How 'Uncharted 4: A Thief's End' Was Influenced by 'The Last of Us'

The Uncharted games have a reputation for being built around a series of massive set pieces, such as shoot outs on moving trains or inside collapsing buildings, but they have also drawn criticism for having relatively weak stories compared to the sharp dialogue and impressive visuals. Druckmann explains that in Uncharted 4 their goal was to make the set pieces, the story and the character arcs all gel with one another.

“I remember on Uncharted 2 we had just started figuring out set pieces, and how to get set pieces on the sticks so you’re really playing through a collapsing building or a sliding platform or fighting a helicopter. Moving on to The Last of Us we were really with how do we take those set pieces and make them more intimate, make them really parallel the story and the character arcs. And now coming back to Uncharted it was like, ‘OK, we can go epic again, we can go big,’ but we’re really challenging ourselves, again, ‘How do we mirror the character arcs?’”

In addition to discussing the structure of the story, Druckmann and Straley also gave some insight into how the gameplay has been changed up for Uncharted 4. To ensure that the player feels immersed in whatever madness is happening to Nathan, Druckmann says that Uncharted 4 will expand the ways in which the player can move and interact with the environment.

“Our motto on Uncharted 2 was always, ‘Keep it core.’ No matter how big the set pieces get, keep it on the control stick, keep the core system. So taking that into Uncharted 4 is like, OK, knowing we want to keep it core how do we expand Nate’s core move set? How do we build more systems that will give the player more options, more ways to approach, whether it’s exploration, traversal or combat.”
Big Uncharted fan asa ca trebuie sa strang bani neaparat pentru un PS4.