.