Uncharted 4 A Thief’s End Campaign Review: SIC·PARVIS·MAGNA

A journey that began 9 years ago, a journey full f ruined but precious lost cities, curses that would make your skin crawl or even infect and twist the best of us, a journey full of danger, gun fire, and badly constructed bridges, a journey full of love, loss and betrayal, a journey full of phenomenally realised and acted characters, and more hilarious one liners than I can count; that journey has finally come to an end, and boy am I sad to see it go.
The story of Uncharted 4: A Thief’s End sees Nathan Drake, after going through countless trials by fire, ice and even a flood or two, in search of the world’s finest treasure has finally found his in the form of a normal life with his wife and long-time adventurer Elena. But when Nate’s long lost brother, Sam, bursts back into his life, Nate is flung back into the life of a treasure hunter.
The main plot of Uncharted 4 is probably the best laid out and constructed in all the series. Unlike in some of the other games mostly Uncharted 3, where the plot was just a vehicle to get me to the next “OH COME ON!” inducing set piece or manic gun fight up a rusting boat graveyard, the plot in Uncharted 4 had me genuinely hooked. With each new clue discovered behind a conveniently locked door or discarded not left in the hands of a dying Pirate I was right there with Nate, trying to piece together the mystery surrounding the treasure and which clue would send us closer to the booty.
But not only that but the character arcs in this final chapter were also excellent and some of the best, if not THE best the series has done. Each character not only acted completely reasonable and realistic but each ones growth in the story had me either on the edge of tears of holding down jumps of joy. It was a true treat to spend time again with these characters and each one got their own iconic moment in this games spotlight that had me uncontrollably smile long past the closing credits
What was also really well done with the character moments in this game was how they were integrated into the experience. Not all were marooned in the fantastic cutscenes as they traditionally would be, but some, even the most important ones were integrated into the gameplay through prompted conversation moments, these made me feel even more involved in what was being said, giving me an owner ship in how these characters that I have loved for years are evolving and shows the brilliantly sophisticated storytellers that the people at Naughtydog are.
And it’s a damn good thing that the character moments and plot of the story were so compelling because this Uncarted has a lot slower pace than the last 3 by a large margin. This game feels like a more thoughtful addition to the series where you are allowed to ponder on either the newest jigsaw piece that is making slowly uncovering the plot of the missing pirate treasure, or the heartfelt character moment that you have just witnessed. The game definitely has a different feeling to the others, but that’s not such a bad thing, giving the game a fresh feeling and the farewell to the series and the characters a more sombre note.
And thankfully it is in these comparatively quieter moments from the roar of gun fire and building demolition that the gameplay of Uncharted 4 also shines. The exploration and problem solving in this game is the best in the series and made walking around the ruins of a old pirate outpost or solving the next convoluted puzzle left by the narcissistic pirate captain a real treat to play. This paired with the series’ iconic platforming, which has been given an intuitive twist as you no longer just fling Nate up a ledge at a time but can actually have him naturally ascend a cliff-face, stretching from ledge to ledge as you actually see his individual fingers poise and finally grasp onto the next ledge one by one. This new look and feel to climbing made the experience not only a highlight of playing Uncharted 4 to me but also gave the game another boost of realism and immersion.
Another small but great addition to the Uncharted formula is the game’s more open feel and approach to situations. Instead of the one corridor you can only and must go down to get to the next part of the game, Uncharted 4 has more of a branching path approach. While all paths lead to the same point, obviously, there seemed to be a surprising wealth of ways to traverse, explore and battle my way through the landscapes of the game, with different ways to climb the up to the peak of a mountain and a host of locations to scavenge that you could simply walk past and ignore or dive into spiked hair first.
This amount of choice of how to get to or go through a given environment, paired with the intuitive climbing system, intriguing plot and immersive character interactions all amount to make the player feel the most like they are in Nates shoes than ever before. You feel like you are on the adventure with him, solving the next puzzle or working out just how to scale yet another half broken stairway; which all makes you completely absorbed in the experience.
However I did have some problems with the game, and these were problems I never thought I would have with an Uncharted game. I never fully clicked with the action like I had in previous games, but I think I know why. With the games slower pace the action in the game feels more fleeting, never really letting you completely commit to the fast pace needed for the onslaught of goons that stand in Nates way. Also, for the majority of the areas where combat does take place, the maps are too big and convoluted to really make a good and smooth action experience. I never really had a good idea of where I, or the enemy was and either walked into a narrow dead end to be blasted to pieces by 5 goons just around the corner apparently, or left out in the open flailing around like a fish out of water.
The maps were constructed in this way because the action, for the most part, is reared toward the much more fleshed out stealth route of the gameplay. With directors Neil Druckmann and Bruce Straley just coming off the other mega success under Naughtydog’s belt, The Last Of Us, this wasn’t much of a surprise as that games action centred a lot more round stealth than all out explosive warfare. So in this way the maps are very helpful, giving you plenty of nooks and crannies to hide and grab your next victim of neck breakage from. But when inevitably you didn’t account for that one far off guard to see your spikey hair poking out of the tall grass and the more traditional gun play of the Uncharted series kicks in I was always left with no clear sight of who was shooting me, leaving me dead I  the water.
However while the action scenarios of the game aren’t the high calibre I wanted from the game, the mechanics behind the actual action are superb. From the surprisingly smart and deadly AI you are put up against to the marvellous new aiming system where the reticle for your aim takes into account the sway and kickback of your gun a lot more intuitively, making the gun play feel not only more realistic but also makes actually firing the gun feel a lot more awesome and immersive.
Another amazing aspect of the action is the hand to hand combat of the game. While the system hasn’t really been that much iterated from Uncharted 3’s similarly badass mechanics, the moves and animations of the fight, as well as the way you can make Nate counter attacks from enemies for devastating and honestly really cool pay offs is a glorious sight to behold. While this same mechanic can become a little bit clunky when incorporated into the bullet storms that most of the combat scenarios turn into, when you get a move timed exactly right you feel like the legend Nate is professed to be.
Similar to the action of the game, the big destructive set pieces also feel disappointingly fleeting and never reach the heights set out by previous jaw dropping moments in the Uncharted series such as being inside of a building collapsing to nothing but rubble or being violently ejected from a still flying and simultaneously burning plane. Except for one standout sequence that had my eyes wide in awe of what the game was having me do and how epic the whole situation looked and felt, the other set pieces felt either too passive or too minor to get much of a reaction out of me.
While the set pieces were, on the whole, a disappointment you can’t deny that they look flippin’ fantastic. And that goes for literally every other pixel of the game. From breathtaking far off lands that are drenched in sun to a point where I was even feeling hot just from association to the incredibly facial animation of the characters, this game is without a doubt the best looking game out there and time and time again my eyes just couldn’t compute how beautiful this game was. In most games the graphical prouesse gets old and doesn’t really impress after the first 2 hours but Uncharted 4’s beauty never got hold and will always be a sight to behold.
And the amazingly realistic look of the characters makes the already brilliant performances of the characters that much better. Each and every role in this game was phenomenally acted, from the fan-cheer inducing returning cast of industry legend Nolan North as funny and loveable Nathan Drake, Emily Rose as Elena and Richard McGonagle as Victor God-Damn Sullivan. Each character returned with even more charm and wit than ever and gave stellar closing performances. And that can also be said of the new cast with other industry legend Troy Baker joining as Nates brother Sam and quickly becoming one of my favourite characters as his character is not only great on his own but also gives us a living gateway into Nates mysterious past and what influenced him to become the man he is today, seeing the two interact is amazing to see each time and showcase just how fantastic the writing of these games truly are. Also the villains of this game, Rafe Adler and Nadine Ross, are the most realised and realistic of the series, with their actions completely making sense, as well as their motivations and character defects adding some interesting layers to roles that could’ve been just the traditional, moustache twirling fanfare.
So overall this is a weird one for me. I went into the game expecting to love it for its explosive action and series’ iconic set pieces but instead left leaving this game loving it for how immersed and hooked I was on the journey not only of the characters but of the over aching, mystery woven, plot. The fact that this is the last Uncharted had me an emotional blob throughout and the ending of the game left me not only satisfied, and a little teary eyed, but extremely happy to be a part of this phenomenal series. Goodbye Uncharted, you will be missed.
Uncharted 4 A Thief’s End Campaign = 9/10
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