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One of the things that becomes clear when playing Uncharted is that first and foremost it is a shooter.
#Uncharted 3 semita solis series
With the premise and the locales, come the things that we do within them this is something that the series gets better at with each game. It had something to do with a golden statue in the jungle. Granted, much of this comes down to personal preference, but the lost city in the sand was classic Indiana Jones territory, and a lot more interesting than the first game, which I struggle to remember. The third game in the series no doubt had the most interesting premise the Laurence of Arabia vibe coupled with the myriad locations the game leapfrogged between gave the adventure a non-stop globe-trotting feel, and also had an undeniable cool factor. On top of this we need the quest itself to be compelling. In the new game we need snow, jungle, desert, sea sky, and all sorts of interiors to break up the game and give it a sense of variety and fluid movement. The original game and its younger Vita brother Uncharted: Golden Abyss didn’t really give us much to look at other than the undeniably gorgeous jungle, and they suffered a little for this toward the back end of their adventures. Uncharted 2: Among Thieves and Uncharted 3: Drake’s Deception understood that scenery changes are important, and the feeling of movement from one set-piece to the next gave the games a much-needed momentum.
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This may sound a little obvious but the series has only really done this half of the time.
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Here are the five things that we have to have if Uncharted 4: A Thief’s End is indeed that. So we once again stare down the barrel of a no-doubt epic adventure Drake and Sully beckon us to join them one last time, but as much as we miss them there are a few things we need to ask of them for this final go around.