

Not only because while work was in progress an important member of the narrative team that had helped guide the series since its beginning (Amy Hennig) had left the team and they had/wanted to move the story in a new direction thereafter, but mainly because this chapter marks the final conclusion of Nathan Drake's story. The road that Naughty Dog had to walk in order to develop Uncharted 4: A Thief's End was probably one of the roughest and most troubled in their history as studio.

It will be necessary to evaluate the balance entirely on the occasion of a longer session, perhaps the imminent Beta for the buyers of the Nathan Drake Collection, but in any case the conditions for more than a few hours of fun are there. Definitely a practical choice and, considering that in the end we are talking about a thid person shooter, almost necessary, but certainly the downside is that it is not the "visual benchmark" that is expected from Naughty Dog when going to face other online treasure hunters.Ĭomment Also for the multiplayer of Uncharted 4 this Parisian release was certainly positive: being able to see the effectiveness of the innovations introduced by Naughty Dog a couple of hours after the presentation left us with the legitimate suspicion that finally this component has found its own “Nobility” within the playful package dedicated to Nathan Drake, no longer just a sort of filler. Some compromises to guarantee 60 frames per secondįrom a technical point of view, the multiplayer component of the title focuses, making an appropriate reasoning in our opinion, on fluidity rather than on visual detail: in order to guarantee the 60 frames per second, in fact, Naughty Dog has made some compromises from a graphic point of view, “Locking” the resolution at 900p and in general packaging (at least in the map made available to us) a component that does not reach the level of detail seen so far in the gameplay videos of the single player campaign. All additions that can be used by accumulating points (with kills and assists) or by collecting treasures, then spending the swag in the "in-game shop" which will give the chosen bonus from time to time.Īll this, also thanks to the introduction of the grappling hook (another big news that allows you to move more quickly from some selected points or to hit enemies during the race, holding down Triangle), it makes the maneuver much faster and faster than in the previous chapters, although in any case it will be necessary to evaluate the balance of the product after some more in-depth tests. How different are the "sideckicks" that can be called upon to support us, from the classic sniper to a hunter who will hunt down the enemies. And it is at this point that some of the innovations designed for this third iteration of Uncharted multiplayer come into play: in addition to the two firearms and grenades (which after use take about forty seconds to regenerate, along the lines of what we saw for example in Destiny) each class has the ability to use a different mystical object, taken directly from the campaigns of the other chapters of the series: the Eldorado of the first Uncharted, capable of placing a curse on nearby enemies by weakening them, the Chintamani stone de Il Covo dei Ladri, which allows you to heal and resurrect your teammates, and the Djinn lamp which instead makes the character much faster and more formidable in close combat (while using the bonus he can in fact eliminate the opponent in two hits instead of three).

Before entering the battle you choose your character (in the build we tested these belonged to two sides, with the protagonists on one side and the "bad guys" of the previous chapters on the other, from Lazarevich to Henry Flynn) and their class, ranging from assault to tactical equipment. The starting formula has certainly not been distorted, so even the multiplayer of End of a Thief presents itself at first glance as a third-person shooter, whose gameplay largely incorporates the controls and feeling of the single-player campaign. The basic formula is always that of the TPS, on which the innovations presented during the conference are grafted Will they be enough to “promote” this component from an almost contour extra to an integral part of the experience? The importance of the supernatural The purpose? Touch the multiplayer mode of Uncharted 4, testing live all those little news shown just before on stage by N. Right after the PlayStation conference of this one Paris Games Week 2015 we went back to the lounge Sony at the fair.
