Top10 - Uncharted 4 Game Review
➜ In amongst its frantic combat, slick parkour, and outrageous action choreography, Uncharted 4: A Thief’s End achieves something wonderful: maturity. This is less a breezy lad’s tale revelling in fortune and glory and more a story about the lads when they’re all grown up, bolstered by an equally developed graphics engine and career-high performances from its cast. A surprisingly assured set of multiplayer modes ices the cake.
➜ What
lets it down, however, is an uninspired and overly long third act which slows
down its pace considerably with curiously repetitive gameplay. Uncharted 4
consequently falls short of the greatness achieved by some of developer Naughty
Dog’s leaner, more inventive predecessors.Its 15-hour experience kicks off with
focus. Uncharted 4’s story is established in a compelling handful of chapters
that weave their way through different time periods with tightly directed
cinematic flair. While its setup is overly familiar - Nathan Drake and Elena
Fisher are attempting to retire from action-heroism and live a normal life
until Nate’s presumed-dead brother turns up with an offer he can’t refuse - a
strong emotional throughline is born from the characters’ struggle to reconcile
their adult responsibilities with the promise of excitement they secretly
crave. Uncharted 4 does a terrific job of exploring a more world-weary group of
adventurers, with their concerns and musings layered throughout its quieter
moments.
➜ These
incidental conversations are a marvel. It’s here that we see characters bristle
and soften, brought slowly to life with considered writing and a peerless voice
cast. Performances from series veterans Nolan North (Nathan Drake), Emily Rose
(Elena Fisher), and Richard McGonagle (Victor Sullivan) are as big-hearted as
ever, while newcomers Troy Baker (Samuel Drake), Laura Bailey (Nadine Ross),
and Warren Kole (Rafe Adler) are nicely understated in more enigmatic roles.
➜ Uncharted
4’s companion characters never break the spell in more frantic or tense
sections, either. If you choose to play stealthily, they’ll crouch down in the
long grass beside you (and unlike Ellie in The Last of Us, they do an excellent
job of staying out of enemy sightlines). If they’re in your way while climbing,
they’ll let you clamber over them. They’re competent in gun fights, helpful in
traversal, and typically witty throughout. They feel vital.
➜ Smooth
Criminal : This level of polish and slickness permeates Uncharted 4. During
traversal you can now reach for platforms by controlling Nate like a puppet
with the DualShock thumbstick, which leads to fluid, unbroken climbing. A new
4x4 controls well over tricky terrain, and Uncharted 4’s camera worships Nate’s
grappling hook, lovingly zooming out as he swings off of cliff faces to bring
home a magnificent vista. Steep gravel paths (a personal favourite) send Nate
slipping across cliff faces like they were waterslides.
➜ Naughty Dog has expanded its terrain in order to make the most of
these new tools. While I would have enjoyed more to do in this larger land mass
- there’s disappointingly little to reward exploration of its various nooks and
crannies beyond the occasional sparkling bit of treasure and a great view - I
appreciated that occasionally there was more than one pathway to reach my goal.
For a series defined by linearity, even the suggestion of choice is
refreshing.The same can be said for the stages of more violent action. While
you’re occasionally flung into the middle of a group of mercenaries with little
to do but shoot your way out, other encounters take place on elaborate
adventure playgrounds allowing for more stealthy play. I appreciated the
option, even if this is fairly pedestrian and routine stealth gameplay in 2016:
characters can be tagged for tracking, long grass is there for silent
takedowns, and enemies linger on ledges begging to be grabbed by the ankle from
below or kicked off from behind. That’s not to say it’s done poorly – it’s as
polished as everything else in Uncharted 4 – it simply doesn’t do anything
surprising or interesting. More, considering AI switches to a cautionary state
at any sign of trouble, I was disappointed I couldn’t move bodies.If you’re
noticed, Uncharted 4’s bad guys will spring into action and distinguish
themselves in combat. Open level design allows them to pull relatively
intelligent moves like flanking, and they’ll rarely forget you’re there if you
try to hide (while hanging off a ledge, for example, they’ll stamp on your
hands). Such credible behaviour means you have to keep moving in battle;
crouching behind an indestructible pillar to regain your health is no longer
feasible. While shooting in Uncharted 4 is satisfying if unremarkable, enemies
are now savvy enough – and thankfully less spongy – that there’s a genuine
satisfaction born from each kill. It’s fun, frantic stuff.
➜ Somehow, the visuals keep up with it all. Unlike past Uncharted games where very strict linearity allowed for very carefully orchestrated beauty between stretches of more utilitarian sections built for action, Uncharted 4 manages to be all gorgeous, all the time. The big vistas are predictably impressive, but it’s the little details that really astound: the way snow settles on Nate’s hair, the shocking green of an underwater plant, the reflection cast off of an oil painting. The regularity of such beauty borders on ridiculous: it may be capped at 30 frames per second, but this is the prettiest game I’ve ever played.
➜ A Thief's End
: With such strong systems at its disposal, then, it's disappointing that
Naughty Dog doesn’t build more theatrical context around them. Regarding the
series’ trademark outrageously choreographed action sequences, Uncharted 4’s
campaign suffers from a curious lack of imagination. There are bright spots:
there’s a brilliant car chase in Madagascar and a vertigo-inducing section
involving clambering up a clock tower that really stand out. But otherwise the
thrills here tend to be of a more predictable nature: lots of handholds breaking
at the last minute, buildings coming down, an occasional easily solved puzzle
in an opulent interior. It’s 2016, and after three Uncharteds (and two
contemporary Tomb Raiders) we’ve seen it all before.
➜ This becomes a big problem in Uncharted 4’s third act, where the
pacing slows down to a crawl. This jungle section is repetitive, and Nate and
friends do little in it but climb and shoot, rinse and repeat. After a while,
every encounter blurred into one amorphous amalgamation of shootouts, cliff faces,
and pushing crates off of ledges for your companion to clamber up. As it’s the
longest section in Uncharted 4, it eventually became a slog.
➜ Things pick up significantly by the end. The thoughtful exploration of these characters and their relationships with each other has a subtle payoff which bucks against the typical action coda, and it’s to Naughty Dog’s credit that it’s unafraid to stay true to its characters and their motivations, even if they aren’t as explosive as one might expect.
➜ After The End
: There’s not much to do in the main campaign once you’ve finished it, bar
completing your treasure collection, but there’s extended life to be had in
Uncharted 4’s confident 5v5 and 4v4 multiplayer. Though it’s still a sideshow
to the main campaign in scope, its four modes – Team Deathmatch, Plunder,
Command, and Ranked Team Deathmatch – embody the series’ most enjoyable
qualities: camaraderie (your teammates can be revived when in a downed state),
sheets of bullets, and a constant sense of momentum. On the latter point, it
helps that the stages for play have been opened up from previous games thanks
to the grappling hook: zipping around to high vantagepoints to get the drop on
enemies lends itself to a dizzying sense of verticality.
➜ Deathmatch is ranked, which lends competitive longevity and
appropriate skill matchmaking to Uncharted 4’s multiplayer, but Plunder and
Command are the most fun. Command is a map-domination variant that places
greater emphasis on teamwork by putting a target on the back of the strongest
player in each team - the ‘captain.’ As you try and capture territories and
hunt the enemy’s captain, you also have to protect against the opposing team
trying to kill yours. You’ve got to be even more alert than usual, even as
you’re pursuing an objective.Plunder works similarly to previous Uncharteds,
where the goal is to carry an idol to a central point on the map before the
other team reaches it with theirs. Slowly heaving an idol to your teammate
across a giant ravine while being shot at on all sides makes for a hilarious
contrast in pace.
➜ A sense
of chaos is further encouraged by the outrageous abilities you can now harness
in all of Uncharted 4’s multiplayer modes. Spending earned points to
temporarily wield supernatural powers like teleportation, which hurtles you
across the map, and summon a sarcophagus that attacks the enemy with flying
evil spirits can totally interrupt the rhythms of what would otherwise be a
normal firefight.
➜ The AI sidekicks available for every player are a clever new addition, too. Instead of buying flashy powers, you can summon enormously handy AI-controlled helpers in battle. They’re capable of fulfilling basic tasks like sniping, brute-force shooting, and healing – as well as giving your opponents something to shoot at that isn’t your head. If you’re up against them, there’s a franticness born from trying to take them down while being attacked from all sides.It plays beautifully. Because it runs at 60fps, the shooting feels better than it does in the main campaign, and there’s just as much fluidity to scaling walls and swinging, but now with a palpable smoothness. Naughty Dog does a great job at twisting familiar environments from the main campaign into interesting shapes across eight maps: soaring through the air against a boundless Mediterranean sea before leaping into the opulence of an Italian auction house – all the while shooting at other players – is exhilarating.
➜ These maps are well suited for shootouts, leaping, and magic powers. Wide open spaces peppered with lookout spots make for dramatic shootouts, winding corridors under heaving pirate ships are there for intimate encounters, and spots for the grappling hook are everywhere, meaning every game feels alive with motion.
➜ While it’s difficult to say what Uncharted 4’s multiplayer will look like in the future, there are enough unlockables and perks to act as a carrot for completionists, and Naughty Dog has promised more maps, mysticals, and a co-op mode in the future that I’ll be sticking around for.



Comments
Post a Comment