However many years on since MGS2 and you guys are still my favorite LPers. Been enjoying this and really everything since.
Thereās really not a need for the supernatural in this game. Unchartedās always used spooky stuff in a similar way to Indiana Jones: itās the crux by which the protagonist become a better person. Rational Academic Indiana Jones submits to a higher power beyond his grasp, Professional Thief Nathan Drake discovers his humanist conscience because his āsupernaturalā is always just the undiscovered biochemical, and the risk of its use for evil has to be stopped. Itās the means by which the moral is delivered.
Nateās already had his moment of clarity and moral turn when Elena came back. Itās annoyingly muddled by how the game handles the Alcazar reveal, but weāre still past the point where the supernatural would be relevant, other than to tick off some boxes.
I think that doesnāt muddle it even a bitā¦the revelation that Sam, about whom Nathan lied to his wife so he could do what he wanted without admitting his unreformed thirst for achievement, was in fact lying to his brother so that Sam could do what he wanted without admitting his unreformed thirst for achievement was a BEAUTIFUL way of drilling home what appears to the be message of the narrative.
It was the best part of the game that doesnāt involve something old and enormous crumbling around you while you jump from debris to debris going āNo no no no no no NO NO NO NO NO!ā
Part of me sort of feels like if thereās not a supernatural element itās because the more complicated environments take up more space gameplay wise. Part of the fun of the zombie Nazis or whatever is switching up combat encounters once youāve gotten bored of the normal mooks and giving some variety, but here it seems like thereās a lot to be said for just making the arenas more complicated and having many different approaches for handling them.
At least thatās what it seems like from watching all the C&I LPs, Iāve not played the single player campaigns of the uncharteds.
Personally I think a lack of supernatural stuff would fit in really well with the themes of this game. The thing that ruins the most lives isnāt some cursed magical whatsit, itās just plain ordinary people being greedy and duplicitous.
That really should be Nateās reaction to everything.
Rotting societies value peculiarities, resultant strangeness vaccinates pallidness. Really, some vampiresād placate.
Maybe Iām just a grump but Iām getting a little tired of the Nate-grabs-thing-but-thing-breaks shtick. You know, the little dramatic irony moments of Drake failing to do something like an action hero? I really, really like it when used sparingly but there seems to be one in about every video now.
By the way, itās obviously inspired by Indiana Jones so, as the fourth installment, that means no mysticism, just aliens.
I agree, any supernatural elements are extraneous to this game. But on the other hand, they also were to the previous games?
Thatās what Iāve always found weird with the Uncharted stories, that at the end the culmination of themes and pressures put upon the characters are resolved by a past supernatural element which makes everything collapse and allows for a wrap-up in a satisfying way, but they were never strictly necessary. In that same manner, I donāt exactly want a supernatural element here, but Iāve been so conditioned to expect one at the end of the third act that I find it hard to convince myself otherwise.
It canāt be, he got married after all, so someone had to teach him to say something else somewhere along the way.
āDo you take this woman to be your lawfully wedded wife?ā
āNo no no no no no no no NO NO NO NO NO NO YES.ā
We see the good wedding photos, but none of the pictures of the volcano erupting came out well.
My friends and I had zero expectation of a supernatural element playing through the first game, and suddenly these terrifying creatures appear and I, being an enjoyer of the horror genre, was giggling like an idiot as my friend playing through it was just screaming and running around yelling, āI didnāt sign up for this!ā
That part of our playthrough was extremely memorable for us, so thatās why I tend to enjoy that sudden element in this series⦠Although, being a fan of this game receiving The Last of Us treatment and having more character moments, I agree the game could wrap up nicely without it.
Iāve really enjoyed the Uncharted series and Watchdogs LPs youāve done, and this is no exception. Though it is the first Uncharted lp Iām watching as it is being posted, so waiting for the story to continue is grueling!
Im very impressed with how pretty everything is, it looks soo good, the dynamic lighting is amazing! And I impressed with how dedicated theyāve been to having -every part- of the Libertania story be a metaphor to Nateās story, and his relationships.
Not sure what the always perfect rollable crates are a metaphor for thoughā¦
Iām sorry, Jeff, but youāre not macho, and youāre DEFINITELY not nacho.
Episode 23: Macho Nachoā¦Cut Commentary
Gotta say, the dungeon this paranoid thief has built does an excellent job of making the graverobber into an equally paranoid thief. Good thematic resonance there, Avery. Youāve got a future in game design.
I donāt know if Chip has done this on Crushing difficulty but this room might be the hardest part of the game. So many circling enemies and the big one you almost have to work out a strategy as you keep dying.
The heels, that DIDNāT.
I love me some crazy pirate caves.
Man, Avery must have had a lot of time on his hands to make all those mummy bombs and bone mobiles and traps. Pyrate engineers are really something else.
Guybrush, nooo!
How do the mummy bombs even work anyway?