 Hello, and welcome to Good Game. 

 I'm Hex. 
 And I'm Bajo. 

 Tonight we reach the conclusion 
 of a legendary tale 

 that began almost 10 years ago 

 with the first Uncharted. 

 Join us as we review 
 Uncharted 4: A Thief's End. 

 NATE: No, no, no! Ah! 

 Go! 

 (ELENA GASPS) I got it. 

 Come on. Nate! 
 (GROANS) 

 (BLOWS NOSE LOUDLY, SNIFFS) 

 I just don't 
 want it to be over, Hex! 

 Aww, it'll be OK, Bajo. 

 Plus, we team up to take down 
 an alien invasion in Alienation. 

 We have aggro'd quite a large group. 

 Goose, Hingers and NichBoy 
 will also take to the couch 

 to chat about some recent releases. 

 I know there's been some Rocket 
 League Hoops shooting going on. 

 But first - 
 can you Name The Game for this week? 

 (LASERFIRE) 

 COMPUTERISED VOICE: 
 Multiplier added. 

 (BOOM!) 

 Multiplier reset. 

 Alienation is 
 a co-op twin-stick shooter 

 that's carnage 
 and instantly satisfying. 

 This is swarm-blasting fun. 

 And this is all thanks 
 to a good selection of weapons, 

 some cool character upgrades 

 and lots and lots of squishy aliens.

 The premise 
 is that aliens have invaded 

 and thoroughly infested Earth. 

 So as one of three classes - 
 tank, saboteur or bio-specialist - 

 your job is... 
 well, pretty much extermination. 

 This game is designed 
 for up to four players, 

 but you can play it solo, 
 and that's how I started. 

 I took the tank class for a spin and
 got to grips with how it all worked.

 I've gotta say, the menus instantly 
 made me think of Destiny, 

 and I guess 
 there are some similarities - 

 you're killing aliens, picking up 
 loot, upgrading your weapons. 

 It's that familiar and fun 
 game play loop. 

 Yeah. I played a bit as the saboteur 
 to begin with. 

 This is meant to be a bit more 
 of a stealthy class 

 because they have a cloaking ability,

 but you are just as much 
 up in the action as the tank. 

 The bio-specialist is the medic type 
 who can provide some handy heals, 

 but again, be prepared to fight. 

 The differences are really 
 in those secondary skills, 

 like the saboteur's ability 
 to call down an aerial strike. 

 MAN: You're going too far. 
 Not many to go. 

 WOMAN: That was the last one. 
 Good job. 

 I liked the tank's ground smash. 

 It's a last ditch way 
 of getting enemies off your back. 

 For a twin-stick shooter, there's 
 a lot to think about with this. 

 For instance, you can reroll 
 the stats on your weapons 

 if you've collected 
 enough resources, 

 which is a nice touch. 

 And you need that extra edge, 

 especially if you play this on 
 veteran difficulty, 

 which I recommend you do - 

 then the fights get really hectic. 

 And I like that you encounter 
 more than just groups of enemies 

 positioned around the map. 

 There are mini bosses, 
 auto turrets you can power up... 

 ..sudden alien swarms. 

 And if you die and have to 
 restart from a checkpoint terminal, 

 you'll need to fight through 
 respawned enemies 

 to get back to where you were, 

 and that keeps the challenge going. 

 The maps are quite open, though, 
 with multiple paths. 

 So if you get stuck in a bottleneck,
 there's always another angle to try.

 And I think there's a good variety 
 of alien types overall too, 

 from little... 

 ..to big. 

 I found those xeno snipers 
 pretty deadly, 

 but you have just enough time to 
 dash out of the way of their shots. 

 I loved that dash - 

 it's great for zipping around 
 a fight or getting out of trouble. 

 And the weapon variety 
 is a good juggling act - 

 you can go from plasma guns 
 to shotgunning groups 

 to laying down flame... 

 ..or mini gunning from a distance. 

 Plus you really have to get to grips
 with that active reload. 

 That's key to your survival. 
 Yeah. 

 Plus I like that your guns 
 can actually run out of ammo too. 

 That's not usual 
 for a twin-stick shooter. 

 It just gives you 
 those moments of stress 

 when you hear that "chk! chk! chk!" 
 empty chamber sound 

 and you need to cycle to another gun.

 COMPUTERISED VOICE: Revolver. 

 The sounds of the guns 
 are really good too, aren't they? 

 (LASERFIRE) 

 And I like the way 
 that your weapon's range 

 is indicated by the length 
 of your laser sights. 

 Simple but really helpful. 

 And, you know, 

 for what you would think would be 
 a simple top-down shooter, 

 there's some pretty 
 fancy visual effects here. 

 (BOOM!) 

 Oh! 
 (LAUGHS) Yeah, it's nice. 

 But it gets 
 a bit messy and confusing 

 with four players 
 and enemies everywhere. 

 I mean, sometimes I was just 
 shooting and hoping for the best. 

 Now, we played a bit of co-op 
 together, which was fun, 

 and I was surprised 
 to find some PvP in there, Bajo. 

 Yeah. You can actually get invaded. 

 And it's nice to see a bit of Souls'
 influence infiltrating other genres.

 (LAUGHS) 

 It's a guilty pleasure 
 trying to gank someone. 

 And you can always 
 disable invasions in the options 

 if you don't want to be bothered. 

 It's good drop-in, drop-out co-op, 

 although randoms didn't seem to want
 to cooperate much, did they? 

 Over here. Over here. Nice. 

 Over here! 
 Yeah. 

 Grab some friends and play, 

 because the classes do complement 
 each other if you play it right, 

 like the way the tank can throw up 
 those handy shields... 

 ..and it helps to have buddies 
 who will stick around to revive you. 

 Oh, dear. 
 Oh, no! 

 Oh, dear! 
 Oh, no! 

 Wait, where are you? 

 I am dead. 

 (GROANS) Oh, God, there's so many. 

 Zap! (LAUGHS MANIACALLY) 

 Oh, that was...that was 
 a cool energy wave. 

 That was awesome. Whoo - we did it. 

 Alienation 
 is developed by Housemarque, 

 who also made Dead Nation. 

 And I think all that experience 

 has helped make this game 
 as slick as it is. 

 They've just mastered 
 this type of experience. 

 Yeah. I mean, ultimately 
 it's pretty mindless blasting, 

 but it's such fun. 

 What are you giving it? 
 Four stars. 

 I'm gonna give it 3.5. 

 Oh, no, don't... 

 Oh, no, we aggro'd both sides. 

 Oh, no. Have you got... 

 ..uh...artillery or something? 
 (SQUEALS) 

 Artillery engage! 

 Yes! Oh! (LAUGHS) 
 (LAUGHS) 

 Well, Hex, let's find out 

 what the rest of the gang 
 have been playing this week. 

 Thanks, guys. 

 I'm joined by the official Good Game 
 B team, NichBoy and Hingers. 

 Hey, guys. 
 Hi. 

 I'm in the B team too. It's OK. 
 The captain. 

 I'm captain of the B team. 
 Yeah. 

 And we've been checking out 

 some of the recent expansions 
 to some games we've been playing. 

 And I'll kick things off 
 with Rocket League Hoops, 

 which answers the age-old question, 

 "What if you used small remote 
 control cars that play soccer 

 "to play basketball instead?" 

 The answer is chaos. 
 (LAUGHS) 

 Absolute chaos. 

 No! No! 

 It's a great new sort of take 
 on the Rocket League formula. 

 You've got a full basketball court 
 and now you've got vertical goals. 

 "Vertical goals"? 
 Vertical goals. 

 They've got... 

 Playing your 'sportsball'. 

 Look, we're playing with cars, 

 so we're already giving up that 
 we know what we're talking about. 

 So I thought this would be real great
 sort of change on the formula. 

 Once I got started, though, 

 I realised that you need 
 a lot of skill to play this. 

 It's focusing on the aerials, 

 which people have gotten really good 
 at over the past couple of months, 

 and I haven't, unfortunately. 

 Yeah, I feel like 
 this reaffirmed the decision 

 to make the game about soccer. 

 Yeah. 
 But I thought it was really fun. 

 I like that it's an additional mode.

 It's not the new Rocket League. 

 But I found 
 the sort of really difficult goals 

 to try and get the ball in 

 take away 
 from that element of random fun. 

 It was so hard for me 
 to actually score a goal. 

 My best bet was to 
 either just hit it and hope, 

 or run it up the wall on the side 
 and kind of let it drop in. 

 Yeah. That's how I think most of 
 the people were getting goals in it. 

 And defence is terrible now, 

 because you literally have 
 to sit under the ring 

 and try and hope that 
 you can pop up at the perfect minute 

 and get your camera there. 

 It's just...it's a much more 
 technical version of this sport. 

 Do you think it'll get better 
 if they make the ball bouncier, 

 like an actual basketball? 

 Possibly. I know they've played with 
 a bit of the physics, 

 but nothing that I really noticed. 

 I will say 
 that the best thing about it 

 was that it got us back into the mode

 to play 
 original soccer Rocket League. 

 Because it's kind of like they go, 

 "Well, 
 here's something for pro players 

 "who are really great 
 at aerial shots, 

 "but also, for the rest of you, 
 play 10 minutes of it 

 "and then remember how good Rocket 
 League is in the first place." 

 And it has aged beautifully over 
 however many months it's been out. 

 Yeah, like a fine wine. 
 Yeah. 

 After seven months. 
 (LAUGHS) 

 Now, moving on, Hingers, 

 you've been playing a game I believe 
 you're a fan of - StarCraft 2. 

 Yes! A mission pack that answers 
 the age-old question, 

 "What would it be like if Nova, 
 the ghost from StarCraft, 

 "had her own mission pack?" 

 Ah, age-old indeed. 

 Where am I? Oh... 

 Whoa. 

 It starts off really simply, 

 and so the first hour or so 
 is kind of boring a little bit, 

 and then it kind of hypes up 

 into getting more exciting 
 and more intense. 

 They're gonna release 
 three of these mission packs, 

 and I feel like 
 this is a good introduction, 

 which might mean that later on, 

 the missions will be better 

 in the second and third expansions 
 to this mission pack. 

 But for now, 
 eh...I'm on the fence about it. 

 Can we pretend for a second 

 you're not a semi-professional 
 StarCraft player... 

 No. 
 ..and also an elitist. 

 OK. (LAUGHS) 

 For someone like me who doesn't play
 the multiplayer, 

 would I gain something from this 

 because it's an interesting 
 single player campaign? 

 Yeah, 'cause you're a scrub, 
 you might enjoy it. 

 No. I mean... (LAUGHS) 
 I think you can. 

 The storyline is interesting. 

 They're developing new stuff 
 with these characters 

 that we've come to know and love 
 over the last decade or so. 

 But it's really not adding anything 
 competitive to the game, 

 which is kind of where 
 my heart lies. 

 Yeah. And is it the remaining 
 missions that are gonna come out, 

 are they all Nova-based? 

 Yes. Yes, yes. 

 It's all based around 
 this one story, 

 and it kind of 
 is using some material 

 that was gonna be in the 
 Ghost game that was cancelled. 

 Oh, the spin-off that got cancelled. 
 Right. OK. 

 So this is their way 

 of sort of placating fans 
 who really wanted that. 

 Yes. All seven of us. 
 "Come on, baby!" 

 And even you are like, 
 "Eh, I'm not so hot on it." 

 All hands to battle stations. 

 Maybe wait off until they've 
 released all three, I think. 

 And finally, Nich, 

 you've been playing another game 
 close to your heart - Hearthstone. 

 Yes. I've been checking out the 
 Whispers Of The Old Gods expansion, 

 which answers the age-old question, 

 "What would it be like 

 "if Nich spent all of his money 
 on Hearthstone cards?" 

 Now I've got a tale to tell you. 

 So with the release 
 of any Hearthstone expansion, 

 for me it's a time of great delight,
 and also sort of experimentation. 

 But particularly now, 
 along with this release, 

 they also brought in 
 a couple of new ways of playing. 

 So they now split the game 
 into standard mode and wild mode. 

 So wild mode is all the cards 
 that have ever been released 

 and everything 
 kind of just is chaos then. 

 But standard mode 
 is you only play with the expansions

 and the cards that have come out 
 in the last two years, 

 plus the original set. 

 So it's been 
 a week of nonstop playing for me. 

 (LAUGHS) 

 I'm exhausted, 
 and I wish I wasn't here, 

 because I would be home 
 playing more Hearthstone. 

 Fair enough. 

 They brought in 
 lots of new synergy cards, 

 so big cards that do huge things 
 at turn 10 

 that you need to set up 
 over the course of the game, 

 and it's created total pandemonium. 

 I think... 
 Are you playing? 

 I'm playing a lot of this as well, 
 and I've noticed... 

 Pandemonium is a good way 
 to describe it, 

 because I think one of the big cards 
 that everyone's playing is C'Thun. 

 Yes, which everyone gets for free. 

 And that is a card that can be buffed
 and is a 10 mana card. 

 And what happens is that card 
 comes out at the end of the game 

 by both players 
 and it can just turn... 

 ..it can totally turn the tide. 

 They've actually released 
 these kind of new deck suggestions. 

 The recipes, yeah, yeah. 

 Where you can kind of see 
 what cards you have 

 and kind of slip in 
 to certain types of decks, 

 which I find really helpful 

 given this new meta 
 we're all playing in now. 

 Absolutely. 

 It's a way of introducing new 
 players who might be coming along, 

 or people who have lapsed 
 and haven't played in a while. 

 But with this one, 

 the difference for me 
 between the last few expansions 

 is this is the one where I went, 

 "OK, I'm just gonna sort of suck it 
 up and buy a bunch of decks," 

 because I actually wanted 
 to get most of the new cards. 

 And I think I have all of them 
 except for about 12. 

 And the reason... 
 (LAUGHS) 

 I know, I know. It's crazy. 

 Like, it's a crazy amount of money 
 that I spent. 

 You've put enough time 
 into Hearthstone 

 to warrant dropping 
 a bit of cash on this. 

 Would you say 
 that that's a fair call? 

 It's pretty much 
 the third person in my relationship.

 OK. There we go. 
 But... 

 ..don't you like unlocking the cards
 over the course of an expansion? 

 Don't you enjoy 
 getting new stuff every week? 

 If you unlock it all now, 
 if you get all the cards now, 

 then what is there to achieve? 

 This is one where they're 
 actually changing the game, 

 and I wanted to be involved 
 at the very beginning to go, 

 "Let's experiment with all the decks
 that people are playing." 

 So I can go, 
 "OK, what's this person playing?" 

 I can now make that deck, 
 because I have most of those cards, 

 and then tweak it how I want 

 and actually feel like I can 
 participate in the finding process. 

 But I do think they've revitalised 

 what was a sort of stale meta 
 in the game for a while. 

 Definitely. 

 And the look in your eyes 

 tells me you'll be playing it 
 for a lot longer. 

 Fair enough. Alright. 

 Well, that's a look at 
 a couple of recent expansions, 

 but now it's back 
 to Bajo and Hex in the studio 

 and their review of Uncharted 4. 

 B team, dissemble. 

 I don't know. 

 Can I get a ride home? 

 'Cause I spent 
 all of my money on cards. 

 How much do you spend on this game? 
 (LAUGHS) 

 I want to hear about you. 
 Me? 

 Yeah. 

 Geez, Sam, where do I start? 

 Start with the best part. 

 It took a long time for him 
 to get out of this game. 

 Ugh! 

 Yeah, he's meant for this life. 

 You really believe that? 

 Nathan, we were meant for this. 

 You and me, together. 

 We're going to go far. 

 I don't even care about the treasure.

 If you're done lying to me, then 
 you should stop lying to yourself. 

 How long have we been chasing 
 this thing, huh? 

 You and me. 

 Hang on, Nathan! 

 You do what you have to do. 

 No offence to these guys, 
 but they don't get it. 

 Nathan! 

 Nathan Drake has had 
 a thrilling life, to say the least, 

 but not even he can chase relics 
 and thwart death forever. 

 So, he's found a kind of quiet 
 happiness at home with wife Elena 

 and a solid, completely 
 above-board steady job. 

 Gonna stink like fish for a week. 

 Yeah. He doesn't miss 
 the thrill of adventure at all. 

 Immediately commented about 
 how rude the smog was. 

 That it was like a shock 
 to the lungs, 

 like, the second that you got off 
 the plane. 

 But despite being committed 
 to his new life, 

 when his long lost brother, Sam, 
 turns up out of the blue, 

 things get complicated. 

 I need you on this one. 

 Oh, man. 
 Sam, there's got to be another way. 

 Sam is in the kind of trouble 

 that only a hoard of 
 legendary pirate treasure can fix. 

 Yarr! It looks like adventure 
 calls again. 

 Yarr, scoobidy harr-harr! 

 There's something great about 
 that one last job, isn't there? 

 We're rich. 

 It's bittersweet 
 for both Nathan and us, 

 because as he reminisces 
 on all the adventures he's had, 

 we have been right there 
 on that journey with him. 

 Found your big brother 
 some years back. 

 Oh, it's so emotional, isn't it? 

 And you're right. 
 Each memory, we were there. 

 We made it happen. 
 We felt every loss and triumph. 

 And Nolan North has done 
 such a great job 

 of bringing this character to life 
 over the years 

 that I feel like I know Nate. 

 He is a part of all of us. 

 Well, with no time to waste, 
 you and your brother set off 

 in search of a mythical pirate 
 utopian city known as Libertalia. 

 Yes, and in true 
 Unchartered tradition, 

 you'll follow an elaborate trail 
 of clues and towers and tombs 

 that see you bouncing 
 all over the globe. 

 From Panama... 
 Here we go. 

 ..to Italy... 
 Ha-ha! 

 Whoa! 

 ..to Scotland... 

 A hop, skip and a jump away. 

 ..and Madagascar. 

 That's the first thing I looked up 

 when we said 
 we were heading for a volcano. 

 That and where to rent 
 the cheapest four-by. 

 Hex, my eyes, they were melting 
 out of my face with that scenery. 

 Yeah, it's ridiculous. 
 Yeah, I'm gonna say it. 

 It's too beautiful. 
 I found it distracting. 

 All I wanted to do was slow pan 
 and take screenshots 

 and just drink in all the majesty of 
 the landscapes I was presented with. 

 The graphics in this game 
 took my breath away so many times 

 that I think I just actually 
 stopped breathing at one point. 

 There's just 
 so much detail everywhere. 

 So much detail. 

 And all the character animations 
 are better than ever 

 and expertly captured 
 with such subtlety and nuance. 

 Yes, even the eyes now. 
 They look real. 

 Who's to say he didn't? 

 Yeah, and in particular, 

 the animations and AI behaviour 
 are just magnificent. 

 Nathan is rarely alone in this game.

 He always has someone with him, 

 and that means conversations 
 and stories unravel 

 through dialogue as you drive, 
 chase, fight, climb and explore. 

 In most video games, AI companions 
 are usually annoying, 

 but in Uncharted, you love them. 

 Yes, and they are never in your way. 

 Holy shit! 

 Plus, I love how conversations 

 will pause for bouts of action 
 or enemy encounters 

 and then just pick up 
 right where you left off. 

 Sully, you were saying? 
 Uh... 

 Oh, yeah. Right. 

 So Alcazar was the go-between. 
 What was he like? 

 A lot of that character interaction 

 was developed really well 
 in The Last Of Us 

 and I can see how much of that 
 sophistication and movement 

 has been transferred into this game. 

 Everything alright? 

 And this is the way Naughty Dog 
 nails the storytelling. 

 The cut scenes are incredible, 
 cinematic 

 and often lengthy pieces of film 
 that are a joy to watch. 

 I always looked forward to them. 

 Do you have any idea what 
 I put on the line to get you here? 

 How about what I put on the line? 
 OK? 

 The last 15 years of my life. 

 This has nothing to do with that. 
 It has everything to do with that. 

 But so much of the story is told 
 through experiences and conversations

 that Nate shares with his companions 
 as they travel together too. 

 Yeah, and all that's so real 
 and fluid. 

 This time around, 
 it was kind of surreal 

 how you were taking control 
 of these actors 

 and walking through 
 this massive story. 

 So... 

 ..did, uh, Sully fill you in 
 on the deal with this place? 

 Yep. Henry Every. 

 400 million. 12 founders. 

 Hundreds of colonists. 

 And similar to The Last Of Us, 

 there are optional little moments 
 you can trigger in the environment 

 to further explore the narrative too,
 and I just love that. 

 Not a bad view. 

 Hey. 

 Hey, you, uh... 

 ..you ever wonder, like, 
 with different choices... 

 ..how we might have ended up? 

 So much of that dialogue is there 

 to naturally guide you through 
 this environment too 

 and help suggest 
 where to go next. 

 I think the level design 
 is the real hero of this game. 

 So many little visual cues, 
 like scratches on the wall - 

 somehow they've made 
 all of your anchor points 

 blend in even more 
 than the last game. 

 And I love how 
 for a lot of this game, 

 you're always moving past 
 the point of no return. 

 You know, just driving you forwards,
 mentally and physically. 

 Yeah, absolutely. 

 And I love the fact that the game 
 is crafted in a way 

 that makes it almost feel open world,
 with multiple paths to take. 

 And yet you always seem to find your 
 way to where you need to end up, 

 even in those fast-paced sequences 
 of high action. 

 Here we go. 

 SULLY: Whoa-ho! 

 And if you're ever unsure of where 
 to go next or how to solve a puzzle,

 then the characters will tell you 

 with casual suggestions 
 to one another. 

 There's too many permutations. 

 I say we see where that door leads. 

 Yeah, and that's another benefit 
 of having an AI companion, isn't it? 

 Nate doesn't always have to be 
 thinking out loud to himself. 

 And you even solve puzzles together, 
 which is wonderful. 

 Come on back to this side. 
 I'll weigh it down. 

 But as well as working 
 on a practical level, 

 it also helps solidify 
 the characters' bond, 

 particularly between Sam and Nate. 

 There are so many moments 

 where they work together to save one 
 another from the clutches of death. 

 You good? 
 Yeah. 

 (BOTH LAUGH) 

 Sam is played by Troy Baker, 

 who was also Booker in Bioshock 
 Infinite and Joel in The Last Of Us,

 and is one of the few mocap 
 and voice actors out there 

 with the chops 
 to rival Nolan North. 

 He's doublecrossed 
 people in the past, but not us. 

 No, not you. 

 Troy did such a good job. 

 And it was incredible - 
 and believable - 

 seeing them together as brothers. 

 Yeah, I mean, 
 I think it was very impressive 

 that they managed to introduce 

 essentially an entirely new character
 in the final game 

 and yet had us feeling immediately 
 emotionally invested 

 in the relationship 
 between him and Nate. 

 And that's achieved through 
 good writing, fantastic performances,

 and also by having us play through 

 those memories 
 of the brothers as children. 

 Oh, you gotta learn 
 to watch your back. 

 Alright. 

 Hey, it's good to see you, 
 little brother. 

 What is that? 

 Really? Again? 
 It's nothing. 

 You told me 
 you'd stay out of trouble, though. 

 Yeah, and it's so important for us 
 to play through those memories 

 and experience it ourselves, 

 rather than just watching it 
 in a cut scene. 

 Because really, 

 having a long-lost brother 
 is a pretty convenient story device,

 and yet they handled it expertly. 

 Yeah, but it's not just about 
 Nate and Sam's relationship. 

 It is also about the relationship 
 between Nate and Elena. 

 I love Elena. 

 You know, I forgot... 

 ..you're pretty good at this. 

 And Emily Rose gives 
 such an incredibly real 

 and subtle performance in this. 

 Well, I mean, this is a lifestyle 

 they both made the decision 
 to leave behind them, 

 so this trip really 
 tests their relationship, 

 their marriage. 

 I mean, you can cut the tension 
 with a knife. 

 Thanks... 

 ..for saving me. 

 Again. 

 I almost didn't this time. 

 Right. 

 Come on. 

 I got us a ride. 

 Oof. 

 Naughty Dog have made 
 a conscious and deliberate shift 

 to do more storytelling 
 with this Uncharted, 

 and it is a big shift, 
 but I think it's still balanced. 

 There's still plenty of action, 
 of course. 

 It wouldn't be Uncharted without it.

 Be careful. 

 There's wild weather and gunfights 
 and explosions galore. 

 SAM: These guys love 
 blowing shit up, don't they? 

 But I didn't feel like 
 there were any of those 

 long, drawn-out cover sections 

 that got really repetitive 
 in previous games. 

 Yeah, I agree. 

 Sam! Down here! 

 They've been much more creative 

 not only in the way they've designed 
 the gunfights themselves... 

 ..but in the way 
 they break them up 

 into shorter bursts 
 of enemy engagement. 

 We also saw with the remastered 
 Uncharted collection 

 that they adjusted 
 the difficulty settings, 

 and that's carried over here. 

 There's now an Explorer mode 
 if you just want to enjoy the story 

 and four difficulty settings 
 from there. 

 There's also a pretty hefty 
 aim assist. 

 Oh, it's so good to have aim assist! 

 Although, I will say it probably 
 makes things a little bit too easy 

 if you have it on. 

 Yeah, I'm glad it's there, 

 but once I turned it off, 
 I had a lot more fun. 

 It just removed 
 all the challenge for me. 

 Yeah, I mean, really, what I want is 
 something that's going to guide me 

 within a general ballpark 
 of the target. 

 But this, like, snaps you to 
 the nearest enemy, so you can't miss.

 Just a bit of middle ground 
 would have been ideal. 

 Yeah, like the way GTA 5 
 or The Division do it 

 where you've got that room for 
 movement to aim for head shots. 

 But overall, 
 the shooting is heaps better 

 and that's mostly because enemies 
 don't soak up an entire clip 

 before they go down. 

 It took them four games to get it 
 right, Hex, but they finally did it.

 Yeah, but the point to make is that 
 they've given you so many options 

 to customise the difficulty 

 that you can play this 
 and have a good time 

 with as much or as little challenge 
 as you like. 

 Which is amazing. 

 I enjoyed the emphasis on stealth 
 in this game too. 

 Marking targets works well 

 and you can even get through 
 some areas 

 without engaging the enemy at all. 

 I really enjoyed all the stealth, 

 especially when you can throw 
 a grenade to distract everyone 

 and make a quick getaway. 

 I'm going over this way. 

 MAN: Right! Watch yourselves. 

 Ugh! 

 I think I lost 'em. 

 It's great that you have 
 these stealth options now too 

 because Drake has always 
 been painted as this roguish hero 

 and then it's kind of glossed over 

 that he murders hundreds and 
 hundreds and hundreds of goons. 

 (LAUGHS) Yeah, goons are people too. 

 There were definite echoes of 
 Assassin's Creed 

 in the way you hide in long grass 
 and took enemies down on the sly. 

 And I feel like 
 you're always encouraged 

 to at least try 
 the stealth route first. 

 Yeah, but it's never forced on you. 
 No. 

 It's more about 
 giving Nathan the intention 

 of at least trying 
 to reduce bad guy casualties. 

 He does snap a lot of necks, though.

 (PLEASANT ACOUSTIC GUITAR MUSIC 
 PLAYS) 

 (BONES CRACK) 

 (BONES CRACK) 

 (BONES CRACK) 

 It's always a tricky thing 
 in action games 

 for developers 
 to try and balance that, 

 and I think maybe they could have 
 done a better job 

 of setting up these goons 
 as being particularly evil. 

 But you just kind of 
 have to let it go. 

 Yeah. 

 Another thing we should mention 
 is just how much fun it is 

 to make your way through 
 these changing environments. 

 You are dropped into some of the most
 awe-inspiring parts of the world 

 and then given the ultimate gamer 
 gift of a grapple to swing from, 

 and it honestly 
 just feels like Christmas! 

 Yes, and Nathan must be 
 the strongest man in the world 

 because he spends about 50% 
 of this game hanging from rocks. 

 But that's great because as 
 a mechanic, it's just so much fun. 

 Alright! 

 Yeah, I agree. 

 And there is just 
 the right amount of puzzle, 

 timing and agility worked into 
 these climbing sections 

 to make them challenging, 
 but never frustrating or repetitive. 

 No, you're never really 
 doing anything in this game 

 for too long at a time. 

 It's constantly changing up, 
 so you stay 100% engaged. 

 And how about 
 those vehicle sections? 

 Oh, man - 
 churning through rivers and mud 

 and trying to get a four-wheel drive 
 up muddy slopes. 

 It was such a marvellous 
 change of pace. 

 And even the wonderful detail 

 of having to physically 
 wrap a winch around a tree 

 to hoist your car up a hill. 

 There. That oughta do it. 

 Steady. 

 There is also multiplayer, but it 
 wasn't live at the time of review. 

 However, NichBoy did check out 
 the beta a while back, 

 so you can go online there 
 and see how that plays. 

 Yeah, if you do just 
 stick to the story, though, 

 Uncharted games 
 are always meaty offerings 

 and this is no exception, so you'll 
 be on this ride for quite a while. 

 Would you say around 15 hours? 
 Yeah, I think so. 

 Definitely longer than 
 the other games. 

 And I was always getting 
 the sense of it about to wrap up 

 and then suddenly I'm off on a plane
 to some other part of the world. 

 Oh, I know. 

 And yet I was so acutely aware 
 of the fact 

 that this is the last game 
 in Drake's story 

 that I just didn't want it to end, 

 so I was glad they gave me so much. 

 That said, it was so exciting 
 and I was so invested 

 that once I started this, 
 I just couldn't stop 

 and I ended up playing this through 
 till 5:30 in the morning. 

 It's been a long time 
 since I've done that, Bajo, 

 and it takes a special game. 

 Yeah, it is a special game. 

 It's also a very, very clever game. 

 The polish - the level of polish 
 here is unprecedented. 

 But what I like most 
 about this game 

 is that it pulled me 
 right into their world. 

 I was right there with those 
 characters on this epic adventure. 

 I'm giving it five out of five. 

 I mean, this delivers everything 

 that anyone who's ever loved 
 the Uncharted series could hope for. 

 True fan service 
 and the ultimate respect 

 to those who've been on this 
 adventure from the very beginning. 

 I mean, in many ways, 
 Uncharted 4 embodies 

 Sir Francis Drake's infamous motto, 
 "Sic Parvis Magna" - 

 greatness from small beginnings. 

 I'm giving it 
 five out of five as well. 

 Do you remember 
 the theory that we had 

 that Sir Francis Drake 
 faked his own death? 

 SAM: Yeah, sure. 
 OK. He did. 

 Off the coast of Panama? 
 Yeah. Yeah. 

 Alright? Now, and get this. 
 OK. I open it up... 

 Right. 

 ..and there's no body. 

 But...at the bottom... 

 ..is his old journal. 

 Are you shittin' me? 

 So did you Name the Game 
 for this week? 

 It was Keef the Thief 
 on PC from 1989. 

 This RPG challenged you 
 to steal everything in sight, 

 with a bit of combat and alchemy 
 thrown in for good measure, 

 culminating in a heist 
 on the city treasury. 

 And it was our Name the Game 
 for this week 

 because it was first game released 
 by Jason Rubin and Andrew Gavin 

 under the Naughty Dog name - 

 the studio behind this week's 
 Uncharted 4. 

 Next week on the show, 

 we find out if we were 
 born to battle in Battleborn. 

 Sword man! Arrgh! Arrgh! 

 Where is he? Where is he? 
 Where is he? 

 He's everywhere! 
 Punch him. I'll punch him. 

 (LAUGHS) He's everywhere! 

 Will it do as well for 
 Gearbox Software as Borderlands did? 

 Hmm. Starts with a B. 
 Same number of syllables. 

 I'd say it's a pretty safe bet. 

 Over on Spawn Point this weekend, 

 we'll take a look at 
 the companion game to Star Fox Zero, 

 Star Fox Guard. 

 And don't forget, 
 you can find NichBoy on iview 

 and YouTube every weekday. 

 Until next time, 
 may all your games be good ones. 

 Hex out. 
 Bajo out. 

 What do you think of the, uh, 

 product placement puzzle 
 in Uncharted? 

 (LAUGHS) Wait. What do you mean, 
 product placement puzzle? 

 Oh, right. The phone. 

 "I'll just use my Sony phone." 

 There were some 
 lingering shots on it, for sure. 

 I get it. We're playing on 
 a Sony machine. 

 We're playing on a PS4. 
 You've got my money. Come on! 

 Captions by Ericsson Access Services 

