HD gaming is something to bring colors and design in a new light to view.  With various art styles becoming detailed, characters and environments pop out more and makes you acknowledge that work the developers put into the title.  The way the leaves move. The water, shining in the sun and sparkle. How breathtaking the background and environments can be.  Games like The Legend Of Zelda: Windwaker and Okami, does wonder with the art style they chose to use.  Titles like DMC: Devil May Cry and Journey produce great creativity and allows that world to feel vibrant and dark with the colors and design shown in them.

This same thought has been applied to Uncharted 4: A Theif’s End.  You cannot deny that this is the most impressive game on the Playstation 4 this year.  The beautiful backgrounds and environments pop with the excellent lighting, weather effects, earth tone colors in the jungle and the gorgeous water when you swim in it or walk pass.  It all stays amazing while keeping a consistent structure to it.

With that being said, everything else about  the game fails.  Uncharted 4, with its many delays and some problems that occur (which can happen to any game as I look at The Legend Of Zelda: Breath Of The Wild) plays like a Uncharted game. Which is expected.  Why is that a problem?

Easily! It doesn’t have any type of substance to it.  Yes, Nathan Drake and his movie induce action sequences want to excite players but that’s always been a problem.  It tries.  You pretty much fall into a routine: cover base shoot, hear one liners, camera angle a cliff hold, platform jump when your able to make sense out it and go back in time just to catch back up to the current state of the intro.  Does that warrant anything useful?

To a degree, that is the template of a Uncharted game.  Yes, there are tons of games that play it safe and use the same formula.  Why should this be different? It should be different because the game is way too long to keep using this recycled formula.  Dragging on moments in the game just to flesh out the story for its finale.  I can understand the young Nathan and his brother on their adventures but the game should’ve started with that or with him in the sea doing his job.  Not that action piece with no context, the sea part with Nathan doing his recent job,  the family part with Crash, the jail sequence on how he lost his brother and then…you get the point to where you get to the intro, half of the game isn’t finish and slogging through the rest of it to get to the monologue becomes tedious and a chore.

Amazingly it sold well because what else would it do, fail miserably? It’s a Uncharted game.  That’s it.  It’s a game that always had no substance to it.  You couldn’t be a adventure for 2 to 3 levels.  It always had to be a experience of boring cover base action, force events that dragged on for 7 to 9 minutes, and illogical play times that don’t connect with the cut scenes.  Doing all of that while looking pretty. Some refined mechanics and push onto the stage to dance for our pleasure.

That for some, is enough substance.  That’s all it takes to overlook and enjoy the series.

You can make the argument about Tomb Raider and its past failed games at times.  You can say that about Mario with the Princess being caught a thousand times.  Thing is though, both of those series has something new and innovative and fun induced in them.  It knows the template but breaks it back, kick it through a window, and bring something enjoyable to the table.  More people are still playing the Mario series and making levels. Who’s touch or even talking about Uncharted 4 at this moment (besides this blog)? If the substance was there, this wouldn’t even matter.

You can always be beautiful and graphically impressive.  You can also use that to hide the dullness that comes with it.  Uncharted 4 may had succeed and may even take Game Of The Year for some.  It just may be enough substance but for me, it’s a eloquent empty shell.



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