Ceremony
How I choose to feel is how I am
- Jun 8, 2012
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- 17,394
You know what I thought when I played the first three Uncharted games earlier this year? I spent the entire time thinking "I want more Nathan Drake." I just can't get enough of this smug, boring mass-murderer who never shuts up, and never actually says anything clever or witty despite being extremely full of himself. I need more! Well, it seems Naughty Dog actually found some people who think that because with Uncharted 4 not only is Nathan Drake back and insufferable as ever, he's got a big brother who's exactly the same. And he's now married to Elena who's got even worse patter than he does. Fantastic.
Standard Uncharted plot applies - you are Nathan Drake and with the usual assortment of accomplices there's a treasure for you to go and find. Rather than semi-mythical concepts like El Dorado or Shangri-La however he's off looking for some pirate treasure. Now that I think about it, it's quite a literal interpretation of the concept of a treasure hunt. I don't care about the plot to offer more details. Gameplay is the usual combination of third person runny jump climby cover shooty, with the occasional ropey... swingy section. Sorry. I'm going to do this review the opposite way round to usual - gameplay first, plot/themes/narratives second.
Gameplay is what it is. I suppose with the amount of third person games Naughty Dog have done since the first Uncharted they should know what they're doing by now. There are a few additions to the series. The rope swinging sections where you can jump from a ledge, swing a grappling hook to a pole and swing to the next one, they're okay I guess. There are some sliding sections too, but both of these just seem inserted for a bit of variety when moving from one place to another, there's nothing exciting about them. Halfway through the game there's a new climbing mechanic introduced, the piton, where you have to press square to dig into a section of wall and jump to another ledge rather than go straight from ledge to ledge. This just proves they're adding stuff for the sake of it. It doesn't serve any purpose. It's just busywork. There are areas where you can easily reach the next ledge with the standard jump but can't until you've jammed yourself into the wall first. Why? Just get on with it.
Two of my biggest problems with combat in the first three Uncharteds were melee combat and stealth. Melee is fixed by finally being a much smaller part of the game. It's there if you want to, but you're not forced into it aside from one or two scripted scenes. Good. Stealth is back and there are quite a few open areas with lots of enemies and lots of different ways to approach it. This sounds like a good idea in theory, but every such area I can think of right now always has the same problem. You can stake out one enemy, watch their path, finally decide to go in for a stealth attack only to discover one of the other fifteen guys in the area can suddenly see you, and a gunfight ensues. Unlike previous games where stealth was an option but never felt tangibly rewarding, here you're encouraged to do it in areas where it's too awkward to do properly. I don't think the open-ended areas offer much to gameplay either for the same reason. Even if you plan an attack on an area the controls get too fiddly during combat, with the same button for rolling and taking cover making what you actually do when you press it a complete lottery.
In addition to less melee than before, there aren't as many puzzles in Uncharted 4. This is bad. The puzzles in the first two games were insulting, the third game brought them up a good bit, then here there are about three of them in the game total and they're not hard. This makes the game feel generic more than anything else, and it's a real drawback. If there's an aspect of your game that offers a bit of variety and lateral thinking, why not stick with it? Now that I think about it, the game's dumbed down in other ways. Even if you turn off the very pushy in-game hint notifications, you still get them. Stand still for more than five seconds and either Nathan or his companion will say "Hey! Try going over to this area which is extremely obviously the way through the level!" Leave me alone.
New to the series is a more open-ended feel to some of the sections. In some cases this is just a few extra possible paths to reach the end of a platforming section, in one or two it's a huge area with some buildings to explore. Now that I think about it though, this one section in particular acts mainly as a vehicle (heh) to listen to the character development (and I'll come to this later). While searching for pirate king Henry Avery and his treasure, Nathan, brother Sam and Sully go to Madagascar. You get a jeep and a big open area to drive around in with some vehicle based platforming which, for the most part, is a nice diversion. While there are some buildings to explore and some pointless collectables to find, none of it serves any purpose. I find it strange that a game centred around characters who go on these wild adventures is so shallow in terms of your interaction with the world.
Since I played the first three games on PS4, I didn't get to experience their multiplayer. Uncharted 4 has multiplayer. I played it. I was useless. It's been a long time since I played a shooter online, but this seems very focused on people who've played it for a long time having a massive advantage in terms of weapons and equipment. There's also a Survival mode which I'm still in the process of playing. To call it cheap would be an understatement. I understand it's also gone through a series of patches and rebalancing which made payable DLC weapons more effective and then less effective, so it's deliberately cheap. Still, it offers something markedly different if you enjoyed the combat. There's a massive range of weapons in the game, so it's a chance to work through those if nothing else.
When I come to games some time after they've been released it's usually for the same reasons. Like everyone else nowadays I have a massive backlog and little reason to buy anything when it's newly released. In rare cases if it's a game I have some interest in but don't need immediately, I try to ignore it and coverage of it until it's time to play so I can go in unspoiled. As a result the only thing I really knew about the Uncharted series was how everyone loved Nathan Drake, how he was so funny and great and it seemed like everyone who played the games really bought into his character.
After the first three games, I did not share this sentiment. After the fourth, I would pay full AAA price for something that just lets me harm Nathan Drake and all his friends in as many creative ways as possible. I don't get this guy at all. He doesn't have a personality, he has impeccable hair and an inability to shut up. His big brother Sam, retconned into Nathan's backstory, is the same (although he's balding). Having two of them chatting shit to one another somehow isn't even worse than Nathan on his own, it's just blander. One shit patter merchant begets another, and I don't see the point in adding one.
The interesting thing about Uncharted 4 is that for a brief, beautiful moment there actually is a suggestion of a character. Nathan is past his treasure hunting days. He's married Elena and they live in a suspiciously large house on his salvage company wage and her sporadic travel writing. They have an irritatingly cutesy relationship where they play Crash Bandicoot to decide who does the dishes (side-note: Nathan complains about that game having loading times, but when they're in Madagascar he champions having pen and paper with him because phone signals are unreliable - make your mind up) and he occasionally retreats to his attic with all his stolen wares from his past to reminisce. This is the first time in an Uncharted game where I was interested in what Nathan Drake thought about things, and what he did in the world. It lasts about twenty minutes.
If his relationship with Sam is annoying, it's nothing compared to when Elena catches up to him. Aside from a brief part of Uncharted 3 she's always been a particularly beige female character, someone who's just sort of there and is so obviously the inevitable love interest it's like she doesn't bother acting upon it because it'll so obviously happen. Fine. Here though, when she finds out Nathan lied to her about going on a salvage job, there's conflict. She's had enough, she storms out. When she goes to pick him up after they've reached the island along with the mercenary army who're there to get the treasure too, she tells him she almost didn't go back this time.
Great! I think. We're going to get conflict, we're going to get someone telling him what an arse he is for a change. Nope. One faux-earnest monologue later everything's back to normal and Elena's returning the awful banter with more enthusiasm than Sam ever did. Great. It's somehow even more annoying from her. It's like Naughty Dog saw an opportunity for some interesting characterisation and deliberately didn't bother.
There are some comparisons to make between the characterisation in Uncharted 4 and The Last of Us. During a driving section Nathan tells Elena why he never told her about his brother. The conversation eventually drifts away to some piano music while you're driving through a river and a waterfall. This isn't character development. The Last of Us' success was based in the grounded, desperate nature of the characters. Trying to transplant that into a different series that's never been like that doesn't work when it's done so briefly. You can't give people personalities in twenty seconds when they don't have any. To be clear, I don't think the characters in The Last of Us were any good either. But that style of writing is completely unsuitable for the Uncharted series, and when it's done so sparingly it just draws attention to how out of place it is.
The kindest thing I can say about Uncharted 4 is that its ending is seemingly unequivocal. It's an ending. I'm not going to be rushing to play any more Uncharteds that happen to be made. Number 4 isn't a bad game, but I have no interest in the characters or what happens to them. If I feel that way after nearly ten years, I guess it's just not for me.