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Uncharted 4: A Thief’s End; a Fitting Goodbye to a Beloved Franchise

Uncharted 4 is excellent, and to be perfectly honest, would be a great game even without its captivating narrative. The introduction of the rope to game-play, as well as some ante upping on stealth mode are wonderful additions. The game is perfectly paced. The intensity ramps up higher and higher as the story continues. Firefights are much rarer than past installments, and very unique. This game-play variety surprisingly adds a lot to the story. Nate no longer feels like an unstoppable killing machine, but more like an aging man, past his prime, simply doing his best.

Of course, without the story, Uncharted would just be…well.., it wouldn’t be AS amazing. But the cinematic plot does not disappoint. It incorporates flashbacks, without using them as a crutch, and unlike past games the plot progression continues even after the cut-scenes end. Those long walks through a path, awkward climbs up rustic buildings, and in this games case, drives through the desert now host interesting conversation rather than mindless, albeit often hilarious banter.

The set-pieces in the game are equally amazing. The breathtaking landscapes sometimes prompt a few minutes of inactivity where the player just stares at Naughty Dog’s meticulous attention to detail. And with the new photo mode, this is even more magnificent.

Reportedly, this is to be the last game in the Uncharted franchise. Prior to playing this game, I was disappointed. “I hope its good” I thought, resolving to spend my last few weeks with Nathan Drake and CO. as well as possible, relishing every moment. But A thieves end is different. It does something next to impossible for a gamer. It satisfies. That desire for more that the player felt after uncharted one, two, and three, is totally absent. I may never see Nathan Drake again, and I’m okay with that. From brutal brawls, to death-defying leaps; wide open mountains, to claustrophobic caves, this game is practically perfect in every away.


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