
"Also, one of the things we are doing for the first time is that there are no prerendered cut scenes," he explained. On the subject of real-time cutscenes, A Thief's End is the first Naughty Dog game to use this approach - and he thinks it will have a major impact. Previously, Naughty Dog said A Thief's End has 10 times the playable space of previous entries in the series. We are able to give you this much room to explore and still offer that level of detail." "We wanted to do it at a certain visual quality that wouldn't have ever been possible except on the PS4.

"There have been games before that have done pretty big spaces," Cambier said in an interview with MCV. He also said the game's user of real-time cutscenes-where there is a seamless transition between cutscene and gameplay-will be "kind of profound." This is a first for the series. And now, lead designer Ricky Cambier has expanded further, saying the system's beefiness allowed the developer to make spaces that were not only larger, but also highly detailed. The two hit it off wonderfully from the start as Sully takes Nate in as his protégé, and as origin stories go it hits all the right beats, giving us the emotional connection to really care about the chapters that follow.We've heard before how the power of the PlayStation 4 is making Uncharted 4: A Thief's End a better game.

Adventuring is clearly in his blood and two scenes from his childhood make this abundantly clear, the first of which takes place in Uncharted 3, when a 15-year-old Nate first encounters Sully in Columbia.īoth characters are searching for Sir Francis Drake's ring, and we finally understand how the inseparable duo first met. He sifts through his collection, reading a letter from Chloe, flipping through each of the games' journals and firing a pop gun at targets for fun.Īlthough we see him hanging with Elena, playing video games and living an idyllic life, there's an underlying sense of sorrow throughout that suggests Drake will never be able to let go of his past. It's a superb scene if not a little sad, as we learn that Drake has put his adventuring days behind him. Tenzin also gets a nod in one of the series' best scenes from Uncharted 4, in which Drake is goofing around in his attic, checking out old photos and relics acquired throughout the series. Nate and Elena, just hanging out in 'Uncharted 4'

That fluidity between gunplay and set-piece is what cements Naughty Dog's place as masters of action, and it's a trick that's been employed many times with good effect. Where most games would wrest control away from the player and show such elaborate action through cutscenes, here the player can still shoot enemies and leap around as the environment splinters and shifts perspective around them. While fighting the main villain's goons on the way back down an enemy helicopter opens fire with rockets, causing the whole building to collapse with you still inside it. Our first big moment comes from Uncharted 2: Among Thieves, when Drake and fellow treasure hunter Chloe Frazer are in Nepal, climbing to the top of a huge hotel to get their bearings. Accidentally destroying long-forgotten tombs and relics is one thing, but in recent years the wrecking ball that is Nathan Drake has swung dangerously close to civilisation, like in Uncharted 4: A Thief's End when he smashes through half of Madagascar during a car chase and almost mows down several innocent citizens.
