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!
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.
So this movie has been in my queue for over a year, based on strong recommendations by the terrible minds behind the wonderful site Final Girl Support Group, and I finally got around to watching it. Short version? Don’t wait as long as I did, folks.
The premise is simple: A woman whose husband has been missing for seven years is about to have him declared dead (“in absentia”), and her prodigal younger sister shows up to help her move on with her life. A lot of creeping weirdness ensues, and this whole disappearance angle might not be exactly what you think.
The movie was shot on a very modest budget but wisely uses that to its advantage for the most part, employing low-key practical effects and the power of suggestion as well as a smart score to sell the scares and the growing sense of unease (and unreality). When they do employ some CG, it’s kept to flashes and corner-of-your-eye moments for the most part, and used well in that regard.
The leads are convincing – no schlocky B-movie stuff going on here – as is the supporting cast. The lone exception is Gum-Chewing Cop, who evidently studied at the Caruso School of Police Cliches and is visibly Acting! when he’s onscreen. But the movie easily survives that little disruption and the occasional bit of stilted dialogue, with the actors selling even the weaker lines throughout the film. If they’d cut one line about atoms – you’ll know it when you hear it – I don’t think I would have outright winced at a single bit of dialogue. Which is not something you say for every low budget film.
Absentia is a thoughtful, meditative sort of movie on the whole. While there are some (very good) jumps and scares, none of them are cheap stingers, and for the most part it’s a slow burn sort of film. If you’re looking for quick pacing and escalation to an over the top sort of finale, this one isn’t for you. But if you’re looking for a lingering, unsettling sort of experience, I highly recommend it.
And good luck using a pedestrian tunnel for a long, long time after this movie.
Gamer Bonus: This is pretty much what the new World of Darkness is like, I think. Profoundly disturbing horrors in the midst of utterly mundane surroundings.
I am become Bro-shiva, destroyer of dudes.
OK, well, that’s probably putting a bit much of a spin on it. Especially considering how much I suck at multiplayer (more on that in a bit). But on the recommendation of a former student, I started playing Call of Duty: Advanced Warfare at midnight last night. And so far I’m having a hell of a lot of fun.
Understand, I’m not anything approaching a regular Call of Duty fan. Before last night, the last Call of Duty game I played was Call of Duty 2, which was released in 2005. So it’s been almost a decade since I played a game in this franchise – it was still about World War II when I left, to give a sense of perspective – and while I’m no stranger to FPS games, I generally prefer to play them on PC as opposed to a console. I’ve gotten used to console play over the last couple of years, but still find the mouse and keyboard a lot better for quick reactions. So I came very reluctantly to the decision to dive into Advanced Warfare, if only because while I thought it would be a nice spectacle on the PS4, I also thought I’d be spending most of my time lying down in a rapidly cooling puddle of blood as my poor controller skills got me killed. Repeatedly.
Suffice it to say that I’m very happy I changed my mind.
You see, I’m a military sci-fi fan. I’ve taught a course on the genre before. I read Starship Troopers several times a year, I go through the whole Old Man’s War series at least once annually, and regularly re-examine Ender’s Game. I love the breezy weirdness of Forever War and the boots in the mud grit of the Gaunt’s Ghosts books, the stark technology of Armor and the all-too-familiar modern media echoes of Embedded. And while it’s by no means the first game to mine near-future sci-fi for military purposes, it does it well and with enthusiasm. It’s far enough out there to be different and interesting, without going so far from the recognizable that it’s hard to feel a sense of visceral connection.
The writing, while investing heavily in some of the expected military tropes of the genre, is engaging when called for and knows better than to take itself entirely too seriously when it needs to be an action movie, which I appreciated. (It also doesn’t hurt that Private Mitchell is voiced by Troy Baker, who has so much character and pathos in his voice he could read half-finished Mad Libs and make them sound like the Gettysburg Address.) Kevin Spacey is exactly what you’d hope for in his role as
President Frank Underwood Atlas CEO Jonathan Irons, bringing just the right amount of sly paternal affection to his megalomaniacal scheming. While I can see where some of the criticism of his character comes from, most of that stems from the lines he’s given as opposed to his performance; in his defense it always sounds like Spacey’s invested and enjoying himself, even when he’s given some over the top crazy ranting to do. I’ll take that over phoned-in celebrity voice work any time.
Here comes the caveat: I haven’t played the multiplayer. “But Pete! That’s what Call of Duty is all about!” comes the response from someone who apparently thinks yelling comments at a screen is better than typing them. All I can say is that multiplayer – especially PvP multiplayer – just isn’t a draw for me. I’ve never really been a huge fan of it in games, with the noted exception of the cheerfully addictive insanity of Team Fortress 2, and even if I was, recently a few rounds of PvP in Destiny taught me a valuable lesson:
I cannot compete with the Call of Duty generation.
Well, not on a console, anyway. Let it be known that I was so bad that I received my first-ever PS4 hate mail from a player on that first PvP team – out of our team score of 5325 points for the round, I’d managed to contribute a whole 170 points. (Not that this justifies sending a hate mail, because really, but I just wanted to emphasize that I was truly terrible.) Even though I improved to merely awful after a few rounds, I simply haven’t honed the fast-scoping, forever-headshotting, running-and-gunning reflexes of those who’ve been playing competitive multiplayer for hundreds on hundreds of hours. What’s more, I don’t really feel like putting in the time to catch up. I respect the talent and I’ve watched gameplay videos of pro Call of Duty players with real admiration for the skills on display, but it’s just not for me. So my apologies, but if you’re looking for a review of the multiplayer, this ain’t the place.
That said, hopefully it says something pretty strong about the game that I’m really enjoying it despite the fact that I’m ignoring the main reason a lot of players pick it up in the first place. I’m enjoying the story mode, as heretical as it might be, and while the price tag might be a little steep for most folks if that’s all they’re going to get out of it, for anyone who enjoys the story and some multiplayer action I’m pretty confident Advanced Warfare will deliver some solid entertainment bang for their buck.
Now if I could just figure out which stick controls the camera and which one controls the dude, I’d really be in business.