Hack Review: Uncharted 4

So it’s been about a week since I finished Uncharted 4, but I wanted to let it sit as I worked my way through how I felt about it. I want to start off by getting the simple stuff out of the way: the game is great on pretty much every conceivable level, from level design and visuals to gameplay to voice acting. As with previous entries in the series, I routinely stopped just to marvel at my surroundings – or listen to them, or both – and it was just damn impressive.

That said, the story is a bit of a rough one. I don’t mean badly written, though, not at all. I mean because you know going into it that this is Nate’s last adventure – at least so says Naughty Dog, and I believe them – and so there’s an extra level of apprehension to everything because between that and the game’s title you find yourself constantly wondering how the titular thief is and what kind of end they have in mind. I won’t say it makes the game melancholy, as the trademark Uncharted wit and banter is strongly in evidence, but it does add a depth and maturity to the story, as well as an extra sense of risk any time a character is in peril.

Think it like watching the last season of a television show you like, or firing up Mass Effect 3, or how we will all feel picking up the last installment of A Song of Ice and Fire – you’re sad the story is ending, excited to see how it will happen, and more than a little scared because you know all bets are off and literally no character is safe. It’s a thrilling experience, done correctly, but an even more nerve-wracking one too.

I wasn’t precisely surprised how emotional I got at some points during the game – I love the characters and I’m an unabashed fan of the series, so you could say I’m invested – but I was pleased with how well it was handled. They didn’t wring melodrama out of it, and even when some of the characters made boneheaded decisions, I believed it emotionally even if it didn’t quite scan logically. More credit to the seasoned and awesome voice acting crew on this one too, for delivering top notch performances. The addition of a new character can really throw an existing dynamic, but it worked beautifully here. Sam doesn’t feel like a gimmick or a distraction, he feels like part of the crew, and the brother chemistry works beautifully in both the funny parts and the serious ones.

I read a review that commented on how you can see the influence of The Last of Us in some of the pacing and the emotional beats, and I’d agree with that. In particular I can see that in how this game takes time to slow down and explore its environments a bit more, to reward you for taking different paths and trying dialogue options. (Seriously, when you have a chance to explore a house – Nate’s or otherwise – then TAKE IT. Lots of neat little things to pick up for character and backstory.) It’s not the first Uncharted game where I was tempted to go back and replay levels to look for stuff, but it was the first time I would do it for story and exploration more than just picking up missed collectibles.

As for the gameplay and set pieces, well, it’s Uncharted. You know what you’re getting, and you get it here like you have in all the others – crazy chases (the mud flats is an insanely fun level in particular), amazing and also exploding/collapsing environments you have to race out of in cinematic fashion, cool Indiana Jones puzzles to figure out, the works. Combat is jazzed up nicely, with good melee and slick shooting, though I will tell you the enemies are no joke this time around – stealth is much more of an option and I suggest you take it, as even on “normal” the enemies are lethal shots and good at flanking and using grenades and other tricks to flush you out and take you down.

And two words of pure joy: GRAPPLING HOOK!

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Now, I’ve heard some folks say that Uncharted 4 felt a little tired in the sense that these amazing action scenes and set pieces are expected by now, which makes them predictable instead of the flat out craziness off the first few games. I can see that point, but I don’t believe the predictability detracts from their excellence in execution. And more than a few of those moments had me scrambling and laughing and saying “holy sh-t!” so I think they pulled them off.

There was also a somewhat controversial decision to not include a particular type of plot element in this installment, which has been found in every other Uncharted game (to greater or lesser degree). I will admit I was mildly disappointed when I realized they weren’t going to go in that direction, if only because I like those sorts of stories and felt they had a good setup here (and did it well in the past), but I also recognize that it might have been one ingredient too many in an already packed story. And given that it was the final installment and plenty of personal and emotional stuff going on with Nate and his family – adopted, married, or actual – it was probably best not to muddy the water any further. I salute their restraint, though I still would have loved to see what they would have done differently if the story wasn’t so big already …

Still without going into spoilers, I will say that the very, very end of the game – the Epilogue, in fact – was a total surprise, in the best sort of way. And definitely a spiritual descendant of The Last of Us, which you’ll understand when you see it. I wasn’t expecting an epilogue in general, and I especially wasn’t expecting the one I got, so I will say that it worked particularly well in those respects. It wasn’t how I expected Uncharted to conclude, or at least Nate’s story, and I think some people might have felt it was a bit underwhelming or anticlimactic, especially given the franchise’s action-packed history.

Not me, though. I liked the quiet meditation of it – when you get to it, EXPLORE. EVERYTHING. – and really enjoyed that they let me take my time to process it. No gimmicks, no cheap jumps or gotcha moments, just … an ending. Maybe not the one we were expecting, no. But perhaps the one we should have been.

Bravo, Uncharted. You earned a great exit, and you got one.

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