20 | he/him | Huge CBM fan ~ Writing mediocre reviews for every game I play (I'm trying to improve)
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Extremely hard to please therefore I am never finding a masterpiece :(
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(Contains spoilers for the ending, but you probably shouldnât care).
Far Cry... a franchise looked down upon in todayâs current gaming landscape for its ongoing repetitiveness and obstinate natureâfor its outright hellbent refusal to evolve and grow into something that isnât a blatant map-marker simulator. I was curious to see what Crytek cooked up with this first entry before it became the thing to hate, and if youâve never played this oneâyou might be asking the question of how it compares to its successors and whether it contains any of the aforementioned stuff? Well, not quite. But it certainly has its fair share of issuesâto say the leastâunrelated to Ubisoftâs modern spin on the franchise that I think are worth talking about. And yeah, you read that right⌠Crytek developed this first gameânot Ubisoft (although they did help in publishing); which means itâs relatively free from their common open world trappings. No longer does it take the form of a sprawling sandbox FPS with RPG elements; but rather a linear (despite the lead producer saying otherwise) FPS with a level-based structure akin to something like Call of Duty but slightly more varied in its gameplay design. (Side note: Iâm judging Far Cry as if it was made today, because I donât like experiencing games through an âobjectiveâ lens nor would that review be anywhere near accurate to my true feelingsâand thus I would feel like a fraud for endorsing a game because it was revolutionary for a time).
Firstly, can I take a moment to gush about the cover for this? Itâs so irrefutably iconic. A bloody Jack Carver emerging from a clear-as-day river set on a tropical island of sorts wearing that vibrantly ruby Hawaiian shirt with a massive gun sticking out the water with explosionsâwell, exploding in the background? Sorry for my language, but itâs peak. Thereâs nothing like it, although Iâve always associated this pure display of testosterone with the third game⌠for whatever reason those two are linked in my mind, perhaps itâs the similarity in location? I think I may be experiencing the single-person version of the Mandela effect, either that or Iâm a complete idiot (the latter is far more likely). I wish this at all contributed to my score of the game, but alasâit does not. I wish I liked the game as much as I fucking adore its poster. But youâll see throughout this review that itâs the only thing Iâll ever be caught singing its praises for (besides the visuals)âbecause Iâm sure as shit the game isnât worth any of that.
What do you think of when I mention⌠âFar Cryâ? Is it the facade of a living, breathing open world? Is it the bombastic or often stealthy âdo what you wantâhow you wantâ nature of its gameplay that gives the player plenty of options to utilize? Maybe itâs the memorably spine-chilling, meticulously crafted villains? It could even be the very tainted name of Ubisoft itself? Either way, you will find exactly zero of those characteristics here. Never have I seen a franchise so detached from where it eventually winds up, except maybe with Assassinâs Creedâfunnily enough thatâs also another IP that has become synonymous with Ubisoftâs mishandling of franchises, but I digressâthatâs a topic for another review (maybe an Assassinâs Creed Valhalla one (eventually đ). Although with having said thatâyouâd probably expect to find absolutely no semblance of its later identity here⌠right? Well no, the two separate entities actually share quite a few similarities, even if most of them are comprised of half-baked ideas that only really blossom into their full potential later down the line. Some of these staple Far Cry systems are widely known as: the glider, binoculars, stealthâand in turn the machete, enemy patrols, and first person driving (surprisingly similar to modern Far Cryâs); in many ways itâs a completely different beast⌠but in some you can still see that untapped formula waiting to get exploited into oblivion. And so it walksâor should I say falls face flatâinto one end of a line that consists of systems being underdeveloped vs overtly âperfectedâ, Iâll let you take a guess on which end it lies. This shouldnât come as a shockâI mean of course these systems are inferior, what did I really expect going into a 2004 game? Definitely not the visuals. It might be a hot take to say that Far Cry is the most stunning game to come out during its release and a few years afterâat least from a fidelity outlook. You can almost feel its warm breeze flow through its densely foliaged junglesâof which there are many; saturated colors of emerald-greens and sky-blues directly contrasted against the fallen blood of your foes. Itâs that distinction between the two that I find so captivating; itâs paradise⌠yet youâre faced with the worst of what the world has to offer: genetically mutated monstrosities. Iâve always been curious about why that is, why this franchise decides to choose these remote locales that strip away your connection to the outside world. I know the answer for the latest entries is to give the player that sense of isolationâto drop them into danger incarnate and ask them to survive and adapt at their very basic instinctual level; to go from being the hunted to the hunter, albeit with a few modern twists via guns and explosions. But why did they decide to go with a tropical island here? Well I wouldâve hoped for something as thematically potent as what I just described⌠but no it was because an outdoor environment had never been done well before (Iâll be referencing this interview throughout the rest of my review since itâs the only one I could find). This was disappointing to hear for a multitude of reasons. For one it makes Far Cry seem like a tech demoâgranted it was one at the time, but for modern day audiences this will do nothing to make them engaged because its priorities were presentation over everything else. Themes are a central part of experiencing art and can make an otherwise boring game worthwhile, where Far Cry falters is that it has no messages apart from a senseless commentary on privatized science and genetic engineering? But these elements are given the weight of a feather and hardly seem intentionalâmore like a by-product of the story.
An ex-military soldier (Jack Carver) has washed ashore a tropical islandâor an archipelago if you want to be accurateâafter getting his boat blasted with missiles by paid mercenaries. Our objective you ask? Well it changes from scene to scene⌠but at the beginning? To find Valerie Constantine; the journalist Jack Carver was with before everything went to shit. And so the nightmare begins (for me, literally and figuratively). The opening cinematic this game opens up with is a mess. An unbridled, disjointed, awful mess. I recognize this could be the point⌠it very well could be! Oh those pesky predictable ambushes!! You hate when those happen, right!? Those never happen. Obviously itâs meant to be unexpected to all, but that scene being paced at 2x speed while events happen in reverseâand then back to normal order⌠was certainly a choice. I donât think anyone would quite understand it on their first try unless they were paying godly amounts of attention; I had to rewatch it after the fact to even understand what was happening (might be a skill issue). It exemplifies that classic âBOOM POW BANGâ structure that every game from the fifth/sixth console generation was dipping their toes into. It was all about âAction! Action! Action!â no substanceâmaybe some if there was enough room! You gotta hook those players in, man! Well of course; shooting, explosions, carnage, destruction, parkour, itâs all there! Did it hook me in? Nope. From that point on I knew exactly what type of game this was. One of nonsensical narrative. If weâre to look at the story as a whole⌠itâs clear that events happen for the sake of the thrill & moving the plot forward; one thing is resolved, another is introducedâliterally from moment to moment. And bad pacing is the product of this; to the point where Âź onwards feels like the third act. Just continuously action-oriented, and nothing else. I understand that resolving and introducing plot points is sort of the way narratives work⌠Iâm not an idiot, but its hasty nature makes it hard to pinpoint exactly where you are in the story, and so the result is fatigue... from experiencing the excessive dumping of monotonous objectives. Some of you might say⌠âItâs an action game! Thatâs the pointâ. Well, sure. But what about variety? I canât find the fun in shooting a bunch of sameyâannoying enemies for the 300th time while going from room to room in a dull laboratory. And I know what Christopher Natsuume (the lead producer) said when he was asked âDoes that mean that there will be none or only few in-doors environments?â. Supposedly the majority of the game is set outside, and heâs not lyingâthatâs true, but I counted up how much time the player spends indoors vs outdoors; and the gap isnât as huge as he probably wanted you to believe at the time. You spend roughly 35-40% of your playtime indoors shuffling through dark and drab corridors; going from an underground section to another old-boring warehouse. His answer about players not wanting âto stay indoors the whole timeâ in a game set on a tropical island is very true! I donât. So why did he make me do that for a huge chunk of the game? For variety and contrast he says! My counterpoint: Thereâs already enough variety with the numerous jungles that are present here. LikeâI love the beginning location of this game! Itâs so vibrantâwith life galore, birds in the skyâchirping, fish in the waters, sunrays beaming through copious amounts of thick leaves. The affectivity this game possesses is bewildering⌠in the opening hour that is. But then⌠youâre going in and out of open/enclosed spaces every 10 minutes and it gets tiring. And thatâs before it devolves into monster slop. Iâm not trying to say âban indoor environmentsâ, theyâre fine in sparsity for this type of setting, but 40% of the game? Thatâs way too much. I've started to notice how obsessed the 5-7th console generations were with adding monsters/genetically mutated humans in their narratives as plot devices, or is that only me? Either way, from the second quarter onwards it becomes completely unrecognizable from the franchiseâs later entries. Trigens are introduced as a lazy attempt at enemy variety⌠and the game instantly plummets. It was clearly chasing the trend of wanting to be a pulpy blockbuster B-movie. No real artistic value (in my opinion). No subtlety. Predictability and all. Itâs almost comically unreal how expected everything is. Like of course we have to add a betrayal in there! And an entire fucking nuke at the end! How else could Far Cry possibly conclude its storyâafter one-upping its ridiculousness scene after scene (in a bad way)?
âYour ass is grass!â
Luckily we have a protagonist that matches that energy. Protagonists have never been Far Cryâs strong suit, besides Jason and Ajay Iâd argueâbut even then theyâre severely complimented by their respective villains (less so Jason, but you get the point). And you know that common complaint thrown at the protagonists in those two gamesâhow them handling guns, blowing up and killing people right-left-and-center makes no sense? Well thatâs not really an issue here. Like I mentioned beforeâJack Carver is an ex-military soldier. But thatâs almost a double-edged sword. It completely omits him from an interesting arc! The satisfying thing about Jason was that he was virtually a frat boy who went from being an entitled brat to an overwhelming force of nature; he was badass, confident, and a compulsive killing machine. It allowed for attachment and at least a little bit of intrigue. With Jack itâs more like youâre living through him, projecting yourself onto him because heâs such a blank slate and devoid of any defining characteristicsâbesides his whole macho ordeal. I did enjoy his wacky, hammed-up personality at the beginning, even if the acting was⌠questionable at best, and comically awful at worst. It works for what the game is trying to do but I found myself getting irritated with him near the endâhis voice got borderline grating, but I think that was because I was starting to hate what I was playing? It couldâve been that or the fact that Jack started to sound more and more like a whiny toddler. I was convinced he was a schizophrenic in all honesty too, sounds weirdâI know, but he talks like a campy 80s action hero despite everyone else speaking fairly normally. He says crazy, out of pocket shit, and I honestly felt like he was exaggerating his sentences for an imaginary audience at every turn. Itâs either that or heâs off the walls fucking insane (maybe he misses his glory days???). On the opposite end of ânormalityâ we have Valerie and Doyle. Itâs 2004, so I wouldnât expect much from side characters apart from one-note archetypes charading as to having characteristics. Valerie is a damsel in distressâbut simultaneously capable at times? Which is odd. It doesnât make much sense since sheâs a CIA agent. And Doyle is a scientist who speaks in an overtly monotone, disinterested tone, with money being his big motivator by the end. Thatâs pretty much it. Iâm sitting here thinking about those two, and I canât come up with anything to say. Thereâs nothing there. Boring stuff! Letâs move on.
So, I think the biggest shock that came to me when I started playing was how military this felt; something the later entries completely abandoned. It seems to me like thatâs a product of its time though, since a myriad of games were doing that when this released. I donât know why this has to be focused on militarism, I find that nobodies arriving or landing on islands/secluded regions are far more compelling to me. But regardless, this aspect is evidently shown through almost every aspect of the game. The score takes a more drum-heavy approach, boasting for marches and⌠drillsâyou can almost hear the stocks of guns hitting the ground. Carrier - Combat and Menu-1 seem to be the most glaring examples of this. If the rest of the tracks arenât more of this, then theyâre either very quiet & calm pieces (Iâll explain why later), or jungle themes since Jack isâwell, practically lost in countless jungles throughout the game! Thatâs all I observed about the score since a lot of it is repetitive, generic, and not that exciting. But since this is indeed very militaristic, the combat also compliments that; it takes a semi-realistic approach rather than an arcady one. Guns have proper recoil, their size affects movement speed, you even have a stamina bar⌠would you believe that? Suffice it to say, Iâm not a huge fan. When the game is already a chore to go through, it doesnât help that I have to carefully observe how much I sprint and jump. It creates tedium and prolongs the game, and Iâd say itâs one of those useless game mechanics akin to something like âitem weightâ in an RPG. What is its purpose? Itâs never been done well before, unless itâs at the forefront of an indie game built around movement or something. Shooting is wildly inconsistent too. Headshots are your go to in Far Cry, but some of the hitboxes are placed awkwardly so youâll sometimes one-shot enemies, and other times have to hit their head multiple times. Anything elseâlike shots near their higher/lower bodies is entirely redundant. I also encountered a bug that made my sniper scope keep glitching out, so I couldnât really use that comfortably either. I was rocking the suppressed MP3 for half of my playthrough because itâs easily the best weapon for stealth⌠which is a bizarre oddity in and of itself.
Thereâs no point to it. Systems literally donât work around it. This wouldnât be an issue if the game didnât actively encourage it throughout almost every level, but they do (which is why most of the tracks sound that way). So thereâs a couple parts to this. One, there are only two silent weaponsâthose being, the previously mentioned MP3, and the machete; but the thing is, the MP3 isnât introduced until later in the game and the machete doesnât kill enemies in a single hit (even from behind), meaning⌠theyâll detect you in an instant if you attempt a kill which will then alert your position to the other enemies. The second part is that the baseline of your presence in this game is undetected, that is huge; whereas in your typical Call of Duty game, itâs detected. So the funny thing is, Far Cry presents you levels with particular objectives that are stealth oriented, but on contrary places AI in those levels that detect you in an instantâthat you canât kill stealthily, all while developing no systems whatsoever that actually allow you to maintain that baseline. There is no way for you to complete these levels stealthilyâat least early on, itâs simply not possible. Itâs a weird aspect of this game that I feel wasnât even thought about during its development? Since characters will react disappointedly to getting detected in a level⌠but, what does it want me to do? Itâs peculiar. I donât think Iâve ever seen a game that wants you to be stealthy, but doesnât actually create systems to make that possible. Iâm baffled by this, seriously. I donât get it. This is a huge reason why I dislike this game so passionately. Itâs not fun because thereâs only so many ways you can go through a level causing destruction and carnage.
Some of these levels are beyond confusing too. Itâs something older games used to do for the sake of it I guess? Itâs not at all clear where youâre supposed to go at times, since the minimap glitches out; but itâs also because the levels are laid out in a convoluted way. One example comes to mind, itâs when youâre driving through a series of very small islands separated by rivers made up of lava. Youâre supposed to reach an area by jumping over several hills with your vehicle, but thereâs many curves, many ground imperfections, you canât see anything, so youâll randomly drive into lava and dieâwhich results in trial and error gameplay. Itâs incredibly frustrating.
Just all in all not a fun time. I hope this franchise starts to pick up with the second game (since Iâm playing through the entire series). Itâs probably the one I know the least about? So that should be interesting.
(This isnât a part of the review). Iâve been so busy recently I havenât had a chance to write more of these, which is a big shame⌠I had a lot of fun with this one though. Not my best work but this game fucking sucks balls, man. Next one should be on Uncharted 3.
Playtime: 8.9 hours
Every Game Iâve Ever Played - Ranked (By Score)
Ubisoft - Ranked
Far Cry - Ranked
2004 - Ranked
(Non-spoiler review, but the third paragraph contains minor spoilers for the second half of the game)
I probably shouldnât have made Silent Hill: The Short Message my first foray into the Silent Hill franchise, and although it shares no connection to the other entries, I wish I wouldâve played those first to be able to give more insight into how well it stands against them, but the damage is done⌠so whatever! Iâm not going to go too deep into this one, as itâs a freeâtwo hour horror game akin to some random steam indie, and I donât want to spend too much time thinking about thisâhonestly? Complete and utter fucking waste of potential.
The idea of a self-contained, standalone, high-budget horror game aiming to convey a brutally honest and sincere story of anguish with mental health undertones is brilliant, but the execution is shockingly piss poor here. At timesâmost times⌠it feels as if this was written by a film student without a single creative bone in their body. Itâs generic, with blatantly underdeveloped themes due to its tightânot even two hourâruntime, and its worst aspect is how on the nose the writing is; throwing constant talking points at you with the subtlety of a sledgehammer. Some people are excusing and chalking this up to how short the game is, and thatâd make senseâclearly thatâs part of the issue, but itâs still an issue. It doesnât matter if thereâs a reason for a particular shortcoming⌠a shortcoming is still a shortcoming. And for me personally, if a game is talking at you rather than guiding you through the experience⌠it becomes exhausting to play. âBullying is badâ, âSuicide is not the answerâ, âTalk to people youâre close to about your problemsâ, is it me or did I just get transported back to 2017 when Netflixâs 13 Reasons Why released? Like fuck me! Come up with something more interesting to say about such complicated issues. I know this isnât the best comparison, but a game called Gris delved into similar topics and was substantially more subtle and in-turn meaningful about themâand not only that, it had gameplay that meshed well with its writing and aesthetic to a degree. But thatâs on the completely opposite side of the spectrum as people said it felt too abstract; and I guess thatâs a line these games have to toe sometimes⌠but I much prefer the latter.
And it pains me to say all of this, because there are some good ideas at play here. Specifically the whole child abuse angle, I think the game does well to showcase the dread of having to endure a parentâsâa monsterâs spiraling mental stability; circumstances continuously worsen until you finally break and all of their mistakes ripple into the rest of your life⌠leaving you to pick up the pieces. Like a dark cloud hanging over you, chasing you through every step of the way known as lifeâevery loud thud, getting closer and closer; wondering if youâll ever escape them... Itâs a haunting metaphor that the game doesnât fully pursue, as Iâm sure âthe monsterâ is linked more so to Anitaâs friend: Maya, as they both share the same sweaterârather than her mother. I suppose the metaphor works both ways. Maya and Anitaâs mother are two sides of the same coin, both events drastically propelled Anitaâs life into chaos and pure misery; so I think it makes sense if theyâre both chasing her throughout the maze, acting as a personification for life itself. But thatâs sadly where the positives end. The 15 points I gave has everything to do with that thread. Whereas everything to do with the: âIâm uglyâ, âShe gets more likes and followers than meâ story is woefully inept at conveying anything engaging⌠at least for me. And Iâm not saying real people donât experience feelings like thatâthey obviously, very much do! Itâs sometimes hard not to when so much of your life is based around seeing the highlight reels of other peopleâs lives in the form of social media, but a game isnât real lifeâand I donât think it has any business portraying something so mundane with nothing new to say. I genuinely think my personal experience with bullying is more creative, and it feels weird to power scale âbullyingâ, but fuck me if it isnât true! Youâll have to take my word on that one though, I am not elaborating further⌠But thatâs pretty much the entire reason why the story didnât click with me; and so the ending with the clear, hopeful sunrise directly contrasted against the bleak and fog-filled start menu⌠didnât feel earned to me. Itâs a nice way of conveying an arc of sorts, but at the same time⌠was it impactful enough to make me care about it? Nope, I canât say that it was. But thatâs not even the worst part⌠the gameplay is.
Iâm not well-versed with walking sims, I donât think Iâve ever really played one for longer than a few hours. But as far as I can tell, there doesnât seem to be much here? Itâs very linear in the way that the player is literally tasked with going from one room/hallway to the next, to look at notes, which more often than not will trigger a chase sectionâyou then complete it, and the cycle restarts. Itâs nothing groundbreakingâin fact, itâs among the most generic gameplay loops Iâve ever seen; and along with all the issues Iâve gone over forms a really dull experience. Its most aggravating aspect are the aforementioned chase sections. These are little âpuzzlesâ that you have to solve by finding the correct door in a maze while outrunning a monster. And thereâs definitely something exhilarating about them; runningâbut seemingly never being able to escape it, hearing those powerful footsteps bang against the concrete floor every step of the wayâright behind you, while you slowly open doors and what-not⌠but when itâs so heavily rooted in trial and errorâwhich it is, it becomes a slog. The final chase is the most guilty of this, because youâre essentially running through countless rooms that all look the same trying to find five random photographs, and if by chance you die then you'll have to repeat the entire thing; and I canât emphasize this enough⌠itâs BORING, itâs AWFUL, itâs HEADACHE INDUCING. I had exactly zero fun with it.
The funniest thing by far is that Silent Hill: The Short Message is basically a UE5 tech demo⌠with the one huge downside being that it runs like complete fucking ass! The FPS go from the high 50s to the 30s very often due to how many assets are on screen. Iâm convinced thereâs forced motion blur too? But Iâve seen nobody mention this so I canât be sure, all I know is that turning the camera felt like shitâand I couldnât see anything. Lip syncing is also terrible, although maybe thatâs intentional? Either way, it doesnât look good and makes focusing on the cutscenes difficult because Iâm constantly distracted by its weird visuals. And if this is what the future of UE5 looks like for the Playstation 5⌠then I donât want it. Iâd rather get a technically competent UE4 game with consistent performance that doesnât take me out of the experience. I donât think UE5 is viable for this console generation, as the only way to achieve stable performance would be through very heavy-handed upscaling techniques that weâve seen plenty of games use so far ahem Jedi: Survivor, ahem Final Fantasy XVI; and both of these are using older engines! So yeah... but maybe on the Playstation 6!
All in all? This game made me want to kill myself.
Playtime: 1.6 hours
Every Game Iâve Ever Played - Ranked (By Score)
Playstation Exclusives - Ranked
Silent Hill - Ranked
2024 - Ranked
This review contains spoilers
My Uncharted: Drakeâs Fortune review if you want more context (beware of the quality difference! I feel like Iâve improved a lot since then).
Uncharted 2: Among Thieves is often heralded a masterpiece, the best of the franchise, and is certainly one of the most beloved Playstation exclusives of all timeâwith people praising the abundance of exhilarating high-spectacle set pieces, the pulpy nature of both the story and characters, and the pure adventure of it all. If you want a review thatâll regurgitate all of that to you⌠then youâve come to the wrong place. I like this game. I enjoyed it. Itâs good. And itâs a step-up from Drakeâs Fortune. But in my humble opinion, itâs severely overrated, and Iâm convinced most people take a big dose of copium/nostalgia when they rate this game a perfect score (not that you shouldnât). And I get it! This isnât a first-time playthrough for me, I used to play these first two games religiously when I was younger, and I loved both of them, but as youâve just readâmy love for them has only deteriorated. Recently Iâve found myself longing for something more, something more personal, something that might challenge meâhowever that may be, and maybe thatâs on me for placing such expectations on an Uncharted game, but I go into every game with those expectationsâsometimes theyâre met, sometimes theyâre notâregardless, I appreciate the games that make me feel, more than the games that are nothing but a short stop at the entertainment venue. Which is all this game is. Itâs not complex, itâs very simple in factâtoo simple. Thereâs no finesse or depth to the combat, the platforming is nothing but an excuse to prolong the game and give you a chance to look at some beautiful environments (the only valid reason), the puzzles are still the most undemanding and pointless inclusions Iâve ever seen in a game like this; everythingâfrom the gameplay to the story is by-the-books and uninspired. Itâs like Uncharted 2 is an appetizerâsomething light before the main course; an experience so weightless, that youâll forget it ever happened within a week of finishing the game (I know how silly that sounds given its acclaim). But you might ask⌠why the three stars (albeit an extremely low three)? Well for that reason alone: the entertainment value. I canât deny that I had fun. So from here on out, this review will be split into three parts: the story, characters, and gameplay. And will detail why Iâpersonallyâbelieve these aspects to be a front for Naughty Dog to fill the screen with destruction galore and a bunch of big explosions.
Iâm not going to shamelessly recap the story, if you wantâhereâs a short video thatâll do just that in case you havenât played the game, but⌠who hasnât? So if you can go off by memory, then do thatâbut letâs not kid ourselves here, this game doesnât have much of a story so youâll be fine!
I want to paint a picture for you. Imagine laying down on your bed during a rainy night, turning on your PS5, booting up the game⌠and you hear it. Those drumsâin quick succession, building. The brass coming in with an adventurous and heroic melody, slowly dying down to reveal a melancholic strain thatâsignifies something more, something deeper; before building one final time to finish in an epic flourish that combines both parts. Thatâs right⌠itâs Nateâs Theme 2.0. Differing from 1.0 in the way of more instruments, but Iâm no music expert so I canât really elaborate on that. This themeâunlike the actual gameâimbues nostalgia in me on a level I canât describe, and is able to deliver more emotionâthan the entirety of the gameâin less than two minutes. Greg Edmonson clearly wanted to iconify something, and he succeeded with flying colors. This singular theme is some of the best video game music Iâve ever heard, and clashes tonally with the story of Uncharted 2 in a way that has always stood out to me. Itâs deep, thought-provoking, and emotionalâwhereas the story is none of those things. In typical Uncharted fashion, itâs an amalgamation of tropes from a bunch of action-adventure movies that were released in the 80s, with the huge one being Indiana Jones; the globe-trotting adventure, the romance, the betrayals, the artifacts, the villainâs self-serving desire to rule the worldâamong many, many more. Which is why people often defend the pulpy nature of it. They say âItâs not meant to be thought about!â. They say âDonât take it so seriously!â. They say âWho cares? Itâs just an action movie!â. I say⌠is the genre of action-adventure-pulp an excuse to write a painfully mediocre script that massively prioritizes style over substance whilst expecting the audience to not question any plot decisions? Because thereâs a ton of stuff that doesnât make any sense in this game; alongside creative decisions I fundamentally disagree with (Iâll go into some of those when I talk about characters). So as per usual, Nathan Drake is back to steal another artifact so he can stock up on some V-Bucks given how his last adventure left him brokeâboth in terms of relationship and financial status. Iâm bringing this up because itâs one of my biggest issues with the story here; thereâs hardly any connective tissue between Drakeâs Fortune and Among Thieves. Itâs a sequel, yes, but Iâm confident anyone could start with this one without batting an eye. Itâs a return to normalcy. A return to the status quo. Last gameâs story? Oh that! Forget about it⌠I mean it. Nate and Elenaâs promising relationship? Yeah? I said fucking forget it dude⌠or else. Because they got together and broke up off-screen! Itâs a shining example of the similarities between Uncharted and other action-adventure/espionage films such as Indiana Jones or James Bondâodd example, I knowâbut itâs an issue that plagues a lot of these massive blockbusters, the fact that nothing ever progresses from one to the next apart from obscure references. Itâs all a clean slate! None of it will ever amount to any meaningful character work or a storyline (or a part of one) that develops throughout the entire series. I understand thatâs a defining characteristic of these films/games, but itâs an aspect thatâs always been seared into the back of my brain while playingâthat none of it matters, the outcome will always be the same. And maybe it speaks to my disinterest in the genre of action-adventure pulp, but itâs hard to be invested. Itâs hard to care. And is that an unfair mindset to hold⌠since thatâs exactly what Naughty Dog were aiming for? I donât know. I canât tell you that. Maybe. Maybe not. All I can do is tell you how this game made me feel. And it made me feel precisely nothing. If it werenât for some of those high-octane set pieces, this would easily fall into the forever nothingness of⌠âmidâ.
To be completely blunt, thereâs not much worth talking about in terms of storyâthat wouldnât be me mindlessly recapping it while interjecting at certain points with a comment. Itâs all based around beats like âHey, take a look at this map/note/symbolâ, âLetâs go hereâ, set piece ensues, which now that Iâm thinking about it⌠is a critique in and of itself huh? But Iâd much rather talk about Among Thievesâ implementation of the supernatural⌠You can probably tell by my âtoneâ that I donât really like the supernatural element in this franchise at all. Now, this is the part where a lot of the Uncharted fandom is divided. Some fans love itâexclaiming that itâs what gives these games their own identity; while other players (myself included) dislike it because of their intrusiveness and out-of-place feel. I want to preface that having supernatural elements isnât inherently a bad thing, I actually applaud Naughty Dog for taking that approach in the first place; as I would agree with âsome fansâ in saying it gives these games a unique touch⌠but the execution is half-baked at best. The structure of exploring these elements has been the same in both games; occurring towards the latter-half, introducing fresh locales with new (annoying) enemiesâwhich links in with gameplayâand treating the whole ordeal as a twist (from the perspective of the characters). It comes off as very predictable storytelling. Thereâs always a massive change in tone that happens during the second halfâas itâs kept relatively âgroundedâ for the first. Itâs inconsistent and an annoying way of splitting up the game. If theyâre going to go in that direction, then commit to the idea of the supernatural? Itâs no surprise that the beginning-to-middle of these games are always the most enjoyable and fresh parts (for a myriad of reasonsâgameplay included). Itâs funny, because I genuinely like the setting of Shambala towards the end, but how come we didnât get to spend any time there? Apart from twoâheavily combat focusedâchapters. Let me absorb the gorgeously vivid, breathtaking atmosphere, let me explore the undeniably zany culture of the guardians, let me ground myself in this completely new world! But no, instead we have to hurry to the next set piece! This hearkens back to what I said about Unchartedâs story elements near the beginning of my review; it feels like theyâre an excuse to push the player into countless action sequences. Can they ever slow down? Can they ever actually take the time and effort to do something outside the box? Hell, even the Indiana Jones movies did that! And the rushed nature of the Shambala segment wasnât even worth it, because it resulted in a laughably bad boss fight followed by a (pretty much) beat-for-beat ending of the first game. Like??? Iâm sorry if all of this comes off as nitpicky or⌠petty, but I donât know how else to express my thoughts on this game, it doesnât sit right with me. And to end this segment off, I donât know why Nate and Elena have trouble believing in Shambala's legitimacy when they literally encountered Nazi-fucking-zombies in the last game? Why do they all of a sudden find the possibility of a secret city hard to believe⌠it makes no sense, I donât buy it. All in all, itâs safe to say that I didnât enjoy the story of Among Thievesâmuch like its predecessor! Itâs middling in some aspectsâdownright bad in others, and doesnât try to do anything new or worthwhile. I donât know much about Uncharted 4, but I do know that it takes a completely different approach to its storytelling, a far more realistic and nuanced approach, which makes me curious, hopeful, and above all elseâexcitedâto get to that entry.
âYou got a great ass, Sully.â
If thereâs one thing I undeniably like about this franchise⌠itâs the charactersâor more accurately their witty and sarcastic interactions with each other. Itâs what makes those âgoing from point A to Bâ sections of the game tolerable and occasionally funny. Whatâs better is thereâs more characters in this one. In Drakeâs Fortune it was mostly centered around Nate and Elenaâwho have the least amount of chemistry due to the fact that theyâre both very different people and thus have less of an aptitude for bouncing off of each other in humorous or creative ways. Not to say that I donât like her or the pairing in generalâbecause I do! Itâs actually one of my most anticipated aspects of the fourth game, but the writing lets it down in this entry because of how focused it is on those sarcastic comments instead of building up their relationship or showing why they even⌠like each other? I need more to truly care about them as a couple; instead of constantly telling the audience that Nateâs jealous of Jeff through little remarks with Chloe, how about you have Nate talk about what exactly their relationship was like, what went wrong, and why he wants to get back together with her. I know youâd be sacrificing the humor (for a few chapters), but itâd do magnitudes in building up their dynamic. Whatâs even better is you could intertwine those moments around Chloe. Build up all three of their characters at once! But they clearly had no intention of doing anything even remotely similar to that⌠which is why the ending when they get back together comes off as rushed and weirdly⌠out of place? I didnât pick up on any sexual tension between them while playing, itâs not like they were getting closer or more intimate throughout. Itâs almost like itâs a happy ending for the sake of a happy ending, it means precisely fucking nothing because it says nothing. I do wonder if theyâll still be together in the third game, or if sheâll even be in the next game. Maybe a potential return to the status quo!? I canât wait!
Nate & Chloe take more of the focus here (at least for the first half), a nice surprise since I liked her selfish and double-crossing mannerâin what is otherwise an underdeveloped characterâmaking for some fairly compelling and unexpected moment to moment gameplay. Sheâs just really fun?âas if this franchise needed even more of that⌠but it does make me excited for her spin-off. The title of best duo easily goes to Nate & Sully though, which is a shame considering heâs only in two chapters. Thatâs a missed opportunity and a half. So much of Unchartedâs identity is based around their father-son bond, so itâs weird to me that I havenât seen any of that two whole games in (much less a critique and more of an observation). Like who the fuck are these people? Does Sully not care about Nateâs well being as he left him with a woman he barely knows to go off to find Shambala of all places? He then magically reappears at the end with no explanation⌠I really donât appreciate the Sully underutilization. His displeased reluctancy to every situation is the best part of this series.
A huge point of contention within this franchise is the whole âNate is a bad person who kills hundreds of people without remorseâ argument. I only kind of agree with this. Ludonarrative dissonance is a term that effectively means thereâs a difference between the narrative and gameplay elements in a game, one doesnât necessarily have to adhere to the other for continuity's sake; theyâre basically two differentâisolated parts of a game that donât share the same logic. With this term in mind, Nate doesnât actually kill hundreds of people in a single day, itâs more like a dozen (from boss fights/cutscenes). And I donât have an issue with this explanation at all, I meanâsure, itâd be an interesting way to deconstruct a character like Nate; integrate themes of mortality and morality, but in the endâitâs not what Naughty Dog were aiming for, so the exclusion is fine. But my issue lies more with how inconsistent that explanation is when you take the ending into account. Why did they bring it up? Why did they call attention to it? If they hadnât, thereâs no issue⌠but they did. Not only did they call it out through one of the worst villains Iâve ever seen, itâs also an outright dumb thing for the game to do considering theyâve put no effort into establishing that as part of its themes. The closest they get is Nate not wanting to kill any innocent guards during chapter two⌠but⌠he throws one off the side of a building? In all fairness, he swims away if you look down, but why would Nate assume that he can swim? Or that the fall wouldnât kill him since itâs a 15+ story fall? Or that he wouldnât hit any walls or rocks on the way down? Again, Iâm probably not supposed to think about this! But I am, and it makes no sense. It seems like the swimming away part was added to counteract all the people that wouldâve called out the inconsistency. Itâs half-assed and lazy. LazareviÄâs entire speech introduces the idea that Nate is âmercilessâ and âcruelâ... and heâd be right. But why does he then take issue with killing LazareviÄ when heâs murdered countless goons who have families and are probably only doing their security job? So youâre telling me he can kill goons... but not the one genuinely terrible person who absolutely deserves to die? I got severe whiplash when this cutscene played because of the drastic change in tone; the entire game up until this point had been light fun with a few moments of drama sprinkled inâyet now theyâre talking about morality and shared violenceâtaking issue with killing horrible people when they didnât before. Itâs a weird shift. To my surprise Nate doesnât kill LazareviÄ and instead lets the Guardians finish him offâsort of disproving his point, but Iâm pretty sure he returns to cool old-fashioned murder right after this game? So I guess it was all in vain and didnât mean anything. Great! Thanks Naughty Dog, for some genuinely fantastic writing here! I said this before, but Iâm fine with ludonarrative dissonanceâas long as they donât call attention to it, but they did the exact opposite, and not only thatâbut in such an arbitrary way. On a fundamental level, I think story and gameplay should acknowledge each other. I think it leads to a more well-rounded experience, and exhibits intention where there otherwise wouldnât be, which is contrary to how it appears hereâintention-less! And more like a way to cover up their writing mistakes.
The way all of this is delivered through LazareviÄ is the most shocking aspect though. Lots of people go on about how heâs the seriesâ best villain, and if thatâs the case⌠what the fuck am I in for with the rest of this franchise? Because heâs not good at all. He comes across as cartoonish and mustache-twirlingâand not even in an entertaining or fun way. Thereâs usually something to latch onto with other roles of the same caliber; the actorâs performance, their personality, mannerismsâbut here heâs so shallow. Heâs a big tough military guy, who⌠wants moneyâno, he wants power! Woah! Really fun and creative Naughty Dog! Heâs more of a physical obstacle for Nate to overcome than a character with his own story. Does he impact Nate in any meaningful way? Does he allude to any themes? Does he do anything of value? No. Heâs dull and generic. I canât stress enough how bored I was whenever he popped up. Flynn on the other hand wouldâve been a much better alternative, he actually had a charming personality and some chemistry with Nateânot to mention history too! I donât know why he went out in such a disappointingly anticlimactic way when he was clearly the superior character.
âYeah, good luck pal, that's almost impossible to- oh, you did it. Nice.â
Weâve arrived at Unchartedâs most middling aspect, and thatâs obviously the gameplay. Iâd say this is a universally agreed on opinion, I donât think anyone genuinely likes Unchartedâs gameplay enough to play an isolated version of it. Itâs not what makes their games, as itâs a common complaint thrown at literally everything theyâve ever developed. Thereâs more variety in Among Thieves when compared to Drakeâs Fortune no doubtâas itâs a sequel, but I donât think it fixes any glaring issues the first game had, or improves upon any existing systems in noticeable or note-worthy ways. But⌠how can they really improve this system? Structurally, it requires the player to rush into every room to hit headshots with a bunch of interchangeable weapons; thereâs not much here, they dug their own grave when they made the gameplay take the form of a semi-grounded cover shooter. Naturally, a lot of this gameâs praise comes from the set piece momentsâand oh lemme tell you! Theyâre fun as hell! Going from that iconic first chapter of having to scale a train thatâs slowly toppling down a cliffâwhile bleeding all over the place, to sliding down a collapsing building, progressing through a moving train while being bombarded by a helicopter, running from a tank, hopping from moving truck to moving truckâalbeit clunkily⌠itâs all great stuff. Thereâs a lot of variety in terms of set pieces here. But seeing how (mostly) short they are, it doesnât sustain the game with âfunâ throughout, as right after one of these⌠youâre forced to do another shooting room! And another climbing section! And for some unknown reason⌠the first chapter again (thatâs right they make you repeat it twice, they couldâve easily connected the two timelines by having Nate resume from where he was before). They also couldâve put more effort into making mundane objectives more fun⌠like to disable an alarm system in chapter two all you have to do is flip a lever by finding it in the most obvious place ever and pressing a single button. Like thatâs it? Hell if thatâs what it takes to turn off alarms maybe I should get into the burglary business! I know it shouldnât explicitly adhere to realityâs rules, but they couldâve done something there? Put in a short minigame, a puzzle of sortsâas it already has a limited number of those. I say all of this but I actually did enjoy the stealthy nature of the second chapter, I thought it was a unique way to pace the game out and it was surprisingly creative with unconventional level design. Rooftops laid out in a fairly linear but open type way, never making the player feel like theyâre on rails or being guided by a hand in the sky; allowing for choice (although usually only two) in terms of how you approach âcombatâ scenarios or make your way to the next objective. Thankfully the QTEâs from Drakeâs Fortune are gone too, but thereâs still remnants of that here. Button prompts are littered everywhere (although I guess thatâs a staple of the seventh console generation), but I wish they flowed into gameplay seamlessly instead of being real-time cutscenes. Itâs a whole lotta âboost meâ, âpull down the bridgeâ, âopen the doorâ, it exemplifies the âcompanionshipâ vibe, but gameplay-wiseâit does nothing and its repetitiveness is starting to sink in for me.
Similarly, the same thing can be said about the shootingâbut I wonât be as gracious with it⌠Itâs the goddamn same. Among Thieves? No dude, itâs Drakeâs Fortune. There are no improvements here, apart from a bigger variety of weapons that donât impact gameplay whatsoever, as you can practically put all the weapons into one of two groups: slow fire rate vs fast fire rate; and the difficulty of the fight will be determined by which of these you have. The awfulâinaccurate bloom makes its return; when my crosshair is directly on top of an enemyâs head, the bullet somehow flies off to fucking Mars? The shooting is arcadey enough as it is, so I donât know why they would intentionally make it this way. Itâs so heavily rooted in luck. The weapons in general lack kick and oomph. Sound design is flat and sterile so it feels like youâre using a pea-shooter most of the time; guns do not feel like guns. This next thing might sound like a nitpick, but it makes a world of difference in a heat-of-the-moment shoot-out; whenever youâre aiming and decide to change shouldersâand by chance let go and re-aim, it switches back to the default (right) shoulder. This disrupts the flow of gameplay since it constantly demands changing it backâcausing a potential death (this is especially annoying on crushing/brutal difficulty). Itâs even worse on specific chapters that have shallow walls placed in the environmentâmeaning you canât properly hide behind them (without using the cover mechanicâwhich in and of itself is hit or miss and doesnât work a lot of the time). Although I appreciate that Among Thieves places most cover spots in naturalistic parts of the map; for example, in a jungle, a cover spot might be a tree, whereas the first game had an excessive amount of boxes placed everywhere, even if it made no logical sense (this is still a problem here, but less prominent). And a little side note; I genuinely hate the M32 Hammer and the RPG. Those two weapons donât have a blast radius which is an odd choice. They both shoot explosives, and I have to treat them like any other gunâdirectly shooting at enemiesâ chests. Itâs just another reasonâin a sea full of themâthat the guns feel awful. Whereâs the distinctiveness? Whereâs the power and force? Theyâre fucking explosives! Itâs really lackluster weapon design.
You know those moments in God of War (2018) when youâre climbing a mountain, or shuffling through a crack in a wall to another section of the map, or generally scaling something? Yeah, those moments work because you have constant banter, and more often than not important character building. Thereâs a back and forth there. Which is the entire reason those moments work. They progress arcs, give contextâhave value, and generally provide something to hold your attention as you get to the next fight or story moment. Among Thieves doesnât have any of that. It feels like youâre climbing just for the sake of climbing. Thereâs some occasional banter, but with all the issues I went over regarding charactersâthose donât do much when all theyâre good for is making you laugh (sometimes). Are the environments captivating to observe from such heights? Yeah. But thatâs not enough of a reason to validate the entire existence of the aforementioned gameplay segments when thatâs all youâre doing. These moments are the worst parts of the entire game, not for any insulting or frustrating reason, but more so because theyâre just really boring to play, and thatâs arguably the most heinous thing a game can do. Not to mention how clunky the movement is in general. I donât know if this was only an issue on my end, but Nate would sometimes jump/climb in the wrong direction despite me pressing/holding the right buttons. And it only became really noticeable on my third playthrough. The only time the platforming worked for me was chapter six, when you were in Nepal and were going in and out of this huge building as you made your way to the top. I liked the scale and the intricacies of the layout. But nothingâand I repeat nothing, will make me hate the fake-out falls any less. Am I a fucking moron? Because I donât get what these add to the game. Some tension? Some fear? Or is it to make the game more cinematic? If so thatâs all well and good, but maybe keep a limit on them? Donât throw in hundreds scene after scene (slight exaggeration but thatâs what it felt like). The one huge positive Iâll say is that they went above and beyond with the placement of treasure. Something as miniscule as collecting collectibles has never been quite as satisfying, and itâs all very creative and clever. Thereâs a genuinely worth-while incentive to grab them tooâwith rewards such as skins, cheats, weapons, etc, being unlocked. It makes future playthroughs more fun and I wish this was standard practice in most games with collectibles.
But all of these issues (with shooting and movement) culminate in the boss fights, and itâs almost like Iâm fighting against the game during those moments, which is obviously frustrating. The train carriage one was tacked onâit didnât serve a purpose, and felt claustrophobic (I realize thatâs intentional, but the shoddy movement made it a nightmare). LazareviÄâs was the biggest headache though, thatâs the one that seriously made me question the purpose behind them in this particular franchise. Every single one up until this point has felt like a gimmick, been repetitiveâand not something thatâs even remotely belonged. It speaks to Naughty Dogâs roots with Jak and Daxter, but theyâre two completely different franchises, and trying to carry that formula into Uncharted doesnât work. They should really let it go. And it sucks because thatâs not even the worst part, the guardians are. As Iâve said, I donât inherently mind the supernatural elements, you can have them! But for the love of god⌠please donât put in bullet sponges as substitutes for enemies. Is pumping around seven entire mags into a single guardian supposed to be fun? Or just annoying? Itâs not engaging, itâs dullâeven when you can kill them faster using a crossbow. If anything this is consistent with the first game. Drakeâs Fortune also introduced enemies during the second half that were annoying to fightâboth are lame attempts at enemy variety.
The last thing Iâm going to talk about regarding Among Thievesâ contents are the puzzles. Iâm sure itâs not surprising at this point that I didnât like them either. Again, itâs the same issues that plague Drakeâs Fortune. Thereâs not enough of them, theyâre incredibly easy, and they lack creativity. Imagine my shock when I was on chapter 19 (seven away from the ending) and the game had only given me two full-on puzzles to do. And Iâd be fine with that number if they were challenging⌠but theyâre not. They all revolve around symbol matching. Like am I playing fucking Candy Crush or something? Maybe root some of them in the environments? Maybe design them intricately instead of completely laying out the answer for me in Nateâs journal? I had more fun during an environmental âpuzzleâ when the game introduced a minigun-wielding-brute enemy during the train chapter, and required me to shoot the chains that were holding all the tree logs together where he was coincidentally standing so I could kill him⌠that was brilliant, and actually funny. Everything else was not.
The obligatory optimization/technical paragraph: I can never escape these⌠Enemy waves loop if you donât go to the exact place the game wants you to be at. If you get ahead of the NPC companions when climbingâand they happen to catch up, youâll be knocked off and have to restart entire checkpoints. There was a bridge bug I encountered which made it so I couldnât progress because⌠I killed everyone too soon? (Basically, the game penalizes you for being too good). You can be shot through walls! Brutal difficulty scaling is still horrible, youâll die as soon as you spawn leading to many RNG moments! They clearly didnât even consider the difficulty options when creating some of these chapters, they also couldâve just tweaked enemy starting points to fix this issue, itâs a fairly simple solution I imagine. Iâve heard these are all issues with the remastered trilogy though, so I guess itâs my fault for playing that version.
I know itâs hard to believe⌠but I did like this game! I still think itâs good (barely). The reason for the score is mostly the set pieces, as without them this would easily fall into mediocrity; which is why this can sometimes read like Iâm continuously dunking on it, but thatâs because itâs the only consistently positive aspect that is the least versatile in a discussion/review.
(This isnât a part of the review). I honestly didnât expect for this review to be so long, I thought it was going to be a shorter one but I just kept writing and writing, and it turned into another long one! I need to do less of these, I swear to godâŚ
Playtime: 33.4 hours
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