Swan songs are a bitch.
Done wrong they can be bloated,
messy, disjointed, contrived, and deeply, tragically unsatisfying.
When it's time for a beloved character to exit stage left, the sense
is there's a sacred responsibility not merely to bring him full
circle, but to do so with such zeal and flourish as to leave no doubt
his tale is done, done right, done best, done for the ages. Often as
not this results in the final chapter being overloaded with symbolic
'lasts', a checklist of Things That Have to Happen to wrap the
package up all neat-'n-tidy lest a thread be left to dangle. It's a
noble sentiment, but it's also a hell to a high-wire act, trying to
close the book on an entire franchise without dragging down the story
that's in front of you at the moment. I imagine it's even harder
when your departing hero is no less an icon than Nathan Drake, video
game explorer extraordinaire and the face of Sony Playstation for the
last decade. A Thief's End,
as the title suggests, is indeed his last adventure (please swallow
your grain of salt now), but the good people at Naughty Dog avoided
virtually all the pitfalls of a standard denouement to give their
signature hero one hell of a sendoff. Once more into the breach, my
friends. It's treasure huntin' time.
It's
been five years since Drake's last adventure, which is several
eternities in the gaming world. In that time the industry has
enjoyed a technological leap ahead with the next-gen platforms, as
well as a massive expansion of game libraries that include, amongst
the thousands of shooters, RPGs, indie start-ups, and open-world
sandboxes, several franchises showcasing the same brash run-'n-gun
third-person adventure format that is Uncharted's
trademark. Since 2011's Uncharted 3: Drake's Deception
there has been not one, but two
new Tomb Raider games
starring a revitalized (and slimmed down) Lara Croft, who pre-dates
Drake by a wide margin, as well as seventy-one new Assassin's
Creed titles, which are now
being released in time with the phases of the moon (and still selling
like gangbusters, a fact which continues to confound this writer).
Both series incorporate the same trio of platforming, puzzle-solving,
and cinema-style combat that is Uncharted's
stock and trade, and both have enjoyed the fruits of the new system's
beefed-up processors and graphics cards for huge, explosive set
pieces and epic presentation. Neither Lara nor the mopey bores with
the queer hoods are showing any signs of slowing down. After five
years, is Nathan Drake still relevant? For that matter, is it still
possible to frame in a story that can compete with the younger, more
distilled children his franchise helped create?
Tall
order indeed, but Naughty Dog has never been one for half measures.
The company that once claimed Crash Bandicoot as
its mascot has enjoyed a prime spot on the critic's mantlepiece
thanks to 2013's The Last of Us,
a masterpiece of a game that blurred the line between video game and
first-rate drama. That pivotal effort led to a shakeup in Naughty
Dog's top brass, including the departure of Amy Henning, the
company's erstwhile Creative Director, Uncharted's
head writer and virtual creator of the Nathan Drake character. For a
while it seemed that move spelled a inglorious doom for Drake and his
future adventures until it was announced the team that filled
Henning's absence would take over and give their hero a proper
sendoff. I was ambivalent about the notion, for it was no secret
that Henning's ousters would be taking the helm and the thought that
the same folks who did The Last of Us
would be penning a new Drake title filled me with trepidation. The
Last of Us was a tour de force,
no question, but it was also the single most depressing
thing I've ever done, ever. I
feared we'd pop the next Uncharted into
our consoles to find a haggard, aging Drake not unlike the haunted
Joel from TLoU:
brooding, morose, and dark as hell. I wanted another poppy
frying-pan-to-the-fire bonanza, not a winding commentary on the
futility of hope.
So
as not to keep you in suspense: my fears were unfounded, and I was
wrong. Uncharted 4 is
a brilliant piece of game-making, not only a worthy successor to the
original trio of games, but a gorgeous effort in its own right, and a
deeply satisfying end to one of my favorite game series of all time.
In deference to the new writers, it is unquestionably a more mature
work, one that favors choice-consequences and character growth over
explosions and gunplay, but it is presented in a way that is neither
ham-fisted nor out-of-place. Indeed, it is the long-awaited,
never-attempted exploration of Nathan Drake the person,
and a seriously well-crafted plunge into the things that make him
tick. That the game-makers managed to frame it all within a
compelling story that is at least as good (and in many spots flat-out
better than) Drake's previous adventures is a testament to their
skill and commitment. The crow doesn't taste so bad when it's washed
down with damn fine gaming.
Storytelling
takes center stage right from the start, plunging you in
medias res as Drake and his
brother – yes, that's his brother,
and who knew? – race across a storm-tossed sea toward a foreboding
island, pursued by heavily-armed foes hellbent on scuttling them.
Then a collision, a fantastic explosion, and we are back in Nathan
Drake's life. The narrative leapfrogs from there, sending us back in
time to a fateful night when Nate, a lonely tot of ten or so
sequestered in a creepy orphanage, busts out for a night of rooftop
shenanigans with elder sibling Sam. As they leap and climb and
grapple with the skill of professional parkour artists, we glean the
close bond that exists between them, the fledgling adventurer and his
juvenile delinquent bro (who smokes and wears denim and does all the
things juvenile delinquents do). Then another time shift takes us to
a hellish Panamanian prison where the story proper begins. The
now-grown brothers Drake are on the trail of infamous captain Henry
Avery, a seafaring genius and unrepentant pirate who supposedly hid a
$400 million dollar haul of gold and jewels that remains undiscovered
300 years later. Joining them is shifty-eyed moneyman Rafe Adler, a
fair-weather fortune hunter with a psychotic streak whose
impulse-control problems lead to a dead guard and a harrowing,
bullet-riddled getaway. Sam is shot and left for dead while Nate
barely escapes, reluctantly abandoning the brother who taught him how
to be an adventurer.
All
this occurs before the
opening credits. Only then do we realize that fully fifteen years
has passed since the incident in Panama, the period when Drake (Nolan
North, in the best performance of his career thus far) became the
Anthony Bourdain of lost cities. But it seems a thousand near-deaths
at El Dorado, Shangri-La, and Iram of the Pillars has exorcised his
wanderlust, and he has finally settled down into a normal life of
commercial salvage diving and predictable marital bliss (?) with
longtime love interest Elena Fisher (Emily Rose), now a successful
travel writer. Naughty Dog takes great pain to emphasize the pablum
tuna casserole Nate's life has become, taking us through an entire
chapter exploring his lovely normal home
(laundry room, living room, office) and his attic stuffed full of
mementos from more exciting times (a inside-reference geek's wet
dream). It's so bland it hurts, and as Nate gazes distractedly at a
wall painting of some exotic locale, we feel his frustration, the old
pull of danger, even as our thumbs itch to lead a target and pull a
trigger once more. It is a testament to the time and detail the
designers put into Nate's here-and-now, if only to contrast the poop
storm that is to follow.
Troy Baker brings his puckish charm to Sam Drake |
What
follows is standard Uncharted fare,
albeit presented in about as taut and nail-biting a framework ever
attempted. Together again and as unstoppable as ever, Nate and Sam
resume their fortune hunting escapades in grand fashion, first
crashing a swanky auction at an Italian villa then raising Hell at a
Scottish cathedral before the clues lead them to Madagascar and a
fateful rendezvous at a forgotten island in the Indian Ocean. Their
foil, no surprise, is none other than Adler, who never stopped
looking for the treasure but, for lack of Sam's knowledge or Nate's
je ne sais quoi, compensated
with manpower and explosives, carving a swath of destroyed tombs and
false leads with the help of Shoreline, a private mercenary company
and this outing's hapless redshirts, doomed to die by the score. As
usual, the treasure is protected by any number of ludicrously
elaborate puzzles (although Naughty Dog did, for a little while at
least, conjure a somewhat
plausible explanation for the assorted Rube-Goldberg death traps this
time) judiciously seeded with equally ludicrous gunfights in which
Nate routinely bests a dozen armed foes, all while running, tumbling,
leaping, rope-swinging, and butt-sliding through a living obstacle
course of gorgeously-rendered environments. Familiar territory to
any Uncharted vet, but
the designers cranked the dials to eleven this time, upping the
challenge factor in all of Drake's requisite skill sets. Plan to die
a lot in this game, as
the platforming elements will require crackerjack timing and and the
shooting encounters will tax even seasoned gunners. Foes will
actively (and successfully) attempt to flank you at every turn and
cover will dissolve amidst a fusillade of lead, demanding constant
repositioning, reloading, and improvising. Stealth-minded gamers
will be happy to see Naughty Dog borrowed a page from The
Last of Us, allowing Nate to
stalk and disable enemies for added battlefield advantage, something
he could always do in previous games but here seems almost essential
to the outcome of a fight. It's the little concessions to...well,
not realism, but we'll
say 'fidelity' that makes this title something special.
Views like this won't be the same without Nate by our sides... |
But
at its heart A Thief's End
is a rumination on bonds – those of brotherhood, of friendship, of
love, of shared joys and divided loyalties. Not unlike but at least
significantly less like
the other games in the series – which always ended with Drake
choosing honor over booty – fortune and glory take a back seat to
the squaring of emotional debts and figuring out once and for all
what is most important in life. Hint: it ain't some dead sailor's
gold. Naughty Dog uses the entire width and breadth of the game's
15-20 hour story to explore Nate's relationships with each of his
supporting cast in turn – Elena, Sam, and even irascible,
invincible old salt Victor Sullivan (Richard McGonagle). Every
character shines, exposing more facets and foibles than ever before,
never once resorting to stock stimulus-response antics or predictable
dialogue. This is especially true of Sam Drake, who, being new and
untested, had to work that much harder to win us over (he does) while
avoiding the easy pitfalls of being the the “bad brother”. But
the writers chose not to make Sam bitter or brooding, but rather
driven, and armed him
with a kind of gruff panache that is decidedly different from Nate
yet endearing all the same. As the hunt for Avery's treasure morphs
into the unearthing of a lost pirate utopia ruined by infighting and
madness, the specter of “gold fever” looms in background but
never takes over the narrative. When Nate uncovers the desiccated
bodies of forgotten fortune hunters, it isn't lost on us that their
dying words scrawled on foolscap unfailingly mention wives, children,
sweethearts, and the quiet comforts of home, all abandoned on a
fool's quest ending in lonely death. Nate gets the message, but he
still must see it through to the end if he's to save his brother.
I
can't abide end-game spoilers, so I'll only say the ending is deeply
satisfying and, while textbook Uncharted in
any number of ways, all the more profound for the patient, layered
story the Naughty Dogs cared enough to give us from the very start.
It is easily the most beautiful looking
game I've seen on the PS4 thus far, and loaded with collectibles,
unlockables, and easter eggs to merit several replays. And replay
you will, if for no other reason than to remember the good times
before old-fashioned adventure went out of this world. While we are
very sorry to see such a likable hero ride off into the sunset, we
can't help but feel happy that his swan song was indeed one for the
ages.