If there’s one game that you should buy a PlayStation for it’s Uncharted. Naughty Dog made a name for themselves by being a premier developer on Sony’s flagship console and each subsequent release of Uncharted was simply another demonstration of how they were a cut above the rest. Of course that would be nothing if the actual game itself wasn’t any good but the Uncharted series has been consistently good over it’s almost 10 year life span. Uncharted 4: A Thief’s End is the final instalment in Nathan Drake’s story and the last title in the series that will be developed by Naughty Dog. True to their pedigree this last hurrah is a fitting end for the series and another testament to Naughty Dog’s exceptional craftsmanship when it comes to PlayStation titles.
Uncharted 4 explores the somewhat blurry past of the main protagonist, taking you back and forth between the present and the past. It’s set some time after the events of Uncharted 3 where Nate has settled down with Elena. He’s taken a job doing salvage and recovery work, a far cry from his adventuring days of years gone by. However adventure still calls to him with tantalizing prospects always nipping at his feet. It’s not until his past comes back to haunt him that he heeds the call once again. This last adventure could be the end of him or at least all the things he cares about but Nate’s obsession is a hard thing to ignore.
Uncharted 4 is an absolutely stunning game, one that clearly demonstrates just how powerful the PlayStation4 can be when it’s fully utilized. Everything from the wide open vistas of the gorgeous tropical islands to the dark, cramped caves that you explore is brimming with detail. The extensive use of modern lighting effects, particle systems and an incredibly detailed physics system makes for some of the most realistic and immersive environments that I’ve seen to date. This is shown best by the screenshots I captured below, all of which are done in-game, not during a cinematic. It shouldn’t come as much of a surprise honestly as this is what Naughty Dog is known for doing but, once again, Uncharted 4 sets the bar for all future PlayStation4 titles to beat.
For long time fans of the series Uncharted 4’s game play will feel very familiar, retaining all the core mechanics of the previous games. You’ll be running, jumping and climbing your way through all sorts of environments, most of which will be falling down around you while you do it. Combat comes in the tried and true 3rd person shooter format with the same 2 weapon limitation and infinite health regeneration. The stealth system has been improved somewhat, allowing you to tag enemies before making your way around the level to take them out. There’s also extensive vehicle sections which allow you to 4WD yourself around various places giving you a nice change of pace from the usual running and jumping. Lastly you’ll be solving various weird and wonderful puzzles, some of which do require a good deal of lateral thinking to solve. All in all Uncharted 4 is, at a game play level, a final evolution of the series more than it is a revolutionary one.
Combat largely feels the same as its predecessors as you’ll be going from cover to cover, seeking out enemies and taking them out as you see fit. Weapons in the same category as each other feel largely the same, with the only differences being in special weapons like a grenade launch or a sniper rifle. Variation in the enemies you’ll fight is also relatively low with their toughness directly related to how much armour they’re wearing. This isn’t to say that the combat isn’t exciting or satisfying, it most certainly can be when you make it through in one go, it’s just nothing we haven’t seen before. However it is one of the most polished versions of this kind of game play that I’ve seen.
Stealth feels a little better than it did in previous titles however it’s still missing a few additional mechanics that would polish some of the rougher edges. For instance whilst you can run away to regain “stealth” status there’s no other way in which to regain it. It also seems like there are no silenced weapons in this game (I couldn’t find any at least) which means that there are some situations where doing it all by stealth is either incredibly difficult or just flat out impossible. Lastly since there’s literally no benefit to doing everything quietly you might as well just run and gun your way through it all since that’s so much quicker and less prone to mistakes. Indeed if you asked me what I think Uncharted 4’s weakest point was it would be this one mechanic as it’s just not up to the same standard as the rest of the game is.
Exploration has been augmented in Uncharted 4 by the addition of a grappling hook, something which strangely didn’t make an appearance in previous titles despite the story showing Drake using one often in his earlier days. This opens up a lot of the environments, allowing the developers to make them far more expansive but still enabling the player to explore them. The grappling hook also allows for some ludicrous action movie-esque scenes to take place, something which I’m definitely not adverse to. The climbing is the same as it always was which is not to say it’s bad, just that climbing in these games is a pretty passive affair. Again it’s like many elements of Uncharted 4’s game play: unoriginal but refined and polished.
The addition of vehicle sections is one of the nicer touches that Naughty Dog added to Uncharted 4 as it further opens up the environments that you’re able to explore. As a result Uncharted 4 feels so much more expansive than its predecessors did. Of course this also makes looking for the various bits of hidden treasure just that little bit more frustrating as there’s so much more area to explore. I mostly gave up on doing that unless I saw what looked like an obvious hiding spot as you could lose dozens of hours trying to find everything. I’m sure there’s a non-zero percentage of players that will love that however.
Uncharted 4’s story is everything it should be, from the writing to the voice acting to the motion capture. All of the performances in Uncharted 4 are top notch which helps to bring the on-screen visuals to life. Each of the elements I’ve discussed so far are great on their own however Naughty Dog has managed to combine them all together seamlessly into a great experience. The only gripe I have is that the story starts to drag around the last quarter or so but the finale is worth it. I really don’t want to say much more as you really should just play it, especially if you’ve been following the series since inception.
Uncharted 4: A Thief’s End yet again demonstrates Naughty Dog’s domination of the PlayStation 4, showcasing their expertise in creating experiences on this platform. It is by far the best looking game on PlayStation 4 to date and will be for a while to come. The core game, whilst evolutionary and familiar, is extremely well done. The improvements might be formulaic but the entire experience is tied together so well that it’s easy to overlook those aspects. As always the story is well done with the writers, voice and motion capture actors all coming together to produce a great performance. Uncharted 4, in my opinion, is the flagship title for the PlayStation 4 and a must play for anyone who owns this console.
Uncharted 4 is available on PlayStation 4 right now for $77. Total play time was approximately 12 hours with 11% of the trophies unlocked.
The current torrent of AAA releases makes for an overwhelming selection for a reviewer like myself. There are titles that we’re simply expected to play, like one I shall not mention until this time next week, and others which only appeal to a very certain demographic. Indeed that’s exactly why all these games can all launch at the same time and still find the financial success they were looking for. However most of these games are incredible time sinks and my one review a week schedule simply can’t accomodate them. Thus I look to the poor indies who found themselves in the mix with the giants of the industry to fill the gap with their shorter, more concise experiences. Refunct certainly fills the first requirement aptly clocking in as probably the quickest game I’ve ever fully completed.
Refunct is a first person platforming game, something which I’m sure strikes fear into the hearts of all gamers. You see platforming in first person has always been somewhat of a hit and miss affair, both in the literal and figurative sense. Judging distances in first person mode is a flawed endeavour as there’s no real way (apart from trial and error) to figure out how far your character can move or whether or not you jumped too early. Refunct however has billed itself as a game that everyone can play, meaning that the developer must think they’ve addressed the first person platforming problems. To an extent they have, but not because of any new or clever mechanics.
Instead Refunct is incredibly generous with its hit detection when it comes to near misses on ledges and the height that you character can jump. For the first few jumps I was expecting the normal platforming behaviour, you don’t make it you fall flat on your face, however if you’re within a certain tolerance your character will pull themselves up. Later on, when its revealed that you can push yourself off walls, you can exploit this somewhat as even full misses can result in a successful jump if you bounce yourself off the wall. For new players this means that jumping puzzles, which typically rely on pinpoint precision, are much more forgiving. For power players like myself though it’s an easily exploitable system that significantly reduces the play time of Refunct.
Refunct uses the Unreal engine and, judging by the world effects it makes generous use of, must be running on the latest version of said engine. Whilst it’s one of the most basic games you’re ever likely to come across, pretty much everything is a block or cylinder, it does look incredibly nice. The subtle day/night cycles, clouds gently passing by in the background and the accompanying soundtrack do make for a rather pleasant experience. That being said in terms of graphics it’s not much more than a demonstration of Unreal’s inbuilt capabilities. I guess where I’m going this is: I like the way Refunct looks but it feels like a low amount of effort went into making it look that way.
From a game play perspective Refunct is pretty seamless with the generous platforming mechanic smoothing over what could have been many frustrating moments. At the same time however this means that for any kind of regular gamer Refunct is likely to be little more than a curious distraction as I was able to complete the whole thing, to 100%, in no less than 22 minutes. For some this might be a problem, especially in the age of numerous other $2 games that give many more hours of play time, so it’s something to bear in mind if a simplistic first person platformer is sounding like something you’d like to play.
Refunct is a succinct first person platformer that is far more forgiving than its genre would lead you to believe. The generous platforming mechanics means that a wide variety of players would be able to play it start to finish without the frustration that accompanies nearly every other title that incorporates such mechanics. It simple and clean aesthetic does make for a kind of zen experience which is only heightened by it’s great soundtrack. However it is a brutally short experience, almost shorter than the time it will take many to download it. Overall I’d recommend it but only if you’re looking for an after-AAA mint to clean your pallet before you set yourself up for your next meal.
Refunct is available on PC right now for $2.99. Total play time was 22 minutes with 100% of the achievements unlocked.
The gold standard for stealth game play has, and probably always will be, the original Thief series. It wasn’t that it was one of the first games to get stealth mechanics right, I believe that title belongs to the Metal Gear series (even though I’ve never played any of them), more that the blend of mechanics, cues and emphasis on finesse rather than force made the series stand out amongst its peers. It’s been a very long time between drinks for the series though with the last title, Thief: Deadly Shadows, being released almost a decade ago. The latest instalment, Thief, is an attempt to reboot the series for a modern audience something which may be at odds at the long time fans of the master thief Garret
After taking a job from Basso, Garrett’s only friend and contact for all this nefarious and underworldly, you find yourself atop a glorious manor accompanied by your former apprentice Erin. However something doesn’t feel right about this particular job as you witness something strange, an otherworldly ritual that shakes the very world. You’re just about to pull out when Erin, who was watching the ritual from on top of a glass dome, falls. You try to save her but it’s too late and she falls down right into the middle of the ritual, disappearing from sight. Suddenly it’s a year later and you have no recollection of what has happened.
Thief certainly impresses graphically as all the environments pack in an incredible amount of detail, something which is key to the core game play mechanics. There’s atmospheric and lighting effects everywhere which can turn some of the most dull environments into wonderful screenshot bait. Having said all that I feel like it could’ve been better as whilst they’re definitely on the upper end of the scale there are some sections where it’s obvious that sacrifices had to be made for the large number of platforms that were targeted. This did mean that I rarely had any performance issues but I’m usually happy to sacrifice that for a little more eye candy.
Unsurprisingly Thief is a stealth game, one where the objective of your current quest can be completed in a variety of different ways. The tools you have at your disposal are wide and varied, ranging from tools that will help keep you concealed to weapons of massive destruction. There’s also two different upgrade systems that allow you to tailor Garrett’s abilities to your play style of choice allowing you to become the master of the shadows or a brutal predator that lurks around every corner. Indeed whilst Thief’s pedigree is in stealthy game play either play style seems viable, even a mix of both if either one of them starts to wear on you.
In terms of retaining the trademark feel that all Thief games have this latest instalment does it quite well. Whilst the environments aren’t exactly massive open world sandboxes like Assassin’s Creed there’s enough back alleys, secret pathways and rooms with tantalizingly locked doors to make the maps feel a lot bigger than they actually are. Thief certainly rewards players who take the time to go over everything with a fine tooth comb which I’m sure a lot of players will find rewarding. On the flip side it never feels like this is a necessary part of the game as you’ll find more than enough resources to keep you going if you just meander off the beaten trail once in a while. Whilst this might annoy the purists the inclusion of a custom difficulty mode turns this optional but rewarding task into a necessity, something which should keep them at bay.
The combat in Thief is understandably lacklustre, mostly because it’s obvious that out and out fighting isn’t the game’s preferred way of completing objectives. This is in stark contrast to other similar stealth games of recent memory (most notably Dishonored) where both paths were somewhat viable. You’ve still got the choice of killing or knocking people out to achieve your objective but should you find yourself discovered there’s really no way to get yourself out of that situation without finding a nearby hidey hole. I don’t necessarily count this against Thief as out and out combat is not what the series, nor the genre itself, is usually about. The option is there but its a blunt instrument in comparison to all the other tools you have at your disposal.
The stealth, on the other hand, is quite marvelous. With the highly detailed maps peppered with vents, corridors and passageways it’s guaranteed that every obstacle you encounter has multiple ways to bypass it. Indeed every time I found myself struggling with a particular section it was always because I wasn’t noticing the alternate path that was right before me, opening up options I didn’t know I had previously. There are some situations where trade offs have to be made though which can lead to some frustration but realistically it’s just about making the choice that’s right for your particular playstyle.
The game is well executed for the most part with no major bugs or glitches to report however the control scheme does feel a little bit awkward. Using the lean out ability can be a real exercise in frustration, especially if you wanted to pick something up from a chest or box instead of peeking around it. The same can be said for cancelling things, which can be right click or another key, leading to some heat of the moment confusion. Additionally dropping off a rope can’t be done with space if there’s no nearby ledge and instead must be done with X. It just feels like the interface lacks consistency and makes the more routine parts of the game harder than they need to be. This is somewhat excusable in survival horror games but it’s also one of the reasons that I have a tendency to dislike that genre.
Thief’s story is decidedly middle of the road sharing some similar threads to those of previous instalments in the series (secret society conspiracies laced with bits of magic) but there’s nothing particularly memorable about it. The initial build up in the opening scenes is far too short for us to have any emotional investment in the main characters and seems to rely on our previous experiences with the series to derive most of its impact. It simply doesn’t work as the vast majority of people playing this game haven’t been involved with the Thief series for the better part of a decade and much of the detail is lost to the ages. I’m a firm believer that a good story can make up for nearly any shortcomings that a game might have but unfortunately for Thief that isn’t the case and it’s lucky that it’s so strong mechanically.
F or a series that hasn’t seen a release in 10 years Thief delivers a solid game play experience, modernizing many mechanics without incurring the usual penalty of simplifying them too greatly for mass adoption. Thief doesn’t rely heavily on its pedigree in order to deliver a good experience, being able to create its own distinct identity through it’s well executed game mechanics. Unfortunately the story is the giant black mark on an otherwise highly polished experience, leaving this and many other reviewers wanting. Still it’s hard for me to recommend against playing Thief as it really is a solid game, just don’t play it for the story.
Thief is available right now on PC, Xbox360, XboxOne, PlayStation3 and PlayStation4 right now for $49.99, $79.95, $99.995, $79.95 and $99.95 respectively. Game was played on the PC on the Thief difficulty with 11 hours of total play time and 35% of the achievements unlocked.