• Again?

    I can’t believe that Naughty Dog, the developers of The Last of Us and 3 prior Uncharted games came back to make another Uncharted again. Nevertheless, here we are for Uncharted 4. It’s almost like they’re running a business of making excellent games and then selling them for money but have locked onto this one idea of climbing and third person shootering and will keep going until it is no-longer making money.

    Like the final season of a favored television series, all of the beloved characters have reached their final form by the time this game is done.

    Nathan Drake is still our protagonist, he’s been wedded with Elena, I must have missed that when I skipped out on Uncharted 3. Nate has a normal-ish job these days, you’ll see what it is if you play the game. Sully (Victor Sullivan) is still old as dirt and this time won’t participate much in the action but is happy to lend a hand or fly everyone around. New to Uncharted 4 is a surprise guest appearance by Nathan’s older brother, Sam. I can’t remember ever hearing about him before, but here he is complete with flashback sequences to Nate and Sam’s childhood together throughout the game.

    Sam is reunited with Nate for one last adventure to save Sam’s bacon over a debt that could cost him his life if they don’t quickly recover Henry Avery’s pirate treasure to pay off a drug lord.

    You and me

    Early on I was incredibly bored with Uncharted 4’s gameplay. The style of the climbing and third person shooting is still good, but was so similar to previous games that I thought I might not make it very far in. This is one of the best looking games I have ever seen, but good looks only get you so far without new adventuring mechanics.

    Thank goodness there are changes to the gameplay as well as the story.

    Everyone knows that Nathan Drake is kind of an ass. He straight up murders hundreds of dudes in each game’s beautiful set pieces, usually in places that he doesn’t really have an excuse for being in. The witty remarks he makes about straight up murder seem to indicate that he doesn’t seem to be losing any sleep over it.

    The most important thing upgraded in this sequel’s story is that while Nathan Drake is still a compete ass to everyone around him, finally, in Uncharted 4 the consequences for his behavior are found in his rapidly dissolving marriage and through witnessing his brother’s impulsiveness impacting the lives of those around him.

    He isn’t constantly a jerk to his wife, Elena, but he certainly isn’t upfront and truthful about the work he needs to do in order to liberate his brother from the drug lord to whom he owes his life. Those moments with Elena and Nate upset with each other aren’t necessary fun, and it can be awkward to watch Nathan’s “real life” crumble, but watching their life unfold at home before he leaves for another adventure is very relatable to anyone who has been in a long term relationship. Not that normal people are going out to find pirate treasure, it just humanizes the characters in a way that isn’t typical for big action games.

    This story is what carried me through the otherwise same-y climbing and terribly implemented one on one fist-fighting introduced early on in the game. That part of the game’s combat just isn’t fun, thankfully it isn’t something that you’ll be forced to play through much before going back to ducking behind cover and shooting in set piece areas that you can decide how you want to approach. Stealth options are present, and it is fun to kick a dude off a cliff, snap his neck and drag his corpse into the bushes, or pull him over a ledge that you’re hanging below, but you’re going to end up breaking out of it before long when a more distant enemy who has slightly better vision than Metal Gear Solid goons spots you grabbing one of the other guys.

    There are gameplay improvements as well. Since this is an adventure about pirating Nate is now equipped with some magic grappling rope that can attach itself to any grapple point at a distance. This can be used to quickly get up over an obstacle or more often the rope is used for swinging around between chasms, buildings, and everything, like Tarzan. It is a fun as hell addition and you can use this in combat to move quickly between vantage points as well as shooting while swinging which works amazingly well. It’s completely ridiculously implemented, you’ll always attach to the appropriate point as long as it is on screen. After playing around with it I would love to see a Spider-Man game from Naughty Dog.

    The new climbing piton, the spike that mountaineers drive into walls when there otherwise isn’t a handhold, allows Nate to climb along a little bit more organically into points that are specifically designated for it. It’s not as great an addition as the grappling rope, but any positive change to a climbing mechanic that has been brutally beaten into us in every Uncharted and Assassin’s Creed is an improvement. I wonder how different it would have been if you could have combined the piton with the grappling rope and attached one to the other, swinging across larger gaps between handholds in rock faces more easily.

    Due to the success of Call of Duty 4’s laser-like focus on a critical path through a single player campaign, other action games tend to focus on a very limited path through the environment, to the detriment of exploration. The reasoning behind this decision has been “why spend a game’s budget on something the player might never see? Also, we don’t understand pacing at all.”

    In a very few open-world games you do have a bit more freedom to explore but it’s usually not worth spending the time to do so. What’s the point of exploring if the world doesn’t have any detail to it outside of where the major story beats take place?

    This is it

    Uncharted 4 gives you a few open areas that are very detailed, a Jeep with your buddies in it, and says “have fun.”

    Driving that Jeep and watching as it attacks the terrain is super fun. Attaching its winch in order to solve puzzles in the environment is fun. The chatter from your passengers and how they switch seats to help you out instead of the game making you backtrack to the jeep in order to artificially lengthen the experience is fun.

    Your reward for exploring those open areas is more information about the quest you’re on as well as more quick sketches of what the characters are looking at and thinking about in Nate’s journal.

    Those sketches feel like Nathan, and the designer’s, notes to the player. While playing I was unexpectedly excited every time I got the prompt for Nathan to write or draw in his journal. You can tell that Naughty Dog knew what a great thing they had made since you can access Nate’s journal directly from the main menu of the game.

    There are still puzzles, just like previous Uncharted games, and they are fun. The way they integrate with the journal is nice and the puzzles are still best when you have an audience of friends or family locally to help you solve them. Not that they are any kind of serious challenge, it’s just fun to have the input.

    Journal

    Multiplayer is still included and is still incredibly well put together. It isn’t why you would buy an Uncharted, but it feels like something that could be packaged up on its own with a different name and compete for the multiplayer shooter players’ attention with Overwatch and other recent games. The multiplayer package is far more than you might expect to be bolted onto a series that is regarded only for its single player campaign just to keep people from trading the game in.

    This time Naughty Dog have wisely decided to not lock the additional levels they’ll make to their multiplayer after the game is released behind a season pass or another additional charge. You can buy cosmetic items that change the look of your characters but the game isn’t going to be less fun when 10 identical Nathan Drakes are running around the map. That is sometimes pretty hilarious.

    The only real fault with the game is that it waits until chapter 10 to give you access to the Jeep and open areas. It should be inexcusable to hide the best part of the game until then.

    So many people have already spoiled some of the great parts of this game, and I’ve tried to avoid doing so here. it is a surprisingly great sequel to a series that could otherwise have stopped at the second game in it and been fine.

    Before this game came out, I couldn’t name an exclusive for the PlayStation 4 that made the console worth recommending. If you have never played an Uncharted before, or if you have and gave up on the series’ repetitive nature, you should come play Uncharted 4. Those in the first group, well, I imagine that you’ll enjoy the first ten chapters even more.

    Why stay

    4 out of 5 Pyrate Adventures for Uncharted 4.

    Here’s an extended snippet of gameplay, without commentary, I recorded while I’m putting my recording studio back together. This features almost everything I’ve talked about in this review that makes the game great but does contain some story spoilers if you’re concerned about plot details.

  • Computer Foosball

    Liza Daly has this great collection of beautiful old boxart from 30 years ago, along with a little bit of the story behind each one. Here is Liza’s write-up for Computer Foosball, pictured above:

    I don’t even know where to start about how much I love this. The art is credited to Janet Lopez. The game was written by Apple employee Keithen Hayenga and came free with the Sirius Joyport, an external game adaptor which was less titillating than it sounds.

    I love that the brush strokes are clearly visible in the background, and that one of the foosball teams is composed of little matching robots. I guess the spheroid thing in the middle is supposed to be the foosball flying at us, but the composition is weirdly static.

    The Westminster typeface was already a cliche in 1983 and was rarely used in actual game packaging. The flat design of the background and the minimalist byline are also pretty odd. The net result is that this cover art looks less like an actual artifact and more like a contemporary designer’s idea of 1983.

    Sirius Software published dozens of games in the period between 1980 and 1983, many coded by Nasir Gebelli, who left to form his own company when the Sirius founders refused to give him equity. Steven Levy covered Sirius in his seminal book on the early computer age, Hackers. If this post were about videogame titles rather than covers, they would get prime placement for The Earth Dies Screaming and Copts and Robbers.

    Both Gebelli Software and Sirius published a lot of turds, in terms of both games and cover art. But the best of them are the best this period has to offer, almost indistinguishable from a lot of modern design. Some are credited to Lopez but most have no credit at all. They are great.

    It brought a smile to my face when the Sirius Joyport game controller adapter page on Wikipedia reminded me that the device was also designed by a legend, and my old pal, Steve Woita.

  • Paul Thurrott:

    Last week, Microsoft silently changed Get Windows 10 yet again. And this time, it has gone beyond the social engineering scheme that has been fooling people into inadvertently upgrading to Windows 10 for months. This time, it actually changed the behavior of the window that appears so that if you click the “Close” window box, you are actually agreeing to the upgrade. Without you knowing what just happened.

    Previously, closing this window would correctly signal that you do not want the upgrade. So Microsoft didn’t change the wording in the window. It didn’t make an “Upgrade now” button bigger, or a non-existent “don’t ever upgrade” button smaller. It pulled a switcheroonie. It’s like going out to your car in the morning and discovering that the gas pedal now applies the brakes, while the brake pedal washes the windshield. Have a fun commute!

    The violation of trust here is almost indescribable. It’s bad enough that Microsoft has been training Windows 7 and 8.1 users–i.e. most Windows users–to not trust Windows 10 because of this horrible, unstoppable advertisement. But now they will not trust their own sanity because all they’ll remember is that they dismissed the advertisement by clicking the Close windows box. Why on earth did Windows 10 just install on my PC?!?

  • https://gfycat.com/FineAccurateBellsnake

    Developed by one human, House of the Dying Sun is a tactical space shooter in the spirit of Freespace 2 and Tie Fighter mixed with a bit of Warhammer 40k styled lore. I love killing traitors to the emperor!

    It’s only available for Windows, currently, but does support the HTC Vive and Oculus Rift in addition to regular monitors. You can buy it directly from the developer’s Humble widget or on Steam. Either way it’s 2 bucks off until the 14th of June.

  • Powerhoof, the creators of Crawl, put out Regular Human Basketball back at the end of May 2015 and I just found out about it:

    It’s local multiplayer, for 2-10 players, and it really is an explosively ordinary game of basketball, with absolutely nothing weird going on and DEFINITELY no giant robotic death machines!

    It looks very fun and regular humans can freely download it on itch.io for Windows, Mac, and Linux. Definitely don’t download it if you’re a giant robotic death machine.