
English: 
Uncharted: The Lost Legacy proves two things
about the Uncharted series: One, Uncharted
games do not need Nathan Drake.
Two, Uncharted games do need an overhaul from
the ground up.
I love most of the characters in this series.
I love the writing--which is largely unparalleled
in the video game industry--and I love going
on adventures with Nate and co.
But I can’t play another game like this.
Not for a while, at least.
The formula is stale and desperately needs
a shake up.
Despite that negativity, I’m giving The
Lost Legacy four stars out of five.
As always, there’s a full written review
available on my website with a link in the
description if you’d just like a spoiler-free
summary.
For much of the game, The Lost Legacy felt
more like a three out of five, albeit a lavishly
produced one.
There were long stretches where I felt like
I was going through the motions, however the
ending made up for that with probably the
best set piece in an Uncharted game.
Three out of five would have been an overreaction.
I’d be punishing the game for my own fatigue
with the series which isn’t entirely fair.

English: 
Uncharted: The Lost Legacy proves two things
about the Uncharted series: One, Uncharted
games do not need Nathan Drake. Two, Uncharted
games do need an overhaul from the ground
up. I love most of the characters in this
series. I love the writing--which is largely
unparalleled in the video game industry--and
I love going on adventures with Nate and co.
But I can’t play another game like this.
Not for a while, at least. The formula is
stale and desperately needs a shake up.
Despite that negativity, I’m giving The
Lost Legacy four stars out of five. As always,
there’s a full written review available
on my website with a link in the description
if you’d just like a spoiler-free summary.
For much of the game, The Lost Legacy felt
more like a three out of five, albeit a lavishly
produced one. There were long stretches where
I felt like I was going through the motions,
however the ending made up for that with probably
the best set piece in an Uncharted game. Three
out of five would have been an overreaction.
I’d be punishing the game for my own fatigue
with the series which isn’t entirely fair.

English: 
It’s not entirely unfair either, mind you,
but it’s not The Lost Legacy’s fault that
I insisted on playing Uncharted 4 three and
a half times to get the platinum. Overall,
there’s just too much quality in here to
justify a three out of five, however you’re
still going to hear a lot of negativity in
this video. I apologize if I come across as
overly harsh.
The negativity comes in two forms. Some of
it is directed specifically at The Lost Legacy,
while the rest is directed at the series as
a whole. I’ve not done a video on the Uncharted
series before, because most of my criticism
has already been covered elsewhere. If you
want to watch excellent critiques on the first
four games then check out the videos by Novacanoo
and Joseph Anderson. I’ll link to their
channels in the description although there’s
a good chance you’ve already heard of them
if you’re watching this. Novacanoo absolutely
nails the problems with the combat in these
games and I completely agree with his conclusion
that the games are often more fun on the lower
difficulty settings.
While I’m not going into detail on the previous
four main entries, a summary of what I liked
and disliked about those games is probably
a good idea to add some context. This chart
is a bit rough and ready. I’m going from
memory here, not scores I originally applied
to these games back in the day.

English: 
It’s not entirely unfair either, mind you,
but it’s not The Lost Legacy’s fault that
I insisted on playing Uncharted 4 three and
a half times to get the platinum.
Overall, there’s just too much quality in
here to justify a three out of five, however
you’re still going to hear a lot of negativity
in this video.
I apologize if I come across as overly harsh.
The negativity comes in two forms.
Some of it is directed specifically at The
Lost Legacy, while the rest is directed at
the series as a whole.
I’ve not done a video on the Uncharted series
before, because most of my criticism has already
been covered elsewhere.
If you want to watch excellent critiques on
the first four games then check out the videos
by Novacanoo and Joseph Anderson.
I’ll link to their channels in the description
although there’s a good chance you’ve
already heard of them if you’re watching
this.
Novacanoo absolutely nails the problems with
the combat in these games and I completely
agree with his conclusion that the games are
often more fun on the lower difficulty settings.
While I’m not going into detail on the previous
four main entries, a summary of what I liked
and disliked about those games is probably
a good idea to add some context.
This chart is a bit rough and ready.
I’m going from memory here, not scores I
originally applied to these games back in
the day.

English: 
The best feature of the Uncharted games is
what I’m describing as the characters, although
it’s perhaps more accurate to say it’s
a combination of the dialogue and the excellent
delivery from the likes of Nolan North, Emily
Rose, Troy Baker, Richard McGonagle, and Claudia
Black.
The scene in Uncharted 4 where Nate and Elena
sit down and eat dinner felt like a real conversation
between actual human beings.
It’s not laugh out loud funny or particularly
clever, but it’s genuine and that’s so
rare in video games.
Hell, it’s rare in television and movies
these days.
Nate’s a sarcastic as all hell, which is
tough to pull off in a video game.
I still smile when I think of him screaming
out his safe word when fighting with Nadine.
Then there’s the random chatter while you
play.
This type of dialogue typically feels like
it’s added in at the last minute without
much thought being put into it.
Not in Uncharted games.
You won’t block it out or ignore it.
You’ll wish you were there with them, joining
in with the conversation.
It’s also self-referential without beating
you over the head with it.
Second is the stories, which I consider to
be fairly good with the usual caveat “for
a video game.”

English: 
The best feature of the Uncharted games is
what I’m describing as the characters, although
it’s perhaps more accurate to say it’s
a combination of the dialogue and the excellent
delivery from the likes of Nolan North, Emily
Rose, Troy Baker, Richard McGonagle, and Claudia
Black. The scene in Uncharted 4 where Nate
and Elena sit down and eat dinner felt like
a real conversation between actual human beings.
It’s not laugh out loud funny or particularly
clever, but it’s genuine and that’s so
rare in video games. Hell, it’s rare in
television and movies these days. Nate’s
a sarcastic as all hell, which is tough to
pull off in a video game. I still smile when
I think of him screaming out his safe word
when fighting with Nadine. Then there’s
the random chatter while you play. This type
of dialogue typically feels like it’s added
in at the last minute without much thought
being put into it. Not in Uncharted games.
You won’t block it out or ignore it. You’ll
wish you were there with them, joining in
with the conversation. It’s also self-referential
without beating you over the head with it.
Second is the stories, which I consider to
be fairly good with the usual caveat “for

English: 
a video game.” Maybe it’s more accurate
to say I enjoy the adventure rather than the
story. The stories are largely improving with
each entry, except I might swap Uncharted
2 and 3. Uncharted 4 has the best story and
I was relieved to see it move away from the
supernatural nonsense which I’ve never been
a fan of.
Next is the exploration, and by that I’m
talking about climbing, swinging, jumping,
and sliding on your arse. This has gotten
better with each game, although again, the
difference between 2 and 3 is slight. While
it has improved, it’s still not actually
good. There’s often little to no risk of
death and if you do die it’ll be more than
likely due to misreading the environmental
cues rather than lacking the skill to perform
the action. The gradual improvement is appreciated,
but the first Uncharted game was released
in 2007 and we’re now in 2017. The Lost
Legacy is the fifth Uncharted game I’ve
played, plus there are similar games out there
now such as the rebooted Tomb Raider series.
I know that objectively the exploration is
getting better, but it doesn’t feel that
way because it’s simultaneously getting
stale. I still wouldn’t say it’s bad though.
I reserve that criticism for the game’s
combat. Again, it’s gotten better as the

English: 
Maybe it’s more accurate to say I enjoy
the adventure rather than the story.
The stories are largely improving with each
entry, except I might swap Uncharted 2 and
3.
Uncharted 4 has the best story and I was relieved
to see it move away from the supernatural
nonsense which I’ve never been a fan of.
Next is the exploration, and by that I’m
talking about climbing, swinging, jumping,
and sliding on your arse.
This has gotten better with each game, although
again, the difference between 2 and 3 is slight.
While it has improved, it’s still not actually
good.
There’s often little to no risk of death
and if you do die it’ll be more than likely
due to misreading the environmental cues rather
than lacking the skill to perform the action.
The gradual improvement is appreciated, but
the first Uncharted game was released in 2007
and we’re now in 2017.
The Lost Legacy is the fifth Uncharted game
I’ve played, plus there are similar games
out there now such as the rebooted Tomb Raider
series.
I know that objectively the exploration is
getting better, but it doesn’t feel that
way because it’s simultaneously getting
stale.
I still wouldn’t say it’s bad though.
I reserve that criticism for the game’s
combat.
Again, it’s gotten better as the series
has matured, but it feels like how a child

English: 
series has matured, but it feels like how
a child gets better at sport between the ages
of 4 and 10. They’ve definitely improved
and deserve a pat on the back for their achievements,
but they aren’t ready to be thrown into
the defensive line of an NFL team. They’re
gonna get hurt when they play against the
pros. There’s a long way to go before Uncharted’s
combat can be described as good.
Given this list of likes and dislikes, The
Lost Legacy was always going to struggle to
get my blood pumping. My favorite part of
the games is the characters and the main ones
aren’t in this game. The Lost Legacy is
also shorter than all except the first game
which suggests the story is going to be less
interesting. That’s not quite how it panned
out.
This video will be a mixture of commentary
and critique and as such it will obviously
contain full spoilers. There might also be
a few Uncharted 4 spoilers in there as well.
The first part of this video leans heavily
towards commentary as opposed to critique
because the game starts slowly with lots of
drawn out tutorials.
We start with Chloe Frazer shopping at a market
in India. Chloe played a large role in Uncharted
2 and a smaller role in Uncharted 3, and she’s
bloody brilliant. She hooked up with Nate

English: 
gets better at sport between the ages of 4
and 10.
They’ve definitely improved and deserve
a pat on the back for their achievements,
but they aren’t ready to be thrown into
the defensive line of an NFL team.
They’re gonna get hurt when they play against
the pros.
There’s a long way to go before Uncharted’s
combat can be described as good.
Given this list of likes and dislikes, The
Lost Legacy was always going to struggle to
get my blood pumping.
My favorite part of the games is the characters
and the main ones aren’t in this game.
The Lost Legacy is also shorter than all except
the first game which suggests the story is
going to be less interesting.
That’s not quite how it panned out.
This video will be a mixture of commentary
and critique and as such it will obviously
contain full spoilers.
There might also be a few Uncharted 4 spoilers
in there as well.
The first part of this video leans heavily
towards commentary as opposed to critique
because the game starts slowly with lots of
drawn out tutorials.
We start with Chloe Frazer shopping at a market
in India.
Chloe played a large role in Uncharted 2 and
a smaller role in Uncharted 3, and she’s
bloody brilliant.

English: 
She hooked up with Nate at one point, but
they went their separate ways after the second
game when he reunited with Elena.
She haggles with a young girl who is looking
after her father’s stall.
The girl takes a shine to Chloe’s small
Ganesh figure.
There’s a brief history lesson where Chloe
mentions the story of how Ganesh fought Parashurama
to defend his father, Shiva’s, honor.
Ganesh got his tusk cut off in the process,
and with that we have the explanation for
this game’s McGuffin hunt.
You’re after Ganesh’s tusk.
The girl, Meenu, offers to guide Chloe around
the market and even tries to steal the Ganesh
statue.
I guess the stuff she’s selling isn’t
all that valuable because she completely abandons
the stall.
Chloe wants to sneak on board a truck, but
Meenu tells her it's dangerous and that people
aren’t allowed to cross the bridge.
Chloe insists on going anyway, so Meenu creates
a distraction and Chloe sneaks on the truck.
When you make it to the other side, you’re
in a war zone.
There’s great environmental storytelling,
with citizens dashing back into their homes
and a man being taken away on suspicion of
being a spy.
If you try and get close to the soldiers they
will push you away.
If you try three times they will shoot you
dead.

English: 
at one point, but they went their separate
ways after the second game when he reunited
with Elena.
She haggles with a young girl who is looking
after her father’s stall. The girl takes
a shine to Chloe’s small Ganesh figure.
There’s a brief history lesson where Chloe
mentions the story of how Ganesh fought Parashurama
to defend his father, Shiva’s, honor. Ganesh
got his tusk cut off in the process, and with
that we have the explanation for this game’s
McGuffin hunt. You’re after Ganesh’s tusk.
The girl, Meenu, offers to guide Chloe around
the market and even tries to steal the Ganesh
statue. I guess the stuff she’s selling
isn’t all that valuable because she completely
abandons the stall. Chloe wants to sneak on
board a truck, but Meenu tells her it's dangerous
and that people aren’t allowed to cross
the bridge. Chloe insists on going anyway,
so Meenu creates a distraction and Chloe sneaks
on the truck.
When you make it to the other side, you’re
in a war zone. There’s great environmental
storytelling, with citizens dashing back into
their homes and a man being taken away on
suspicion of being a spy. If you try and get
close to the soldiers they will push you away.
If you try three times they will shoot you
dead. It’s a nice touch, as I was expecting

English: 
them to just keep pushing you back forever.
Chloe has to make it to a red door. You’re
forced to walk slowly through the streets
until you reach a checkpoint. You’re searched
and questioned until a call comes in from
a man named Asav who calls the guards away.
There’s a tiny bit of stealth before you
make it to the red door. We’re introduced
to a new lockpicking mechanic which requires
turning the left analog stick until you reach
a vibration point and holding it there for
a few seconds. You do this either two or three
times depending on the lock. You’ll likely
be fed up with this by the time you’ve finished
opening the first lock.
Chloe is here to meet someone at the Pink
Lotus. She moves through a building where
you get a few more opportunities to do basic
stealth, or if you’re like me, you’ll
make a complete mess of it and resort to a
fist fight with the rebels who are trying
to start an uprising in the city.
You make it to the roof just in time to see
the city getting bombed. This is the Indian
army attempting to take out the rebels and
it looks like they have a relaxed attitude
towards collateral damage.

English: 
It’s a nice touch, as I was expecting them
to just keep pushing you back forever.
Chloe has to make it to a red door.
You’re forced to walk slowly through the
streets until you reach a checkpoint.
You’re searched and questioned until a call
comes in from a man named Asav who calls the
guards away.
There’s a tiny bit of stealth before you
make it to the red door.
We’re introduced to a new lockpicking mechanic
which requires turning the left analog stick
until you reach a vibration point and holding
it there for a few seconds.
You do this either two or three times depending
on the lock.
You’ll likely be fed up with this by the
time you’ve finished opening the first lock.
Chloe is here to meet someone at the Pink
Lotus.
She moves through a building where you get
a few more opportunities to do basic stealth,
or if you’re like me, you’ll make a complete
mess of it and resort to a fist fight with
the rebels who are trying to start an uprising
in the city.
You make it to the roof just in time to see
the city getting bombed.
This is the Indian army attempting to take
out the rebels and it looks like they have
a relaxed attitude towards collateral damage.

English: 
Chloe is caught on the roof and ends up in
another fight until she’s joined by Nadine,
the woman you were here to meet.
In case you didn’t play Uncharted 4, Nadine
was in charge of a private military group
called Shoreline.
Shoreline worked with the Uncharted 4 villain,
Rafe, to help him hunt Avery’s treasure
which Nate and his brother Sam were also chasing.
In other words, Nadine provided all the bullet
fodder that you spent 15 hours shooting.
She’s also a terrible character.
Or at least, she was in Uncharted 4.
She had little in the way of personality to
speak of.
She would just occasionally show up and be
miserable.
I have a ex-girlfriend who used to do that,
and let’s just say there’s a reason she’s
my ex-girlfriend.
It’s no coincidence that the first time
Nadine speaks it’s to complain.
She whinges at Chloe for being late, for not
being professional, for messing up her plans
to track down Asav, and for taking unnecessary
risks.
All in the space of about 10 seconds.
Chloe doesn’t take this crap and makes it
clear that she’s calling the shots.
Thank God.

English: 
Chloe is caught on the roof and ends up in
another fight until she’s joined by Nadine,
the woman you were here to meet. In case you
didn’t play Uncharted 4, Nadine was in charge
of a private military group called Shoreline.
Shoreline worked with the Uncharted 4 villain,
Rafe, to help him hunt Avery’s treasure
which Nate and his brother Sam were also chasing.
In other words, Nadine provided all the bullet
fodder that you spent 15 hours shooting. She’s
also a terrible character. Or at least, she
was in Uncharted 4. She had little in the
way of personality to speak of. She would
just occasionally show up and be miserable.
I have a ex-girlfriend who used to do that,
and let’s just say there’s a reason she’s
my ex-girlfriend.
It’s no coincidence that the first time
Nadine speaks it’s to complain. She whinges
at Chloe for being late, for not being professional,
for messing up her plans to track down Asav,
and for taking unnecessary risks. All in the
space of about 10 seconds.
Chloe doesn’t take this crap and makes it
clear that she’s calling the shots. Thank

English: 
God. They locate Asav’s base camp and take
a route via the rooftops to get there.
We get a roof jumping tutorial which is unfortunately
your only chance to take in the backdrop of
this glorious city. I’d love to have spent
more time here. The streets are a war zone,
so it would have been great to get in amongst
the action. It’s not like there would have
been a shortage of guns and people to shoot
with them.
Naughty Dog gets a bit self-referential by
making a joke about the overuse of crates
in Uncharted 4 and Nadine and Chloe promise
not to use them again.
Chloe tries to pick the lock to get into Asav’s
place, but Nadine has a quicker method. Asav
has quite the collection of rare and presumably
stolen artifacts. Chloe finds a picture of
the tusk which is stuck to a map of the Hoysala
territory where the tusk is located. Asav
and Chloe are after the same thing. Chloe
then finds a disc locked up in a safe just
before Asav bursts in with some soldiers to
catch them in the act.
Asav already knows Nadine, but we don’t
know much about their relationship yet. Asav
mentions that Shoreline is under new management
and Nadine insists that it is only temporary.
Chloe tries to get Asav on board by pretending
to be impressed that Asav has found the Hoysala

English: 
They locate Asav’s base camp and take a
route via the rooftops to get there.
We get a roof jumping tutorial which is unfortunately
your only chance to take in the backdrop of
this glorious city.
I’d love to have spent more time here.
The streets are a war zone, so it would have
been great to get in amongst the action.
It’s not like there would have been a shortage
of guns and people to shoot with them.
Naughty Dog gets a bit self-referential by
making a joke about the overuse of crates
in Uncharted 4 and Nadine and Chloe promise
not to use them again.
Chloe tries to pick the lock to get into Asav’s
place, but Nadine has a quicker method.
Asav has quite the collection of rare and
presumably stolen artifacts.
Chloe finds a picture of the tusk which is
stuck to a map of the Hoysala territory where
the tusk is located.
Asav and Chloe are after the same thing.
Chloe then finds a disc locked up in a safe
just before Asav bursts in with some soldiers
to catch them in the act.
Asav already knows Nadine, but we don’t
know much about their relationship yet.
Asav mentions that Shoreline is under new
management and Nadine insists that it is only
temporary.
Chloe tries to get Asav on board by pretending
to be impressed that Asav has found the Hoysala
territory, at least I assume she’s pretending.

English: 
Nadine suspects that Chloe is trying to sell
her out, but it looks like she’s just trying
to buy some time.
Chloe offers her services as an expert in
the Hoysala, but Asav isn’t interested;
he already has an expert on his team.
Plus, despite being the head of a militia
that is taking his country into civil war,
he looks down his nose at Chloe for being
a thief who is exploiting India’s problems.
He says all this while surrounded by treasure
of his own, but I guess he’s looking after
it so that’s okay.
I’m English, so I know all about looking
after other country’s antiques.
It’s not stealing, honest.
Asav gets a call notifying him that all his
men at the Pink Lotus have been taken out.
He says he’ll be right there as if the situation
is urgent.
I must be missing something here.
Presumably the men in question were the ones
taken out by Nadine and Chloe a moment ago.
He must know that because he wasn’t surprised
to see Chloe and Nadine when he walked into
the room.
So why is he dashing off to deal with the
issue?
He has the culprits in front of him.
I guess he might need to put more men on security,
but he can deal with that remotely.
Shouldn’t he deal with Chloe and Nadine
first?
Anyway, Chloe and Nadine create a disturbance
and jump through the window leading to a decent

English: 
territory, at least I assume she’s pretending.
Nadine suspects that Chloe is trying to sell
her out, but it looks like she’s just trying
to buy some time. Chloe offers her services
as an expert in the Hoysala, but Asav isn’t
interested; he already has an expert on his
team. Plus, despite being the head of a militia
that is taking his country into civil war,
he looks down his nose at Chloe for being
a thief who is exploiting India’s problems.
He says all this while surrounded by treasure
of his own, but I guess he’s looking after
it so that’s okay. I’m English, so I know
all about looking after other country’s
antiques. It’s not stealing, honest.
Asav gets a call notifying him that all his
men at the Pink Lotus have been taken out.
He says he’ll be right there as if the situation
is urgent. I must be missing something here.
Presumably the men in question were the ones
taken out by Nadine and Chloe a moment ago.
He must know that because he wasn’t surprised
to see Chloe and Nadine when he walked into
the room. So why is he dashing off to deal
with the issue? He has the culprits in front
of him. I guess he might need to put more
men on security, but he can deal with that
remotely. Shouldn’t he deal with Chloe and
Nadine first?
Anyway, Chloe and Nadine create a disturbance
and jump through the window leading to a decent

English: 
rooftop chase scene where they end up in a
river.
You rejoin them in a boat heading towards
Hoysala territory.
Chloe and Nadine already knew where the Hoysala
territory was located so they didn’t need
the map from Asav.
They just needed the disc and to solve the
puzzle.
Chloe fiddles around with the disc a bit and
discovers three symbols: Ganesh’s trident,
Parashurama’s bow and arrow, and Shiva’s
axe.
So it’s a case of find the symbols, find
the tusk.
Chloe credits her father for her knowledge
of Hindu myths.
You can expect to hear constant references
to Chloe’s father as the game progresses.
When we regain control of Chloe, we’re prompted
to take a photo of the scenery on her smartphone.
At least she’s not using an iPad, I guess.
These photo prompts pop up fairly regularly
so by the end of the game you’ll have a
decent set of photos to document your journey.
The Lost Legacy has a phenomenal photo mode
so this initially felt a touch redundant,
however it’s great for people like me who
are too lazy to open up the photo mode and
mess about with filters.
Chloe jumps in a vehicle that looks awfully
familiar.
I’ll talk a bit more about that later.
You arrive at the entrance to a place called
Halebidu, the newer of two capital cities
in the Hoysala territory.

English: 
rooftop chase scene where they end up in a
river. You rejoin them in a boat heading towards
Hoysala territory. Chloe and Nadine already
knew where the Hoysala territory was located
so they didn’t need the map from Asav. They
just needed the disc and to solve the puzzle.
Chloe fiddles around with the disc a bit and
discovers three symbols: Ganesh’s trident,
Parashurama’s bow and arrow, and Shiva’s
axe. So it’s a case of find the symbols,
find the tusk. Chloe credits her father for
her knowledge of Hindu myths. You can expect
to hear constant references to Chloe’s father
as the game progresses.
When we regain control of Chloe, we’re prompted
to take a photo of the scenery on her smartphone.
At least she’s not using an iPad, I guess.
These photo prompts pop up fairly regularly
so by the end of the game you’ll have a
decent set of photos to document your journey.
The Lost Legacy has a phenomenal photo mode
so this initially felt a touch redundant,
however it’s great for people like me who
are too lazy to open up the photo mode and
mess about with filters.
Chloe jumps in a vehicle that looks awfully
familiar. I’ll talk a bit more about that
later. You arrive at the entrance to a place
called Halebidu, the newer of two capital

English: 
Halebidu is guarded by Ganesh, while the older
capital, Belur, is guarded by Shiva.
Chloe mentions that her father was an archeologist
and you can probably see what these random
references to her father are building up to
at this point.
You use the jeep’s winch to open the door.
I guess someone tipped her off that a winch
would be more useful than improved suspension.
You then move through a couple of largely
uneventful combat encounters.
One early surprise in The Lost Legacy was
Chloe’s attitude to treasure hunting.
She’s half-Indian and is treasure hunting
in India.
You might expect her to be a touch more sensitive
towards the idea of blowing up cultural touchstones
and robbing them blind, but apparently not.
She said something similar back in Asav’s
place.

English: 
cities in the Hoysala territory. Halebidu
is guarded by Ganesh, while the older capital,
Belur, is guarded by Shiva. Chloe mentions
that her father was an archeologist and you
can probably see what these random references
to her father are building up to at this point.
You use the jeep’s winch to open the door.
I guess someone tipped her off that a winch
would be more useful than improved suspension.
You then move through a couple of largely
uneventful combat encounters.
One early surprise in The Lost Legacy was
Chloe’s attitude to treasure hunting. She’s
half-Indian and is treasure hunting in India.
You might expect her to be a touch more sensitive
towards the idea of blowing up cultural touchstones
and robbing them blind, but apparently not.
She said something similar back in Asav’s
place.

English: 
You end the chapter by opening a door and
moving through into the Western Ghats.
This is the open-world style level that you
might have heard about. I got a lot of hype
both before release and in reviews. Chloe
has a map marking a large spire in the middle
which would have been bloody difficult to
miss even without the map. You head to the
spire, climb to the top, and open all the
doors. The symbols on the doors correspond
to the three different sites you need to visit,
and there’s a fourth one for a secret location.
So what exactly is the big advantage that
Chloe and Nadine have over Asav? You could
see all these locations from the ground anyway.
The symbols don’t help much other than identify
each site as representing a different hindu
figure. You don’t need the key to do that,
so it’s a little odd that the key is made
out to be a big deal here. Asav clearly found
the three locations easily enough because
he’s stationed men at each location already.
The spire was unmissable from the moment you
entered the area and you don’t need the
key to open the doors at the top. You don’t
even need to go up the spire because you can
access all these locations just fine if you
find them yourself.

English: 
You end the chapter by opening a door and
moving through into the Western Ghats.
This is the open-world style level that you
might have heard about.
I got a lot of hype both before release and
in reviews.
Chloe has a map marking a large spire in the
middle which would have been bloody difficult
to miss even without the map.
You head to the spire, climb to the top, and
open all the doors.
The symbols on the doors correspond to the
three different sites you need to visit, and
there’s a fourth one for a secret location.
So what exactly is the big advantage that
Chloe and Nadine have over Asav?
You could see all these locations from the
ground anyway.
The symbols don’t help much other than identify
each site as representing a different hindu
figure.
You don’t need the key to do that, so it’s
a little odd that the key is made out to be
a big deal here.
Asav clearly found the three locations easily
enough because he’s stationed men at each
location already.
The spire was unmissable from the moment you
entered the area and you don’t need the
key to open the doors at the top.
You don’t even need to go up the spire because
you can access all these locations just fine
if you find them yourself.

English: 
Of the four locations the spire adds to your
map, the random location on the map is perhaps
the most interesting.
When you activate a puzzle it adds some waypoints
to your map that identify 11 hidden coins
in the level.
One of the coins is right next to you, but
the other 10 require you to solve a short
puzzle, kill some enemies, or do a bit of
light platforming.
Nothing here is particularly complicated,
but when combined it adds up to a cool little
distraction.
Puzzles include creating the symbol of a horse
by rotating dials or shooting lots of bells
in quick succession to open a door.
Some coins are vaguely hidden such as one
where you have to use your rope and body weight
to reveal a hole in the ground or swing through
a load of fountains before a timer expires.
The best one has you walking around a statue
of an elephant before realizing that there’s
a hole under the shallow water that you can
swim through to get the coin.
A couple of the coins are hidden behind generic
combat sections, but in one you can sneak
into an area and use your lockpick to get
the coin without killing everyone.
It’s a tiny difference but not having to
kill every enemy is a great way to make the
game feel like it’s giving you options and
a reward for being stealthy.
Don’t get me wrong, none of these puzzles
or exploration sections are all that special

English: 
Of the four locations the spire adds to your
map, the random location on the map is perhaps
the most interesting. When you activate a
puzzle it adds some waypoints to your map
that identify 11 hidden coins in the level.
One of the coins is right next to you, but
the other 10 require you to solve a short
puzzle, kill some enemies, or do a bit of
light platforming.
Nothing here is particularly complicated,
but when combined it adds up to a cool little
distraction. Puzzles include creating the
symbol of a horse by rotating dials or shooting
lots of bells in quick succession to open
a door. Some coins are vaguely hidden such
as one where you have to use your rope and
body weight to reveal a hole in the ground
or swing through a load of fountains before
a timer expires. The best one has you walking
around a statue of an elephant before realizing
that there’s a hole under the shallow water
that you can swim through to get the coin.
A couple of the coins are hidden behind generic
combat sections, but in one you can sneak
into an area and use your lockpick to get
the coin without killing everyone. It’s
a tiny difference but not having to kill every
enemy is a great way to make the game feel
like it’s giving you options and a reward
for being stealthy.
Don’t get me wrong, none of these puzzles
or exploration sections are all that special

English: 
by themselves, but they are far more satisfying
than just seeing a shining piece of treasure
on the ground and picking it up. It’d be
great if all treasures in the Uncharted games
had an element of thought put into them like
this. My major complaint is that the markings
on the map make it far too easy to just drive
to the marker and collect the coin. There
are already statues that identify the location
of the coins so perhaps these could be made
a little more obvious and then the map markers
removed. This would be much better for encouraging
exploration.
Your reward for collecting all these coins
is a bracelet that will light up and make
a noise when you’re near treasure. You can
also access this cool area with monkeys except
they strangely disappear when you get close.
The bracelet makes it incredibly easy to find
treasure which would be good if the treasure
were at all worth collecting. This is definitely
an issue that relates to all Uncharted games
and not just The Lost Legacy but I’m going
to rant anyway. The treasure collectibles
in Uncharted are lazy and a waste of time.
They don’t contain any information about
the item you’ve just found, nor do they
give you any in-game bonuses. I don’t particularly
need in game bonuses, but not having information
about the piece of treasure you’ve just

English: 
by themselves, but they are far more satisfying
than just seeing a shining piece of treasure
on the ground and picking it up.
It’d be great if all treasures in the Uncharted
games had an element of thought put into them
like this.
My major complaint is that the markings on
the map make it far too easy to just drive
to the marker and collect the coin.
There are already statues that identify the
location of the coins so perhaps these could
be made a little more obvious and then the
map markers removed.
This would be much better for encouraging
exploration.
Your reward for collecting all these coins
is a bracelet that will light up and make
a noise when you’re near treasure.
You can also access this cool area with monkeys
except they strangely disappear when you get
close.
The bracelet makes it incredibly easy to find
treasure which would be good if the treasure
were at all worth collecting.
This is definitely an issue that relates to
all Uncharted games and not just The Lost
Legacy but I’m going to rant anyway.
The treasure collectibles in Uncharted are
lazy and a waste of time.
They don’t contain any information about
the item you’ve just found, nor do they
give you any in-game bonuses.
I don’t particularly need in game bonuses,
but not having information about the piece

English: 
found is a wasted opportunity to make people
care about the game’s collectibles. The
frustrating part is that it wouldn’t require
much work to fix. The pieces of treasure are
carefully drawn by artists and I have to assume
that some research went into creating accurate
pieces for the time period. They’ve done
the hard work. How difficult can it be to
add in a paragraph or a couple of sentences
talking about the item and how it was used?
You start with the Ganesh figurine on you
and Chloe briefly describes it to the girl
in the market. Why not just add that bit of
dialogue to the treasure? Honestly, I find
this incredibly frustrating because it’s
one of the only ways the word lazy can accurately
describe such an incredible developer as Naughty
Dog.
Okay, enough ranting about something that
isn’t important. Let’s take a look at
the main objective in this area. You can go
to the three zones in any order you like.
I went to the Shiva area first. Even if you
hadn’t been to the top of the tower, you
would know it’s the Shiva area as it’s
clearly marked up as such with axe carvings.
Like I said, the whole rigamarole about going
to the top of the tower is largely pointless.
You use the jeep’s winch to gain access
to the area and then move through a brief

English: 
of treasure you’ve just found is a wasted
opportunity to make people care about the
game’s collectibles.
The frustrating part is that it wouldn’t
require much work to fix.
The pieces of treasure are carefully drawn
by artists and I have to assume that some
research went into creating accurate pieces
for the time period.
They’ve done the hard work.
How difficult can it be to add in a paragraph
or a couple of sentences talking about the
item and how it was used?
You start with the Ganesh figurine on you
and Chloe briefly describes it to the girl
in the market.
Why not just add that bit of dialogue to the
treasure?
Honestly, I find this incredibly frustrating
because it’s one of the only ways the word
lazy can accurately describe such an incredible
developer as Naughty Dog.
Okay, enough ranting about something that
isn’t important.
Let’s take a look at the main objective
in this area.
You can go to the three zones in any order
you like.
I went to the Shiva area first.
Even if you hadn’t been to the top of the
tower, you would know it’s the Shiva area
as it’s clearly marked up as such with axe
carvings.
Like I said, the whole rigamarole about going
to the top of the tower is largely pointless.
You use the jeep’s winch to gain access
to the area and then move through a brief

English: 
combat encounter.
There’s a series of three good puzzles although
I have a minor gripe with the execution.
After opening the exit door by stepping on
a tile, you have to make your way across the
room by jumping on pillars.
The first room has one large statue who swings
a heavy axe for every three jumps you make.
If you happen to be standing on a pillar with
a gold marking when the axe is swung then
Chloe is hit and knocked off.
The first room is pretty simple.
You can’t take the shortest route, but so
long as you backtrack a couple of times, you’ll
be okay.
The second room introduces a silver statue
which slams the axe straight down instead
of doing a horizontal swing.
The third room is the big test.
It’s huge, with plenty of gold and silver
statues who also rotate with every jump so
it becomes tricky to keep you eye on all of
them.
It’s relatively challenging, but you’re
unlikely to get stuck because you can always
brute force it with trial and error if you
need to.
The minor niggle I mentioned is 100% a nitpick.
I fully recognize that, although it bugged
me nonetheless.
That’s the nature of nitpicks.
When Chloe is standing in the wrong place
as the axe swings she takes a hit and is knocked

English: 
combat encounter. There’s a series of three
good puzzles although I have a minor gripe
with the execution. After opening the exit
door by stepping on a tile, you have to make
your way across the room by jumping on pillars.
The first room has one large statue who swings
a heavy axe for every three jumps you make.
If you happen to be standing on a pillar with
a gold marking when the axe is swung then
Chloe is hit and knocked off. The first room
is pretty simple. You can’t take the shortest
route, but so long as you backtrack a couple
of times, you’ll be okay. The second room
introduces a silver statue which slams the
axe straight down instead of doing a horizontal
swing. The third room is the big test. It’s
huge, with plenty of gold and silver statues
who also rotate with every jump so it becomes
tricky to keep you eye on all of them. It’s
relatively challenging, but you’re unlikely
to get stuck because you can always brute
force it with trial and error if you need
to.
The minor niggle I mentioned is 100% a nitpick.
I fully recognize that, although it bugged
me nonetheless. That’s the nature of nitpicks.
When Chloe is standing in the wrong place
as the axe swings she takes a hit and is knocked

English: 
down to the ground in a near death state.
This looks kind of ridiculous.
She’s hit by a massive axe.
She should be dead.
Can’t we have an animation in here that
shows Chloe jumping out of the way or rolling
off the pillar?
After these puzzles, you finally get a real
use for the key.
It’s used to rotate a dial into the shape
of an axe which opens up one third of a waterfall.
Chloe and Nadine have a short conversation
slash info dump where we get a brief mention
of the Drake brothers, plus a self-referential
nod to how Sam came out of nowhere.
Nadine tells Chloe that Shoreline was her
father’s business that he passed on to her
and she’s determined to win it back.
I headed over to the zone with Ganesh’s
Trident next.
You don’t need to use the winch this time
because the area is compromised, but so was
the last one so…
I don’t quite get the distinction.
There are more enemies in this one though.
You clear out a group of them and then solve
an incredibly basic puzzle where you find
5 buttons.
Nadine might even press one of them for you
as well which is a nice touch.
You solve another dial puzzle, this time creating
a Trident.
These dial puzzles get progressively harder
which is quite clever as it does it no matter
what order you do the puzzles in.

English: 
down to the ground in a near death state.
This looks kind of ridiculous. She’s hit
by a massive axe. She should be dead. Can’t
we have an animation in here that shows Chloe
jumping out of the way or rolling off the
pillar?
After these puzzles, you finally get a real
use for the key. It’s used to rotate a dial
into the shape of an axe which opens up one
third of a waterfall. Chloe and Nadine have
a short conversation slash info dump where
we get a brief mention of the Drake brothers,
plus a self-referential nod to how Sam came
out of nowhere. Nadine tells Chloe that Shoreline
was her father’s business that he passed
on to her and she’s determined to win it
back.
I headed over to the zone with Ganesh’s
Trident next. You don’t need to use the
winch this time because the area is compromised,
but so was the last one so… I don’t quite
get the distinction. There are more enemies
in this one though. You clear out a group
of them and then solve an incredibly basic
puzzle where you find 5 buttons. Nadine might
even press one of them for you as well which
is a nice touch.
You solve another dial puzzle, this time creating
a Trident. These dial puzzles get progressively
harder which is quite clever as it does it
no matter what order you do the puzzles in.

English: 
The axe was easy for me, but that might be
the hardest one for you. Chloe opens up a
little more about her dad. She explains that
the tusk is a symbol of Hoysala dominance
and would have been a great prize for the
Persians who were after the tusk. Chloe’s
dad was obsessed with the tusk, going on expeditions
to find it and spending all his time researching
it. He then suddenly sent Chloe and her mom
to Australia, claiming that it was too dangerous
to stay with him. There’s another combat
encounter when you leave this area and head
back into the open world.
I’m referring to this as an open-world but
that’s a bit of a misnomer. I’ve got to
admit, I don’t entirely understand all the
praise I’ve seen heaped on this level. Nearly
every review I’ve read has called it out
as special and one of the best parts of the
game. I don’t get it. Sure, it’s technically
impressive. The level is relatively large
by Uncharted standards, although not by the
standards of full open world experiences of
course. I have no doubt that implementing
the puzzles and exploration sections into
such a large space was a technical challenge
and it is incredible to look at. For the time
being, I’ll ignore the fact that this area
borrows heavily from Uncharted 4’s Madagascar
levels. It looks gorgeous. It’s exactly
what I’d expect from Naughty Dog, but it’s

English: 
The axe was easy for me, but that might be
the hardest one for you.
Chloe opens up a little more about her dad.
She explains that the tusk is a symbol of
Hoysala dominance and would have been a great
prize for the Persians who were after the
tusk.
Chloe’s dad was obsessed with the tusk,
going on expeditions to find it and spending
all his time researching it.
He then suddenly sent Chloe and her mom to
Australia, claiming that it was too dangerous
to stay with him.
There’s another combat encounter when you
leave this area and head back into the open
world.
I’m referring to this as an open-world but
that’s a bit of a misnomer.
I’ve got to admit, I don’t entirely understand
all the praise I’ve seen heaped on this
level.
Nearly every review I’ve read has called
it out as special and one of the best parts
of the game.
I don’t get it.
Sure, it’s technically impressive.
The level is relatively large by Uncharted
standards, although not by the standards of
full open world experiences of course.
I have no doubt that implementing the puzzles
and exploration sections into such a large
space was a technical challenge and it is
incredible to look at.
For the time being, I’ll ignore the fact
that this area borrows heavily from Uncharted
4’s Madagascar levels.
It looks gorgeous.

English: 
It’s exactly what I’d expect from Naughty
Dog, but it’s not fair to take it for granted.
Naughty Dog takes a lot of care in making
its games visually spectacular and that’s
easy to see when you open the photo mode while
Chloe is pulling out her map.
It’s not just an animation.
She’s looking at the actual map upon which
you can spot all the markers and tell which
ones you’ve crossed out.
The Lost Legacy is one of the best looking
games on the PS4 and being able to drive around
a large level like this, splashing through
rivers and powering up muddy slopes doesn’t
cease to be impressive just because we’ve
seen it once before.
Now that I’ve got all the praise out of
the way, let’s go through the criticisms.
The obvious one has to be that you have very
little freedom in what you do in this open
world.
All you’re doing is choosing the order in
which you complete the missions.
For each of the three main sections, you have
to go through one specific door and as far
as I can tell, you can’t shoot any enemies
before going through that door.
You can’t scout ahead.
You can’t approach from a different direction.
This level is simply three combat encounters
that you can do in any order plus collecting
the coins if you want.
I don’t find that particularly interesting
or game changing.
After completing the game, I went back to
this level to experiment a bit more.

English: 
not fair to take it for granted. Naughty Dog
takes a lot of care in making its games visually
spectacular and that’s easy to see when
you open the photo mode while Chloe is pulling
out her map. It’s not just an animation.
She’s looking at the actual map upon which
you can spot all the markers and tell which
ones you’ve crossed out. The Lost Legacy
is one of the best looking games on the PS4
and being able to drive around a large level
like this, splashing through rivers and powering
up muddy slopes doesn’t cease to be impressive
just because we’ve seen it once before.
Now that I’ve got all the praise out of
the way, let’s go through the criticisms.
The obvious one has to be that you have very
little freedom in what you do in this open
world. All you’re doing is choosing the
order in which you complete the missions.
For each of the three main sections, you have
to go through one specific door and as far
as I can tell, you can’t shoot any enemies
before going through that door. You can’t
scout ahead. You can’t approach from a different
direction. This level is simply three combat
encounters that you can do in any order plus
collecting the coins if you want. I don’t
find that particularly interesting or game
changing. After completing the game, I went

English: 
back to this level to experiment a bit more.
I used the cheats to give myself a sniper
rifle hoping to spot enemies from a distance.
As far as I can tell, you can’t see any
enemies in the three main encounters until
you go through the door to start the encounter.
Even when there are combat encounters out
in the open, the enemies don’t spawn in
until you get close.
In one part of the map, my sniper rifle disappeared
from my inventory and the game refused to
let me get it back with the cheats. I’ve
no idea why, but I wonder whether it was a
deliberate attempt to limit my use of scoped
guns that could be used to take enemies out
in advance. That’s probably not true. It
sounds like a bit of a conspiracy theory.
But why place an arbitrary restrictions on
the weapons you can use in specific parts
of an open world map?
The puzzle sections are similar in that you
nearly always have to approach them from one
set route, except occasionally you can see
the enemies in advance. The world feels sterile.
There are no animals roaming around. There’s
typically no threat until you specifically
go into combat zones. The enemies here didn’t
spot the two women running around in the open
for ages until I accidentally fired my gun
and then they were all over me with rockets
and strangely accurate machine guns. Without
a sniper rifle there’s not much you can

English: 
I used the cheats to give myself a sniper
rifle hoping to spot enemies from a distance.
As far as I can tell, you can’t see any
enemies in the three main encounters until
you go through the door to start the encounter.
Even when there are combat encounters out
in the open, the enemies don’t spawn in
until you get close.
In one part of the map, my sniper rifle disappeared
from my inventory and the game refused to
let me get it back with the cheats.
I’ve no idea why, but I wonder whether it
was a deliberate attempt to limit my use of
scoped guns that could be used to take enemies
out in advance.
That’s probably not true.
It sounds like a bit of a conspiracy theory.
But why place an arbitrary restrictions on
the weapons you can use in specific parts
of an open world map?
The puzzle sections are similar in that you
nearly always have to approach them from one
set route, except occasionally you can see
the enemies in advance.
The world feels sterile.
There are no animals roaming around.
There’s typically no threat until you specifically
go into combat zones.
The enemies here didn’t spot the two women
running around in the open for ages until
I accidentally fired my gun and then they
were all over me with rockets and strangely
accurate machine guns.

English: 
do to take these enemies out in advance because
the game wants you to approach this section
from the North. This was the only time I ended
up in combat without meaning to. It would
be great if Naughty Dog moved to open worlds
for future Uncharted games, but this isn’t
the way to do it. Open worlds are supposed
to feel alive. This world is deader than a
game developer five years after being purchased
by EA.
The open level gives rise to another problem,
and that’s the pacing when combined with
the chapter before this one. Chapter three
is almost identical to this time consuming
level and should have been cut out entirely
to stop this one becoming dull. Except chapter
three can’t be removed because it serves
as a tutorial for sneaking around in large
arenas, highlighting enemies, and taking down
large groups. Chapter four can’t be used
to teach the player these tricks because you
can choose what order you do the encounters
in. Typically game designers gradually introduce
new elements of a game and then ramp up the
challenge until you have to put everything
together in a test of skill. We just saw that
in the Shiva puzzle room. That’s not the
case here. You learn everything in the chapter
before and then have to do it at least three
times in the next level. The open world in

English: 
Without a sniper rifle there’s not much
you can do to take these enemies out in advance
because the game wants you to approach this
section from the North.
This was the only time I ended up in combat
without meaning to.
It would be great if Naughty Dog moved to
open worlds for future Uncharted games, but
this isn’t the way to do it.
Open worlds are supposed to feel alive.
This world is deader than a game developer
five years after being purchased by EA.
The open level gives rise to another problem,
and that’s the pacing when combined with
the chapter before this one.
Chapter three is almost identical to this
time consuming level and should have been
cut out entirely to stop this one becoming
dull.
Except chapter three can’t be removed because
it serves as a tutorial for sneaking around
in large arenas, highlighting enemies, and
taking down large groups.
Chapter four can’t be used to teach the
player these tricks because you can choose
what order you do the encounters in.
Typically game designers gradually introduce
new elements of a game and then ramp up the
challenge until you have to put everything
together in a test of skill.
We just saw that in the Shiva puzzle room.
That’s not the case here.
You learn everything in the chapter before
and then have to do it at least three times
in the next level.

English: 
chapter four adds to a slow and repetitive
feeling in the first third of the game.
Rant over... for the time being. The last
section for me was Parashurama's bow and arrow.
This is largely climbing, which means we’ve
had one puzzle dominant section, one combat,
and one exploration. You use the dial again
and open up the third waterfall which means
you can now move through into the city of
Halebidu. In the dialogue, Nadine opens up
briefly about her desire to get Shoreline
back because it happened on her watch.
Chloe opens the door to Halebidu and I have
to briefly go back into rant mode again. This
is not a complaint specific to The Lost Legacy
but it bugs the hell out of me nonetheless.
Chloe and Nadine have travelled around a large
open area, killing countless people and solving
puzzles to get through a door into a hidden
city. Except, well, it’s not exactly hidden,
is it? Asav supposedly couldn’t get in here
because Chloe stole the key but he could have
just used a helicopter to fly straight in.
Uncharted 2 and 3 had this exact same problem,
and it’s equally glaring here because you
walk through a door and immediately see some
large statues that you’d be able to see
from browsing Google Earth. It makes the entire

English: 
The open world in chapter four adds to a slow
and repetitive feeling in the first third
of the game.
Rant over... for the time being.
The last section for me was Parashurama's
bow and arrow.
This is largely climbing, which means we’ve
had one puzzle dominant section, one combat,
and one exploration.
You use the dial again and open up the third
waterfall which means you can now move through
into the city of Halebidu.
In the dialogue, Nadine opens up briefly about
her desire to get Shoreline back because it
happened on her watch.
Chloe opens the door to Halebidu and I have
to briefly go back into rant mode again.
This is not a complaint specific to The Lost
Legacy but it bugs the hell out of me nonetheless.
Chloe and Nadine have travelled around a large
open area, killing countless people and solving
puzzles to get through a door into a hidden
city.
Except, well, it’s not exactly hidden, is
it?
Asav supposedly couldn’t get in here because
Chloe stole the key but he could have just
used a helicopter to fly straight in.
Uncharted 2 and 3 had this exact same problem,
and it’s equally glaring here because you
walk through a door and immediately see some
large statues that you’d be able to see
from browsing Google Earth.
It makes the entire previous section feel
completely unnecessary.

English: 
There is no way Asav would station people
at all those outposts when he could just fly
straight in.
I tried to think up ways to excuse this.
Maybe Asav had already figured out how to
get through and put the men near the dials
as a way to tempt Chloe and Nadine into a
trap.
They even discuss the possibility that Asav
is using them to do all the hard work, but
as we’ll see later that likely isn’t the
case.
Nadine notices that the statues are damaged
as if someone tried to force their way inside.
This is referring to the Persian army, not
Asav and his men.
Chloe thinks the King made a mistake in wasting
loads of money to build an elaborate city
which just made it more tempting to raiders.
The next section is a good illustration of
how I know my problems with The Lost Legacy
are more issues of fatigue with the series
as a whole than specific digs at this game.
Swinging from your rope is one of the new
mechanics introduced in Uncharted 4 and I
still find it a lot of fun.
What is not fun anymore is climbing from ledge
to ledge with no risk of death as you scale
large structures.
When Chloe reaches the top of this Ganesh
statue, the camera pans out in a not so subtle
attempt to make you appreciate the view and
what you’ve achieved.
I used to enjoy these moments even though
they never took any skill.

English: 
previous section feel completely unnecessary.
There is no way Asav would station people
at all those outposts when he could just fly
straight in. I tried to think up ways to excuse
this. Maybe Asav had already figured out how
to get through and put the men near the dials
as a way to tempt Chloe and Nadine into a
trap. They even discuss the possibility that
Asav is using them to do all the hard work,
but as we’ll see later that likely isn’t
the case.
Nadine notices that the statues are damaged
as if someone tried to force their way inside.
This is referring to the Persian army, not
Asav and his men. Chloe thinks the King made
a mistake in wasting loads of money to build
an elaborate city which just made it more
tempting to raiders.
The next section is a good illustration of
how I know my problems with The Lost Legacy
are more issues of fatigue with the series
as a whole than specific digs at this game.
Swinging from your rope is one of the new
mechanics introduced in Uncharted 4 and I
still find it a lot of fun. What is not fun
anymore is climbing from ledge to ledge with
no risk of death as you scale large structures.
When Chloe reaches the top of this Ganesh
statue, the camera pans out in a not so subtle
attempt to make you appreciate the view and
what you’ve achieved. I used to enjoy these
moments even though they never took any skill.

English: 
It made me think about how far games have
come that I’m able to climb huge structures
and look at the world around me.
I know I’ll sound spoiled and entitled,
but it’s not enough any more.
There needs to be some sort of challenge.
Uncharted games are aimed at a wide audience
to include those who don’t buy many games,
perhaps the stereotypical casual gamer who
mainly plays Madden or FIFA and a couple of
other games each year.
Naughty Dog is scared of putting those players
off its games and ensures that you never have
any real challenge with climbing.
This can work for a game or two, but when
you’re still doing it five games later you
can’t blame players for getting bored.
People who want to increase or decrease the
challenge of combat can do so, but there’s
not much you can do when the climbing is mind-mumbingly
easy.
I’m getting pretty negative here, but there’s
some positive stuff to come.
This was the low point of the game for me.
It’s largely up from here on out.
Once inside the statue, you find lots of old
weapons, some of which are Persian, and then
eventually the site of a large battle.
This is where the Persians fought the Hoysala.
One particular body is still standing in the
same position he died in, holding the fort
to protect against the onslaught.

English: 
It made me think about how far games have
come that I’m able to climb huge structures
and look at the world around me. I know I’ll
sound spoiled and entitled, but it’s not
enough any more. There needs to be some sort
of challenge. Uncharted games are aimed at
a wide audience to include those who don’t
buy many games, perhaps the stereotypical
casual gamer who mainly plays Madden or FIFA
and a couple of other games each year. Naughty
Dog is scared of putting those players off
its games and ensures that you never have
any real challenge with climbing. This can
work for a game or two, but when you’re
still doing it five games later you can’t
blame players for getting bored. People who
want to increase or decrease the challenge
of combat can do so, but there’s not much
you can do when the climbing is mind-mumbingly
easy.
I’m getting pretty negative here, but there’s
some positive stuff to come. This was the
low point of the game for me. It’s largely
up from here on out.
Once inside the statue, you find lots of old
weapons, some of which are Persian, and then
eventually the site of a large battle. This
is where the Persians fought the Hoysala.
One particular body is still standing in the
same position he died in, holding the fort
to protect against the onslaught. It’s surprisingly
touching for a few random skeletons and shows

English: 
It’s surprisingly touching for a few random
skeletons and shows the skill Naughty Dog
has with its environmental storytelling.
The next room has one of the better puzzles
in the game.
You have to rearrange some shapes so that
the shadows line up with the pictures on the
wall.
You can only shift the shapes from one end
to the other so if you want a piece to stop
in the middle then you’ll need another one
behind it and eventually it gets complicated.
The pictures on the wall show Shiva giving
his axe to Parashurama who uses it to kill
Shiva’s son Ganesh.
It’s not just that the puzzle is good as
a puzzle, it also reinforces the game’s
story.
Chloe uses the key in a dial and expects to
get the tusk as her reward.
Instead, the floor rises and Nadine and Chloe
are taken back out into the open.
Chloe quickly figures out what’s wrong,
but I’m not sure how.
It’s quite common to move from indoors to
outdoors again on these little expeditions.
They’ve done it a few times just in the
last hour.
Having a platform take them back up to the
outside doesn’t necessarily mean the tusk
isn’t here: they might just have to go somewhere
else first.
Anyway, Chloe is obviously right, I just don’t
understand how she figures it out so quickly.
Halibedu was a decoy.
The tusk was never here; it was at Belur all
along.

English: 
the skill Naughty Dog has with its environmental
storytelling.
The next room has one of the better puzzles
in the game. You have to rearrange some shapes
so that the shadows line up with the pictures
on the wall. You can only shift the shapes
from one end to the other so if you want a
piece to stop in the middle then you’ll
need another one behind it and eventually
it gets complicated. The pictures on the wall
show Shiva giving his axe to Parashurama who
uses it to kill Shiva’s son Ganesh. It’s
not just that the puzzle is good as a puzzle,
it also reinforces the game’s story.
Chloe uses the key in a dial and expects to
get the tusk as her reward. Instead, the floor
rises and Nadine and Chloe are taken back
out into the open. Chloe quickly figures out
what’s wrong, but I’m not sure how. It’s
quite common to move from indoors to outdoors
again on these little expeditions. They’ve
done it a few times just in the last hour.
Having a platform take them back up to the
outside doesn’t necessarily mean the tusk
isn’t here: they might just have to go somewhere
else first. Anyway, Chloe is obviously right,
I just don’t understand how she figures
it out so quickly. Halibedu was a decoy. The

English: 
tusk was never here; it was at Belur all along.
The King created Halibedu to trick the Persians,
including stationing men here and leaving
them to die just so the Persians wouldn’t
get the tusk.
When combined with the comments from Chloe’s
dad about the tusk being “something big”
I suspected we might be going down the mystical
route again. Thankfully, we’re not.
There’s a decent escape scene as the mechanism
approaches the top. Chloe and Nadine sit for
a moment and think about their failure until
they notice the water now flowing through
an aqueduct. They follow it to a building
until they come across more of Asav’s men.
Now, I’m having a lot of trouble figuring
out Asav’s movements here. I don’t believe
for one second that he already knew Halibedu
was a decoy and that the tusk was at Belur
all along and he never claims that. But somehow
he’s ahead of Chloe and Nadine.
However he got here, he managed to bring a
massive bloody tank along with him. A couple
of them actually. I guess we’re not supposed
to think too much about this sort of stuff
but part of the thrill of treasure hunting
is exploring the unknown and that is somewhat
mitigated when tanks burst through the forest
in front of you.
You won’t be able to defeat the tank right
now, so you make your way into a building
and are captured by Asav on the way out. Asav
is impressed with Chloe for solving the key

English: 
The King created Halibedu to trick the Persians,
including stationing men here and leaving
them to die just so the Persians wouldn’t
get the tusk.
When combined with the comments from Chloe’s
dad about the tusk being “something big”
I suspected we might be going down the mystical
route again.
Thankfully, we’re not.
There’s a decent escape scene as the mechanism
approaches the top.
Chloe and Nadine sit for a moment and think
about their failure until they notice the
water now flowing through an aqueduct.
They follow it to a building until they come
across more of Asav’s men.
Now, I’m having a lot of trouble figuring
out Asav’s movements here.
I don’t believe for one second that he already
knew Halibedu was a decoy and that the tusk
was at Belur all along and he never claims
that.
But somehow he’s ahead of Chloe and Nadine.
However he got here, he managed to bring a
massive bloody tank along with him.
A couple of them actually.
I guess we’re not supposed to think too
much about this sort of stuff but part of
the thrill of treasure hunting is exploring
the unknown and that is somewhat mitigated
when tanks burst through the forest in front
of you.
You won’t be able to defeat the tank right
now, so you make your way into a building
and are captured by Asav on the way out.

English: 
Asav is impressed with Chloe for solving the
key even though his own expert spent a week
trying to figure it out without any success.
So his expert didn’t solve the problem and
yet Asav still figured out that he needed
to come to Belur.
How?
He’s gotten all this way without the key.
If we’re to believe that they key is crucial,
then that means Asav waited for Chloe and
Nadine to open the main door to halibedu and
then skipped it to head straight to Belur.
But as we’ll see later, he does need the
key, so he should be focused on capturing
Chloe and Nadine.
I don’t get it.
According to Asav, the Hoysala understood
that progress demands sacrifice.
They would kill those not prepared to fight
letting their blood run through the city to
inspire those that did.
I know this is all typical bad guy nonsense,
but I like it.
Asav is calm and collected, and his lines
are expertly delivered by Usman Ally.
Chloe gets into a fist fight with Asav.
If you haven’t played any Uncharted games
yet, then I’ll briefly explain the fist
fights.
They’re quick time events where the quick
time prompt sometimes appears up on the screen
but not always.
Chloe can’t take on Asav face to face, so
you have to time your dodges and get behind
him to attack.

English: 
even though his own expert spent a week trying
to figure it out without any success. So his
expert didn’t solve the problem and yet
Asav still figured out that he needed to come
to Belur. How? He’s gotten all this way
without the key. If we’re to believe that
they key is crucial, then that means Asav
waited for Chloe and Nadine to open the main
door to halibedu and then skipped it to head
straight to Belur. But as we’ll see later,
he does need the key, so he should be focused
on capturing Chloe and Nadine. I don’t get
it.
According to Asav, the Hoysala understood
that progress demands sacrifice. They would
kill those not prepared to fight letting their
blood run through the city to inspire those
that did. I know this is all typical bad guy
nonsense, but I like it. Asav is calm and
collected, and his lines are expertly delivered
by Usman Ally.
Chloe gets into a fist fight with Asav. If
you haven’t played any Uncharted games yet,
then I’ll briefly explain the fist fights.
They’re quick time events where the quick
time prompt sometimes appears up on the screen
but not always. Chloe can’t take on Asav
face to face, so you have to time your dodges
and get behind him to attack. The dodge timing

English: 
The dodge timing is a bit tricky because Asav
moves so slowly.
You’ll see him pull back his fist and will
want to dodge but you have to hold back for
just a touch longer than is natural.
The idea is to make the fights look good rather
than feel good.
It’s been this way for a while and it’s
another thing Naughty Dog needs to change
for future games.
The fight ends when Chloe and Nadine are thrown
through a broken wall into the aqueduct.
They get taken with the current until Chloe
falls and drifts off into unconsciousness
for thirty minutes.
Chloe quickly recovers and they stumble upon
a wheel that reveals a large statue of Nandi,
Shiva’s gatekeeper.
Nandi is guarding a hidden entrance to Belur.
Asav and his men are already inside by forcing
their way through with C4.
Nadine spots Asav’s men dragging a man out
of the back of a truck.
This is Asav’s expert; the one who failed
to solve the key.
Nadine recognizes him immediately and so do
we; it’s Sam Drake, Nathan’s brother who
popped up in Uncharted 4.
Chloe has been working with Sam all along.
He went ahead to do recon on the disc at which
point he was presumably caught by Asav and
made to work on decoding the disc.

English: 
is a bit tricky because Asav moves so slowly.
You’ll see him pull back his fist and will
want to dodge but you have to hold back for
just a touch longer than is natural. The idea
is to make the fights look good rather than
feel good. It’s been this way for a while
and it’s another thing Naughty Dog needs
to change for future games.
The fight ends when Chloe and Nadine are thrown
through a broken wall into the aqueduct. They
get taken with the current until Chloe falls
and drifts off into unconsciousness for thirty
minutes.
Chloe quickly recovers and they stumble upon
a wheel that reveals a large statue of Nandi,
Shiva’s gatekeeper. Nandi is guarding a
hidden entrance to Belur. Asav and his men
are already inside by forcing their way through
with C4. Nadine spots Asav’s men dragging
a man out of the back of a truck. This is
Asav’s expert; the one who failed to solve
the key. Nadine recognizes him immediately
and so do we; it’s Sam Drake, Nathan’s
brother who popped up in Uncharted 4.
Chloe has been working with Sam all along.
He went ahead to do recon on the disc at which
point he was presumably caught by Asav and
made to work on decoding the disc. Part of

English: 
Chloe’s motivation for being here is to
save Sam, although it’s never really felt
that way. She’s made no mention of wanting
to find Sam and has been completely focused
on the tusk. It’s understandable why she
doesn’t want to tell Nadine, but if she
plans to rescue Sam at some point then Nadine
is clearly going to find out. I’m sure the
actual answer is that Naughty Dog wanted Sam’s
appearance to be a surprise and constant references
to needed to save someone would have potentially
ruined that. Still, it’s a bit sloppy. Nadine
doesn’t take too kindly to the news that
Chloe is working with Sam because she’d
much rather kill him. She punches Chloe and
goes off by herself in the vehicle. This drama
is a bit pointless as you catch up with Nadine
again after one more combat encounter.
This encounter might be the best in the game
because for once your goal isn’t to take
down all the enemies, it’s to take out the
tank. That might sound like an insignificant
distinction, but it changes the way you approach
the area. Most encounters have a lot of enemies
and the expectation is that you’ll take
a few out stealthily before shooting the rest.
There aren’t as many enemies here, but with
the tank patrolling the middle, there doesn’t

English: 
Part of Chloe’s motivation for being here
is to save Sam, although it’s never really
felt that way.
She’s made no mention of wanting to find
Sam and has been completely focused on the
tusk.
It’s understandable why she doesn’t want
to tell Nadine, but if she plans to rescue
Sam at some point then Nadine is clearly going
to find out.
I’m sure the actual answer is that Naughty
Dog wanted Sam’s appearance to be a surprise
and constant references to needed to save
someone would have potentially ruined that.
Still, it’s a bit sloppy.
Nadine doesn’t take too kindly to the news
that Chloe is working with Sam because she’d
much rather kill him.
She punches Chloe and goes off by herself
in the vehicle.
This drama is a bit pointless as you catch
up with Nadine again after one more combat
encounter.
This encounter might be the best in the game
because for once your goal isn’t to take
down all the enemies, it’s to take out the
tank.
That might sound like an insignificant distinction,
but it changes the way you approach the area.
Most encounters have a lot of enemies and
the expectation is that you’ll take a few
out stealthily before shooting the rest.
There aren’t as many enemies here, but with
the tank patrolling the middle, there doesn’t
need to be.

English: 
need to be. This is also one of the few encounters
where taking enemies out from tall grass doesn’t
feel like you’re cheesing the game. You’re
in the midst of a heavy downpour, so staying
hidden is now borderline believable. The heavy
rain looks terrible when Chloe stands still
mind you.
You take down the tank with C4 or RPGs dotted
around the level. Once you’ve taken it out,
reinforcements arrive and Nadine chips in
with a punch every now and again. She’s
surprisingly averse to using her gun for the
former head of a mercenary group.
The two of them agree to put their differences
to one side although Nadine makes it clear
that she only cares about the tusk, not Sam.
They use the hidden entrance to get inside.
Asav’s forcing his way in by blowing things
up.
The next scene is blatant emotional manipulation.
It serves no purpose other than to give you
the feels. I bloody loved it. You come across
an elephant who is trapped under some collapsed
pillars, likely due to all the explosions
going off. You free the elephant and can then
ride on him for a bit and even feed him some
fruit. You can’t control the elephant and
he doesn’t help you get past any obstacles
which seems like an odd omission. There’s
literally no point to it other than to give
the characters more time to talk and give

English: 
This is also one of the few encounters where
taking enemies out from tall grass doesn’t
feel like you’re cheesing the game.
You’re in the midst of a heavy downpour,
so staying hidden is now borderline believable.
The heavy rain looks terrible when Chloe stands
still mind you.
You take down the tank with C4 or RPGs dotted
around the level.
Once you’ve taken it out, reinforcements
arrive and Nadine chips in with a punch every
now and again.
She’s surprisingly averse to using her gun
for the former head of a mercenary group.
The two of them agree to put their differences
to one side although Nadine makes it clear
that she only cares about the tusk, not Sam.
They use the hidden entrance to get inside.
Asav’s forcing his way in by blowing things
up.
The next scene is blatant emotional manipulation.
It serves no purpose other than to give you
the feels.
I bloody loved it.
You come across an elephant who is trapped
under some collapsed pillars, likely due to
all the explosions going off.
You free the elephant and can then ride on
him for a bit and even feed him some fruit.
You can’t control the elephant and he doesn’t
help you get past any obstacles which seems
like an odd omission.
There’s literally no point to it other than
to give the characters more time to talk and

English: 
the player a nice moment. And yeah, despite
that, it’s great. It does exactly what it’s
trying to do.
Nadine asks Chloe about her father and she
opens up. He thought he was onto something
big with the tusk and the Ministry of Culture
agreed to finance an expedition. Bandits raided
his camp and his body was found by local authorities.
The little Ganesh figure was sent to Chloe
afterwards so I assume it was found on his
body. I’ll come back to the story about
the dad nearer the end of the video.
After some climbing, you find the lost city
of Belur. It’s spectacular and this time
it actually is a hidden city that you wouldn’t
be able to spot with your nephew’s toy drone
and a pair of AA batteries.
Asav has of course gotten ahead of you, so
you quickly run into a large group of enemies.
This is one of the larger combat encounters
in the game, so it’s a good time for me
to talk about the game’s combat system.
The Uncharted series has always had stealth
takedowns and has always struggled to implement
them in a natural way. The museum level in
Uncharted 2 stands out as being particularly
terrible and was a low point in an otherwise
great game.

English: 
give the player a nice moment.
And yeah, despite that, it’s great.
It does exactly what it’s trying to do.
Nadine asks Chloe about her father and she
opens up.
He thought he was onto something big with
the tusk and the Ministry of Culture agreed
to finance an expedition.
Bandits raided his camp and his body was found
by local authorities.
The little Ganesh figure was sent to Chloe
afterwards so I assume it was found on his
body.
I’ll come back to the story about the dad
nearer the end of the video.
After some climbing, you find the lost city
of Belur.
It’s spectacular and this time it actually
is a hidden city that you wouldn’t be able
to spot with your nephew’s toy drone and
a pair of AA batteries.
Asav has of course gotten ahead of you, so
you quickly run into a large group of enemies.
This is one of the larger combat encounters
in the game, so it’s a good time for me
to talk about the game’s combat system.
The Uncharted series has always had stealth
takedowns and has always struggled to implement
them in a natural way.
The museum level in Uncharted 2 stands out
as being particularly terrible and was a low
point in an otherwise great game.

English: 
Uncharted 4 fleshed the stealth system out
and that’s been carried forward to The Lost
Legacy.
You can now mark enemies which obviously makes
it easier to keep an eye on them and you can
hide in tall grass to remain hidden.
It’s possible to clear entire areas without
firing your gun once, although I imagine most
people end up shooting at least a third of
the enemies per encounter.
Stealth is used to thin out the numbers a
bit and even the odds.
I’m a sucker for stealth in games, but after
two Uncharted games with these stealth mechanics,
I’m starting to think it might have been
a bad idea.
Or at least, it’s bad in its current form.
One of my big problems with Uncharted’s
combat is the way you constantly have to wait
behind cover to regain your health.
It’s almost impossible to avoid taking damage,
regardless of your skill level, because of
the game’s hitscan weapons.
You’ll be hit regardless of whether you’re
running, jumping, rolling, or swinging across
a cavern.
In one of his Uncharted videos, Novacanoo
states that the Uncharted games are more fun
on the easier difficulty settings.
When I first heard that, I did a bit of a
double take.
I’d just completed Uncharted 4 on the crushing
difficulty setting.
Uncharted couldn’t possibly be more fun
on the lower settings because that would have

English: 
Uncharted 4 fleshed the stealth system out
and that’s been carried forward to The Lost
Legacy. You can now mark enemies which obviously
makes it easier to keep an eye on them and
you can hide in tall grass to remain hidden.
It’s possible to clear entire areas without
firing your gun once, although I imagine most
people end up shooting at least a third of
the enemies per encounter. Stealth is used
to thin out the numbers a bit and even the
odds. I’m a sucker for stealth in games,
but after two Uncharted games with these stealth
mechanics, I’m starting to think it might
have been a bad idea. Or at least, it’s
bad in its current form.
One of my big problems with Uncharted’s
combat is the way you constantly have to wait
behind cover to regain your health. It’s
almost impossible to avoid taking damage,
regardless of your skill level, because of
the game’s hitscan weapons. You’ll be
hit regardless of whether you’re running,
jumping, rolling, or swinging across a cavern.
In one of his Uncharted videos, Novacanoo
states that the Uncharted games are more fun
on the easier difficulty settings. When I
first heard that, I did a bit of a double
take. I’d just completed Uncharted 4 on
the crushing difficulty setting. Uncharted
couldn’t possibly be more fun on the lower
settings because that would have meant I completed

English: 
it on crushing just for pride and a digital
accolade. Unfortunately, Novacanoo is bang
on. The difficulty in these games doesn’t
scale well. There were a few encounters in
Uncharted 4 that got frustrating, but the
problem isn’t strictly the difficulty, it’s
that it’s less fun. The harder the difficulty,
the more time you spend waiting behind cover
for your health to come back.
I was talking about stealth, wasn’t I? Okay,
so stealth has the same problem. It’s all
waiting around. You can’t make a noise to
attract enemies to your location. You can’t
hide dead bodies. You can’t throw stones
to make guards investigate. Even Battlefield
1, a first person shooter focused on its multiplayer,
had a more developed stealth system. The only
way you can influence guards in Uncharted
is to kill other guards in a location where
other enemies will notice the dead bodies,
or cheese the game and show yourself for just
long enough for the enemy to get suspicious
without alerting the other guards.
Regardless of whether you choose combat or
stealth, you’re going to be waiting around
a lot which seems to go against the idea of
these games being action movies in video game
form. Hiding behind cover or using stealth
is fine, like I said, I love stealth games,

English: 
meant I completed it on crushing just for
pride and a digital accolade.
Unfortunately, Novacanoo is bang on.
The difficulty in these games doesn’t scale
well.
There were a few encounters in Uncharted 4
that got frustrating, but the problem isn’t
strictly the difficulty, it’s that it’s
less fun.
The harder the difficulty, the more time you
spend waiting behind cover for your health
to come back.
I was talking about stealth, wasn’t I?
Okay, so stealth has the same problem.
It’s all waiting around.
You can’t make a noise to attract enemies
to your location.
You can’t hide dead bodies.
You can’t throw stones to make guards investigate.
Even Battlefield 1, a first person shooter
focused on its multiplayer, had a more developed
stealth system.
The only way you can influence guards in Uncharted
is to kill other guards in a location where
other enemies will notice the dead bodies,
or cheese the game and show yourself for just
long enough for the enemy to get suspicious
without alerting the other guards.
Regardless of whether you choose combat or
stealth, you’re going to be waiting around
a lot which seems to go against the idea of
these games being action movies in video game
form.
Hiding behind cover or using stealth is fine,
like I said, I love stealth games, but there

English: 
aren’t enough stealth mechanics to make
that satisfying.
You’re left with gunplay that has barely
changed from 2009 and a clumsily implemented
stealth system.
This encounter shows a lot of the problems.
If you wait long enough, you can stealth kill
quite a few enemies as they approach ledges,
either by pulling them down or jumping on
them.
If you get caught, you can easily swing across
to another platform where it’s quite easy
to stay out of sight until the enemies stop
looking for you.
This isn’t how I want to play Uncharted
and it seems to me like the increased stealth
focus has harmed the pace of the game.
There’s an implied assumption that you’ll
stealth kill some enemies before starting
combat and I find that boring without actual
stealth mechanics to play with.
I want to swing around on the rope and kill
people in a way that looks ridiculous and
impractical, but I’ll always take damage
and have to go and hide for a few moments.
I think Naughty Dog knows these combat encounters
are flawed.
The encounters aren’t particularly long
yet they often have multiple checkpoints that
can be triggered by accident.
Three times I died and restarted at checkpoints
that seemed designed to ease the frustration
with the encounters and make it almost impossible
to fail.

English: 
but there aren’t enough stealth mechanics
to make that satisfying. You’re left with
gunplay that has barely changed from 2009
and a clumsily implemented stealth system.
This encounter shows a lot of the problems.
If you wait long enough, you can stealth kill
quite a few enemies as they approach ledges,
either by pulling them down or jumping on
them. If you get caught, you can easily swing
across to another platform where it’s quite
easy to stay out of sight until the enemies
stop looking for you. This isn’t how I want
to play Uncharted and it seems to me like
the increased stealth focus has harmed the
pace of the game. There’s an implied assumption
that you’ll stealth kill some enemies before
starting combat and I find that boring without
actual stealth mechanics to play with. I want
to swing around on the rope and kill people
in a way that looks ridiculous and impractical,
but I’ll always take damage and have to
go and hide for a few moments.
I think Naughty Dog knows these combat encounters
are flawed. The encounters aren’t particularly
long yet they often have multiple checkpoints
that can be triggered by accident. Three times
I died and restarted at checkpoints that seemed
designed to ease the frustration with the
encounters and make it almost impossible to
fail. Even if you’re terrible at combat,

English: 
you’ll eventually memorize the enemy movements
and make it through.
For example, there’s a difficulty spike
in this section when a heavily armored enemy
appears with a chain gun that will tear you
down if you don’t take him out quickly.
There’s a good chance you’ll get torn
to shreds by this guy the first time, but
don’t worry, there’s a checkpoint right
before hand that you probably triggered without
even knowing.
I ended this encounter by picking up the large
gun and slaughtering the rest of the enemies
in this room and the ones that come through
after.
You make your way to a large tusk being held
aloft by what appears to be the royal family
of the Hoysala. When Chloe looks closer, she
sees that they are protecting the common folk.
She then makes a bit of a leap and declares
that the desire to protect the tusk wasn’t
about power it was about culture. Thing is,
there was only ever one vague mention of the
tusk being particularly powerful. We were
never told that Asav was after some insanely
powerful relic like the holy grail that would
grant him immortality. From the beginning,
I assumed he was after the tusk because it’s
worth a lot of money. Were we supposed to
think something else? This scene has an epic
reveal feel to it, except it’s lacking the
epic reveal.

English: 
Even if you’re terrible at combat, you’ll
eventually memorize the enemy movements and
make it through.
For example, there’s a difficulty spike
in this section when a heavily armored enemy
appears with a chain gun that will tear you
down if you don’t take him out quickly.
There’s a good chance you’ll get torn
to shreds by this guy the first time, but
don’t worry, there’s a checkpoint right
before hand that you probably triggered without
even knowing.
I ended this encounter by picking up the large
gun and slaughtering the rest of the enemies
in this room and the ones that come through
after.
You make your way to a large tusk being held
aloft by what appears to be the royal family
of the Hoysala.
When Chloe looks closer, she sees that they
are protecting the common folk.
She then makes a bit of a leap and declares
that the desire to protect the tusk wasn’t
about power it was about culture.
Thing is, there was only ever one vague mention
of the tusk being particularly powerful.
We were never told that Asav was after some
insanely powerful relic like the holy grail
that would grant him immortality.
From the beginning, I assumed he was after
the tusk because it’s worth a lot of money.
Were we supposed to think something else?
This scene has an epic reveal feel to it,
except it’s lacking the epic reveal.

English: 
Nadine notices that there’s a gap on the
tusk where Chloe’s Ganesh figures slots
in nicely.
Chloe realizes her dad was here before her
which I get would be a big deal, but she then
mutters about how he wasn’t kidding when
he said that he was onto “something big.”
Except the whole point is that the tusk isn’t
something big.
Not really.
It’s exactly what you’d assume it was;
a relic of a lost society.
Historically important, without a doubt, but
not “something big” beyond what they already
thought.
Nadine says he kept this from her to keep
her safe, but again, safe from what?
They decide they can’t let Asav get his
hands on the tusk.
Again, this feels wrong.
It’s like the meaning of the tusk got flipped
during production of the game.
Maybe originally the tusk was supposed to
be a normal, albeit valuable, artifact, and
then they find out it has hidden power.
It makes more sense if Chloe and Nadine thought
they were after a culturally significant artifact
and then found out it was powerful.
That would explain the sudden need to stop
Asav getting to it and her father’s desire
to keep her safe from the tusk.
I’m not saying that they shouldn’t go
get the tusk now, but I don’t get their
newfound desire based on this minor reveal.

English: 
Nadine notices that there’s a gap on the
tusk where Chloe’s Ganesh figures slots
in nicely. Chloe realizes her dad was here
before her which I get would be a big deal,
but she then mutters about how he wasn’t
kidding when he said that he was onto “something
big.” Except the whole point is that the
tusk isn’t something big. Not really. It’s
exactly what you’d assume it was; a relic
of a lost society. Historically important,
without a doubt, but not “something big”
beyond what they already thought. Nadine says
he kept this from her to keep her safe, but
again, safe from what? They decide they can’t
let Asav get his hands on the tusk. Again,
this feels wrong. It’s like the meaning
of the tusk got flipped during production
of the game. Maybe originally the tusk was
supposed to be a normal, albeit valuable,
artifact, and then they find out it has hidden
power. It makes more sense if Chloe and Nadine
thought they were after a culturally significant
artifact and then found out it was powerful.
That would explain the sudden need to stop
Asav getting to it and her father’s desire
to keep her safe from the tusk. I’m not
saying that they shouldn’t go get the tusk
now, but I don’t get their newfound desire
based on this minor reveal.

English: 
Chloe removes the ganesh figure again which
for some reason opens a door behind them.
It’s rare that stealing from a secret temple
rewards you with an open door, especially
when they only put this figure on the tusk
a moment ago.
Chloe moves the arms around on a large statue
of Ganesh to get water flowing into the middle
and open a door. There’s then a basic reflection
puzzle where you arrange a few mirrors until
all the lights are aimed towards the center.
Nadine manages to be vaguely useful here by
playing the role of a statue. Ironically,
she’s been running around all game doing
nothing, and is finally useful when she stands
still.
Asav’s men show up and you meet up with
Sam. Asav forces Chloe to solve the final
puzzle for him.
Once again, there’re images of Shiva giving
Parashurama his axe and Parashurama killing
Ganesh, however to reveal the picture in the
middle you have to solve another dial puzzle.
The dial puzzle shows Ganesh surrendering
to Parashurama because he didn’t want his
father’s axe to look weak. He didn’t fight
back to protect the reputation of his family.
Once Chloe knows this, she adjusts the arms
on the Ganesh statue into the surrender position.
The puzzle is complete and the tusk is revealed.

English: 
Chloe removes the ganesh figure again which
for some reason opens a door behind them.
It’s rare that stealing from a secret temple
rewards you with an open door, especially
when they only put this figure on the tusk
a moment ago.
Chloe moves the arms around on a large statue
of Ganesh to get water flowing into the middle
and open a door.
There’s then a basic reflection puzzle where
you arrange a few mirrors until all the lights
are aimed towards the center.
Nadine manages to be vaguely useful here by
playing the role of a statue.
Ironically, she’s been running around all
game doing nothing, and is finally useful
when she stands still.
Asav’s men show up and you meet up with
Sam.
Asav forces Chloe to solve the final puzzle
for him.
Once again, there’re images of Shiva giving
Parashurama his axe and Parashurama killing
Ganesh, however to reveal the picture in the
middle you have to solve another dial puzzle.
The dial puzzle shows Ganesh surrendering
to Parashurama because he didn’t want his
father’s axe to look weak.
He didn’t fight back to protect the reputation
of his family.
Once Chloe knows this, she adjusts the arms
on the Ganesh statue into the surrender position.
The puzzle is complete and the tusk is revealed.
I liked this section.

English: 
I’ll ignore how easily Asav could have solved
the puzzle himself.
It builds off the knowledge Chloe and the
player has developed throughout the game.
You’ve practiced these disc puzzles a few
times now, and the story of Shiva’s axe
has been mentioned plenty of times now.
The puzzle is reinforcing the game’s main
theme and helping ensure that everyone gets
the gist of the story even if they aren’t
paying too much attention.
Asav claims the tusk as his reward and goes
full James Bond villain by handcuffing the
three of them to a railing instead of shooting
them.
His excuse is that it’s bad luck to kill
them in a temple, even though he knows they’re
about to die due to the water that’s about
to flood in after they blow a hole in the
wall.
I’m not a religious man, but I doubt the
Gods would take to kindly to that either.
There’s another nice touch where all that
lockpicking comes in use as Chloe is able
to get out of her handcuffs.
Nadine has to save Sam through more forceful
measures.
Asav escapes and oh, by the way, he has a
helicopter now.
Okay, so we find out soon that it doesn’t
belong to him, but still, he has access to
one and could have just flown in to Halibedu
in the first place.
Sam tells Chloe that he overheard Asav talking
about setting up an arms deal, so off they
go to get in the way.

English: 
I liked this section. I’ll ignore how easily
Asav could have solved the puzzle himself.
It builds off the knowledge Chloe and the
player has developed throughout the game.
You’ve practiced these disc puzzles a few
times now, and the story of Shiva’s axe
has been mentioned plenty of times now. The
puzzle is reinforcing the game’s main theme
and helping ensure that everyone gets the
gist of the story even if they aren’t paying
too much attention.
Asav claims the tusk as his reward and goes
full James Bond villain by handcuffing the
three of them to a railing instead of shooting
them. His excuse is that it’s bad luck to
kill them in a temple, even though he knows
they’re about to die due to the water that’s
about to flood in after they blow a hole in
the wall. I’m not a religious man, but I
doubt the Gods would take to kindly to that
either.
There’s another nice touch where all that
lockpicking comes in use as Chloe is able
to get out of her handcuffs. Nadine has to
save Sam through more forceful measures.
Asav escapes and oh, by the way, he has a
helicopter now. Okay, so we find out soon
that it doesn’t belong to him, but still,
he has access to one and could have just flown
in to Halibedu in the first place. Sam tells
Chloe that he overheard Asav talking about
setting up an arms deal, so off they go to
get in the way.

English: 
You now move forward as a threesome andSam
immediately reminds me while I loved him in
Uncharted 4.
[CLIP] They quickly end up in a combat encounter
thanks to Nadine not having any chill.
This is another encounter that can be tough
if you want to do more than just hide behind
cover and take your time.
You might think that with Nadine and Sam on
your side, this encounter would be easy, however
Sam is about as useful as Nadine.
In other words, he’s not.
Chloe and Nadine promised not to use crates,
but Sam made no such commitment.
We get a tedious crate sequence that requires
pushing a cart down the tracks, switching
the tracks, pushing it again, then pushing
it back, switching the tracks again, and pushing
it back to where you started.
I love Sam, but Chloe and Nadine had the right
idea.
No crates.
The group find Asav doing his weapons deal
and the buyer turns out to be Shoreline, Nadine’s
old mercenary group, which is now led by Orca,
her former colleague.

English: 
You now move forward as a threesome andSam
immediately reminds me while I loved him in
Uncharted 4. [CLIP] They quickly end up in
a combat encounter thanks to Nadine not having
any chill. This is another encounter that
can be tough if you want to do more than just
hide behind cover and take your time. You
might think that with Nadine and Sam on your
side, this encounter would be easy, however
Sam is about as useful as Nadine. In other
words, he’s not.
Chloe and Nadine promised not to use crates,
but Sam made no such commitment. We get a
tedious crate sequence that requires pushing
a cart down the tracks, switching the tracks,
pushing it again, then pushing it back, switching
the tracks again, and pushing it back to where
you started. I love Sam, but Chloe and Nadine
had the right idea. No crates.
The group find Asav doing his weapons deal
and the buyer turns out to be Shoreline, Nadine’s
old mercenary group, which is now led by Orca,
her former colleague. Asav uses the tusk to

English: 
buy something from Shoreline in a large crate.
Nadine insists that Shoreline don’t typically
do arms deals, as if that’s where they draw
the line. It’s cool to work for people like
Rafe, the villain from Uncharted 4, and be
guns for hire without asking any questions,
but they’d never do anything like sell guns
to other people. That would be going too far.
They fire the guns themselves like responsible
private mercenaries.
Clearly this is part of an attempt to make
us sympathize with Nadine. She was the second
villain in the previous game and is now shifting
to a character we’re supposed to like. It’s
hard for us to like gun runners, so we have
to be told in no uncertain terms that Nadine
isn’t like that. She’s one of the good
heads of a private military corporation. They’re
not all bad guys, honest.
Orca gets on a chopper with the tusk except
instead of leaving, he stays behind to cleanup.
The chopper circles and his men stand around
not doing a lot except waiting for you to
kill them. You’re encouraged to use stealth,
but you have a secondary mission again, this
time taking down the copper with RPGs in locked
crates. It’s a similar setup to the tank
section, but this time there are a lot more
enemies. No matter how many of them you take

English: 
Asav uses the tusk to buy something from Shoreline
in a large crate.
Nadine insists that Shoreline don’t typically
do arms deals, as if that’s where they draw
the line.
It’s cool to work for people like Rafe,
the villain from Uncharted 4, and be guns
for hire without asking any questions, but
they’d never do anything like sell guns
to other people.
That would be going too far.
They fire the guns themselves like responsible
private mercenaries.
Clearly this is part of an attempt to make
us sympathize with Nadine.
She was the second villain in the previous
game and is now shifting to a character we’re
supposed to like.
It’s hard for us to like gun runners, so
we have to be told in no uncertain terms that
Nadine isn’t like that.
She’s one of the good heads of a private
military corporation.
They’re not all bad guys, honest.
Orca gets on a chopper with the tusk except
instead of leaving, he stays behind to cleanup.
The chopper circles and his men stand around
not doing a lot except waiting for you to
kill them.
You’re encouraged to use stealth, but you
have a secondary mission again, this time
taking down the copper with RPGs in locked
crates.
It’s a similar setup to the tank section,
but this time there are a lot more enemies.

English: 
out, shooting the chopper with an RPG results
in reinforcements coming out to hunt you down.
You have to run around a bit until the game
decides that the enemies have lost sight of
you and you can go to the next locked crate.
I much preferred the rainy, quiet setup of
the tank section compared the packed arena
on offer here. It shows up many of the limits
with the game’s stealth system as well.
The enemies don’t hunt you for long and
then seemingly give up after a cursory check.
The only easy way to tell you’re now in
stealth mode again is to run through long
grass. If you don’t duck down then enemies
are still looking for you. It’s not a satisfying
system.
The good news is that from this point on,
The Lost Legacy is nearly all one epic set
piece and it’s a hell of a lot of fun. Chloe
runs out of weapons to take down the helicopter
so she uses her rope to get up there instead.
There’s a quick time event inside the helicopter
until it crashes and Nadine contronts Orca.
Sam saves her life this time, so I guess they’re
even.
Once Orca is dead, Chloe discovers what Asav
bought for the tusk. A bomb. It’s on a train

English: 
No matter how many of them you take out, shooting
the chopper with an RPG results in reinforcements
coming out to hunt you down.
You have to run around a bit until the game
decides that the enemies have lost sight of
you and you can go to the next locked crate.
I much preferred the rainy, quiet setup of
the tank section compared the packed arena
on offer here.
It shows up many of the limits with the game’s
stealth system as well.
The enemies don’t hunt you for long and
then seemingly give up after a cursory check.
The only easy way to tell you’re now in
stealth mode again is to run through long
grass.
If you don’t duck down then enemies are
still looking for you.
It’s not a satisfying system.
The good news is that from this point on,
The Lost Legacy is nearly all one epic set
piece and it’s a hell of a lot of fun.
Chloe runs out of weapons to take down the
helicopter so she uses her rope to get up
there instead.
There’s a quick time event inside the helicopter
until it crashes and Nadine contronts Orca.
Sam saves her life this time, so I guess they’re
even.
Once Orca is dead, Chloe discovers what Asav
bought for the tusk.
A bomb.

English: 
It’s on a train and it’s heading for a
city where it will blow up in a huge demonstration
of power for Asav in his attempt to overthrow
the government.
Chloe immediately decides she’s going after
the bomb, but Sam and Nadine are reluctant.
Their reactions don’t mesh well with their
characters.
Sam certainly isn’t a saint but they way
he callously suggests they walk away with
the treasure doesn’t quite fit for me.
The whole point of Nadine’s character arc
has been to show her change from a robot to
a human being.
Why have her act so selfishly now, after all
that effort to show her changing?
It wasn’t long ago we had a scenewhere Nadine
and Chloe decided they had to get to the tusk
before Asav because of its cultural importance?
It would be a bit inconsistent for Nadine
to care about getting the tusk back to preserve
a dead culture’s history, but not care about
a bomb heading towards a city full of people
who are still alive.
They change their minds almost instantly so
I guess it doesn’t really matter.
It just makes their initial reluctance all
the more pointless.
Anyway, the end result of all this is possibly
the best set piece in all of the Uncharted
franchise.
The chase scene starts in the jeep as you
take out enemies on bikes while heading towards
the train.

English: 
and it’s heading for a city where it will
blow up in a huge demonstration of power for
Asav in his attempt to overthrow the government.
Chloe immediately decides she’s going after
the bomb, but Sam and Nadine are reluctant.
Their reactions don’t mesh well with their
characters. Sam certainly isn’t a saint
but they way he callously suggests they walk
away with the treasure doesn’t quite fit
for me. The whole point of Nadine’s character
arc has been to show her change from a robot
to a human being. Why have her act so selfishly
now, after all that effort to show her changing?
It wasn’t long ago we had a scenewhere Nadine
and Chloe decided they had to get to the tusk
before Asav because of its cultural importance?
It would be a bit inconsistent for Nadine
to care about getting the tusk back to preserve
a dead culture’s history, but not care about
a bomb heading towards a city full of people
who are still alive.
They change their minds almost instantly so
I guess it doesn’t really matter. It just
makes their initial reluctance all the more
pointless. Anyway, the end result of all this
is possibly the best set piece in all of the
Uncharted franchise.
The chase scene starts in the jeep as you
take out enemies on bikes while heading towards

English: 
You jump on board, and yeah, we have a set
piece on a train.
Let’s quickly knock out the obvious; a set
piece on a train was famously done in Uncharted
2.
Issues of unoriginality aside, I think this
one is better.
There’s more variety in what you do and
how you move from one end of the train to
the other.
You can use your rope to swing between carts
and choose whether to go through the carriage
or above it.
A few times, you have to jump off the train
into vehicles to get past obstacles like tankers
before jumping back onto the train again,
or you can jump onto turrets and use them
to your advantage.
You did some of this in Uncharted 2, but it
never felt this smooth.
This scene is also a great example of how
much more fun the game can be on the lower
difficulty levels.
On hard or even normal, you will spend a lot
of time looking at a gray screen waiting for
your health to refill, whereas on the lower
levels you can hang there on ropes shooting
guys on bikes.
On the higher settings, I died a fair few
times and while it never became difficult,
the flow would be completely ruined on each
death.
Even if you’re a trophy whore like myself,
I recommend going back to this level and playing
on a lower setting just to experience playing
it all through in one go.
It’s exhilarating.

English: 
the train. You jump on board, and yeah, we
have a set piece on a train. Let’s quickly
knock out the obvious; a set piece on a train
was famously done in Uncharted 2. Issues of
unoriginality aside, I think this one is better.
There’s more variety in what you do and
how you move from one end of the train to
the other. You can use your rope to swing
between carts and choose whether to go through
the carriage or above it.
A few times, you have to jump off the train
into vehicles to get past obstacles like tankers
before jumping back onto the train again,
or you can jump onto turrets and use them
to your advantage. You did some of this in
Uncharted 2, but it never felt this smooth.
This scene is also a great example of how
much more fun the game can be on the lower
difficulty levels. On hard or even normal,
you will spend a lot of time looking at a
gray screen waiting for your health to refill,
whereas on the lower levels you can hang there
on ropes shooting guys on bikes. On the higher
settings, I died a fair few times and while
it never became difficult, the flow would
be completely ruined on each death. Even if
you’re a trophy whore like myself, I recommend
going back to this level and playing on a
lower setting just to experience playing it
all through in one go. It’s exhilarating.

English: 
In case you’re interested, if you don’t
progress forwards, the train will continue
moving and looping around the same bit of
scenery.
Eventually you find the bomb, but neither
Chloe nor Nadine is particularly skilled at
bomb disposal, so there isn’t much they
can do about it. They want to stop the train,
but the engine room is locked up. The only
option left is to switch the tracks so that
the train heads away from the city and towards
a broken bridge.
Chloe jumps back into a car and drives towards
the station but Nadine has to stay behind
on the train. You meet up with Sam on the
way and together you fend off enemies before
switching the tracks just in time. I know
this is all heavily choreographed, but like
a good movie, so long as the direction is
on point, you won’t care. If you don’t
switch the tracks on time, the screen just
fades to black and you quickly restart. It’s
a bit disappointing. I’d like to have seen
a quick shot of the city being blown up. The
train moves so slowly at this point that most
people won’t fail, so Naughty Dog probably
decided it wasn’t worth the hassle.
Chloe wants to save Nadine, so she jumps back
into the car and sends it flying into the
train. I don’t want to understate how cool
this feels to pull off, even though it requires

English: 
In case you’re interested, if you don’t
progress forwards, the train will continue
moving and looping around the same bit of
scenery.
Eventually you find the bomb, but neither
Chloe nor Nadine is particularly skilled at
bomb disposal, so there isn’t much they
can do about it.
They want to stop the train, but the engine
room is locked up.
The only option left is to switch the tracks
so that the train heads away from the city
and towards a broken bridge.
Chloe jumps back into a car and drives towards
the station but Nadine has to stay behind
on the train.
You meet up with Sam on the way and together
you fend off enemies before switching the
tracks just in time.
I know this is all heavily choreographed,
but like a good movie, so long as the direction
is on point, you won’t care.
If you don’t switch the tracks on time,
the screen just fades to black and you quickly
restart.
It’s a bit disappointing.
I’d like to have seen a quick shot of the
city being blown up.
The train moves so slowly at this point that
most people won’t fail, so Naughty Dog probably
decided it wasn’t worth the hassle.
Chloe wants to save Nadine, so she jumps back
into the car and sends it flying into the
train.
I don’t want to understate how cool this
feels to pull off, even though it requires
very little skill.

English: 
I tried to break this scene but it’s tough
to fail unless you actually stop.
If you miss the first ramp, you get plenty
more chances.
If you slow down then the train slows down
as well.
Even if you keep missing the ramps, there’s
one at the end that it’s impossible not
to go off and that will spring you into the
train, no matter how slowly you’re going.
It’s quite clever how natural this is made
to look even when you’re trying to mess
it up.
You catch up with Asav and fight him alongside
Nadine.
Asav throws off his glasses, which is a nice
little nod to an earlier moment when Nadine
guessed that the glasses were just for show.
There’s another fight scene which is no
more fun than the last one.
These desperately need to be reworked.
Asav claims Chloe’s efforts are pointless
because he’ll just buy another bomb.
If he has the funds to buy more bombs, and
he probably does judging by all the treasures
in his office, then why go to the effort of
getting the tusk in the first place?
No matter how good you are at mashing buttons,
Asav throws you off the side of the train
where you have to move quickly to avoid getting
knocked off.

English: 
very little skill. I tried to break this scene
but it’s tough to fail unless you actually
stop. If you miss the first ramp, you get
plenty more chances. If you slow down then
the train slows down as well. Even if you
keep missing the ramps, there’s one at the
end that it’s impossible not to go off and
that will spring you into the train, no matter
how slowly you’re going. It’s quite clever
how natural this is made to look even when
you’re trying to mess it up.
You catch up with Asav and fight him alongside
Nadine. Asav throws off his glasses, which
is a nice little nod to an earlier moment
when Nadine guessed that the glasses were
just for show. There’s another fight scene
which is no more fun than the last one. These
desperately need to be reworked. Asav claims
Chloe’s efforts are pointless because he’ll
just buy another bomb. If he has the funds
to buy more bombs, and he probably does judging
by all the treasures in his office, then why
go to the effort of getting the tusk in the
first place?
No matter how good you are at mashing buttons,
Asav throws you off the side of the train

English: 
where you have to move quickly to avoid getting
knocked off. This section bugged me a bit.
There are red signs on the side that you’re
supposed to move up and down to avoid but
they’re tough to pick out against the red
part of the train that they crash into just
before they reach you. I can’t pretend it’s
all that tough, but it might catch you out
once and it’s another death that spoils
the momentum.. The really annoying bit is
that you can’t avoid being hit by one of
the signs but the game decides it’s okay
this time because you’re supposed to move
into another cut scene.
Chloe and Nadine take Asav down together and
he gets trapped under the bomb. They escape
just as the train is about to speed off the
broken bridge, and get a helping hand from
Sam along the way.

English: 
This section bugged me a bit.
There are red signs on the side that you’re
supposed to move up and down to avoid but
they’re tough to pick out against the red
part of the train that they crash into just
before they reach you.
I can’t pretend it’s all that tough, but
it might catch you out once and it’s another
death that spoils the momentum..
The really annoying bit is that you can’t
avoid being hit by one of the signs but the
game decides it’s okay this time because
you’re supposed to move into another cut
scene.
Chloe and Nadine take Asav down together and
he gets trapped under the bomb.
They escape just as the train is about to
speed off the broken bridge, and get a helping
hand from Sam along the way.

English: 
Nadine redeems herself somewhat with a perfectly
time rebuff to Sam.
Chloe and Nadine decide to give the tusk to
the Ministry of Culture which is what Chloe’s
father originally wanted to do before he died.
They’ll get a finders fee, but it won’t
be a big pay day. Sam assumes they’re joking
and I’ll let this scene plus the post-credit
scene play out because it’s quite good.
The 

English: 
Nadine redeems herself somewhat with a perfectly
time rebuff to Sam.
Chloe and Nadine decide to give the tusk to
the Ministry of Culture which is what Chloe’s
father originally wanted to do before he died.
They’ll get a finders fee, but it won’t
be a big pay day.
Sam assumes they’re joking and I’ll let
this scene plus the post-credit scene play
out because it’s quite good.
The 

English: 
entire ending chapter was phenomenal and up
there with the best moments in the Uncharted
series.
It’s a good job too, because the first half
of the game was surprisingly mediocre.
Now that we’ve seen the entire game, we’ll
see how it fits in with that chart I showed
at the beginning of the video.
Let’s start with the characters.
Chloe is a perfect substitute for Nathan Drake.
Whether she’s too similar to Nate is debateable.
They’re both sarcastic, but Chloe seems
more willing to open up about her past and
motivations.
I loved this character in Uncharted 2, I wanted
more of her in Uncharted 3, and I was gutted
when she wasn’t in Uncharted 4.
If Naughty Dog, or another developer, wants
to continue the Uncharted story with Chloe
then they will hear zero complaints from me.
Now, Nadine.
That’s more complicated.
She starts the game as the same dreadful character
she was in Uncharted 4, but by the end of
the game I liked her.
I don’t want to play an entire game as Nadine--especially
since all she does is point out enemies.
It wouldn’t be all that exciting.
However, as a sidekick, she’s not all that
bad.

English: 
entire ending chapter was phenomenal and up
there with the best moments in the Uncharted
series. It’s a good job too, because the
first half of the game was surprisingly mediocre.
Now that we’ve seen the entire game, we’ll
see how it fits in with that chart I showed
at the beginning of the video.
Let’s start with the characters. Chloe is
a perfect substitute for Nathan Drake. Whether
she’s too similar to Nate is debateable.
They’re both sarcastic, but Chloe seems
more willing to open up about her past and
motivations. I loved this character in Uncharted
2, I wanted more of her in Uncharted 3, and
I was gutted when she wasn’t in Uncharted
4. If Naughty Dog, or another developer, wants
to continue the Uncharted story with Chloe
then they will hear zero complaints from me.
Now, Nadine. That’s more complicated. She
starts the game as the same dreadful character
she was in Uncharted 4, but by the end of
the game I liked her. I don’t want to play
an entire game as Nadine--especially since
all she does is point out enemies. It wouldn’t

English: 
I’d prefer Chloe to be accompanied by Sam.
Or Sully.
Or Elena.
Or Nate.
Or Cutter.
Or Chloe’s friend from her teenage years
that slept with her boyfriend and they had
a huge fight, but then they met in a bar and
rekindled their friendship over a beer while
they bad-mouthed the loser guy who ended up
cheating on both of them.
But I’d pick Nadine over Lazarovic and that’s
an improvement on my previous opinion of her.
Nadine has a clear character arc and that’s
rare in the Uncharted games.
That said, I think the arc was forced on Naughty
Dog by the character they created in Uncharted
4.
They were stuck with one of the least interesting
characters in the series and had to find something
to do with her.
I’m convinced Nadine would have been different
in 4 if the developers knew she would be a
lead in this game.
She was a robot in Uncharted 4 and at the
beginning of The Lost Legacy.
The way she corrects Chloe about bats and
catapults would be labelled mansplaining if
she were a guy.
It’s painful to listen to, even if the trebuchet
thing may be a meme reference.
I expected Nadine’s character arc to consist
of Chloe teaching her to smile and then learning
a touching thumbs up sign by the end of the
game.
Instead, she becomes likeable.

English: 
be all that exciting. However, as a sidekick,
she’s not all that bad. I’d prefer Chloe
to be accompanied by Sam. Or Sully. Or Elena.
Or Nate. Or Cutter. Or Chloe’s friend from
her teenage years that slept with her boyfriend
and they had a huge fight, but then they met
in a bar and rekindled their friendship over
a beer while they bad-mouthed the loser guy
who ended up cheating on both of them. But
I’d pick Nadine over Lazarovic and that’s
an improvement on my previous opinion of her.
Nadine has a clear character arc and that’s
rare in the Uncharted games. That said, I
think the arc was forced on Naughty Dog by
the character they created in Uncharted 4.
They were stuck with one of the least interesting
characters in the series and had to find something
to do with her. I’m convinced Nadine would
have been different in 4 if the developers
knew she would be a lead in this game.
She was a robot in Uncharted 4 and at the
beginning of The Lost Legacy. The way she
corrects Chloe about bats and catapults would
be labelled mansplaining if she were a guy.
It’s painful to listen to, even if the trebuchet
thing may be a meme reference. I expected
Nadine’s character arc to consist of Chloe
teaching her to smile and then learning a
touching thumbs up sign by the end of the
game. Instead, she becomes likeable. There’s

English: 
There’s a sense of humor and a personality.
I’m disappointed Nadine didn’t do more
during gameplay.
This could be an unfair criticism when comparing
The Lost Legacy to Uncharted 4 because Sam
and Sully weren’t all that useful there
either, however Naughty Dog clearly made an
effort to convince players that Nadine would
be useful.
Reviews of the game also described Nadine
as a helpful sidekick.
One of the vertical slices of gameplay doing
the rounds in presentations and on YouTube
before release, showed Nadine leaping from
the grass and taking down two guys by herself.
I must have seen this six or seven times before
I played the game and it seems designed to
make people think Nadine is more useful than
she ends up being.
In incredibly limited circumstances, she will
take enemies down for you, and she points
out enemies that you might not have seen.
That’s it.
Asav isn’t too bad as villains go.
He has a pre-existing relationship with Nadine,
although it’s not explored much.
A few flashbacks where you play as Nadine
akin to the prison breakout sequence in Uncharted
4 would have been welcome.
The short run time doesn’t give much scope
to explore his political motivations either,
but the opening chapters do a good job of
showing, not telling, how dangerous he is.

English: 
a sense of humor and a personality.
I’m disappointed Nadine didn’t do more
during gameplay. This could be an unfair criticism
when comparing The Lost Legacy to Uncharted
4 because Sam and Sully weren’t all that
useful there either, however Naughty Dog clearly
made an effort to convince players that Nadine
would be useful. Reviews of the game also
described Nadine as a helpful sidekick. One
of the vertical slices of gameplay doing the
rounds in presentations and on YouTube before
release, showed Nadine leaping from the grass
and taking down two guys by herself. I must
have seen this six or seven times before I
played the game and it seems designed to make
people think Nadine is more useful than she
ends up being. In incredibly limited circumstances,
she will take enemies down for you, and she
points out enemies that you might not have
seen. That’s it.
Asav isn’t too bad as villains go. He has
a pre-existing relationship with Nadine, although
it’s not explored much. A few flashbacks
where you play as Nadine akin to the prison
breakout sequence in Uncharted 4 would have
been welcome. The short run time doesn’t
give much scope to explore his political motivations
either, but the opening chapters do a good

English: 
job of showing, not telling, how dangerous
he is. Having a goal beyond just acquiring
a powerful or pricy artifact makes him feel
like a human being instead of a cartoon villain.
Given the time we had with him, I’d say
Naughty Dog did a good job with this one.
Sam is as awesome as ever, except for the
fact that his introduction means we have to
deal with crates again. He doesn’t get many
lines, but he makes the most of them.
On to the story. It was pretty good for such
a short adventure. The tale of ganesh’s
tusk is mentioned in some of the first moments
of the game, and the story never loses that
focus, even with the introduction of Sam.
It’s woven into the open world locations
and plays a part in many of the puzzles. I
usually have to force myself to pay attention
to the mythological elements of the stories
in Uncharted games but here it’s difficult
not to follow it. It’s one thing to miss
random snippets of conversation when climbing
a mountain, but it’s a lot harder to miss
when you simultaneously reveal the story as
you solve puzzles. My only minor complaint
relating to the ganesh story is that Chloe
should have already known he surrendered because
I believe it’s a fairly widespread version
of events.
I’m also a fan of the two father-daughter
relationships that initially motivate both

English: 
Having a goal beyond just acquiring a powerful
or pricy artifact makes him feel like a human
being instead of a cartoon villain.
Given the time we had with him, I’d say
Naughty Dog did a good job with this one.
Sam is as awesome as ever, except for the
fact that his introduction means we have to
deal with crates again.
He doesn’t get many lines, but he makes
the most of them.
On to the story.
It was pretty good for such a short adventure.
The tale of ganesh’s tusk is mentioned in
some of the first moments of the game, and
the story never loses that focus, even with
the introduction of Sam.
It’s woven into the open world locations
and plays a part in many of the puzzles.
I usually have to force myself to pay attention
to the mythological elements of the stories
in Uncharted games but here it’s difficult
not to follow it.
It’s one thing to miss random snippets of
conversation when climbing a mountain, but
it’s a lot harder to miss when you simultaneously
reveal the story as you solve puzzles.
My only minor complaint relating to the ganesh
story is that Chloe should have already known
he surrendered because I believe it’s a
fairly widespread version of events.
I’m also a fan of the two father-daughter
relationships that initially motivate both
of the characters on their journey.

English: 
of the characters on their journey. Chloe
closes the book on the artifact that her dad
was obsessed with until the day he died, and
Nadine realizes her father’s legacy might
not be worth protecting after all.
Speaking of Chloe’s dad, there’s a pretty
good chance he’s alive. His body was found
by local authorities which sounds vague enough
that there could have been a case of mistaken
identity. He might have gone into hiding and
sent the ganesh figure to Chloe as a clue.
It seems like the perfect setup for a sequel.
I do have some nitpicks though. I know, surprise
surprise, right. First, I’m not convinced
about the rationale for Chloe hiring Nadine
in the first place. They barely know each
other at the start. How did they find each
other and develop a relationship that was
strong enough to go on an expedition like
this together. Do treasure hunters have their
own version of Tinder for this kind of thing?
Chloe hired Nadine because of her relationship
to Asav and because she knew Nadine would
need the money. However, it would have made
more sense for her to go with Sam instead
of a complete stranger. And didn’t she suspect
that there might be some tension between Nadine
and Sam? Chloe has teamed up with dubious
characters in the past, so I guess it’s
not a huge stretch. Maybe it’s just my initial

English: 
Chloe closes the book on the artifact that
her dad was obsessed with until the day he
died, and Nadine realizes her father’s legacy
might not be worth protecting after all.
Speaking of Chloe’s dad, there’s a pretty
good chance he’s alive.
His body was found by local authorities which
sounds vague enough that there could have
been a case of mistaken identity.
He might have gone into hiding and sent the
ganesh figure to Chloe as a clue.
It seems like the perfect setup for a sequel.
I do have some nitpicks though.
I know, surprise surprise, right.
First, I’m not convinced about the rationale
for Chloe hiring Nadine in the first place.
They barely know each other at the start.
How did they find each other and develop a
relationship that was strong enough to go
on an expedition like this together.
Do treasure hunters have their own version
of Tinder for this kind of thing?
Chloe hired Nadine because of her relationship
to Asav and because she knew Nadine would
need the money.
However, it would have made more sense for
her to go with Sam instead of a complete stranger.
And didn’t she suspect that there might
be some tension between Nadine and Sam?
Chloe has teamed up with dubious characters
in the past, so I guess it’s not a huge
stretch.
Maybe it’s just my initial anti-Nadine bias
showing, but there’s another pairing I would

English: 
anti-Nadine bias showing, but there’s another
pairing I would have preferred. It might prove
a bit controversial. I’d still like to play
as Chloe, but instead of Nadine, let’s have
Chloe initially working alone. She settled
down a few years ago and now has a normal
office job. She has a boyfriend--or girlfriend
if you prefer--and treasure hunting is in
the past. She then gets a tip off from Sam
about the tusk and memories of her father’s
obsession come flooding back. She organizes
a trip to India with her other half, pretending
that it’s just for a holiday. While there,
she goes to the market and takes the chance
to break into Asav’s office in much the
same way it played out in the main game. The
boyfriend then finds out what Chloe is up
to later in the game, they have a fight, and
eventually reunite. He can then be the sidekick
that tags along without doing much, except
that will make sense as he’s an accountant
or something like that. This is a touch similar
to Nate and Elena’s story in Uncharted 4,
but the boyfriend won’t know anything about
Chloe’s past as a treasure hunter.
The main point of controversy will no doubt
be replacing a female character with a male
one in one of the few games that star two
women. However, in this proposal, you have
a woman as the star who does all the hard
work and a guy who is effectively just tagging

English: 
have preferred.
It might prove a bit controversial.
I’d still like to play as Chloe, but instead
of Nadine, let’s have Chloe initially working
alone.
She settled down a few years ago and now has
a normal office job.
She has a boyfriend--or girlfriend if you
prefer--and treasure hunting is in the past.
She then gets a tip off from Sam about the
tusk and memories of her father’s obsession
come flooding back.
She organizes a trip to India with her other
half, pretending that it’s just for a holiday.
While there, she goes to the market and takes
the chance to break into Asav’s office in
much the same way it played out in the main
game.
The boyfriend then finds out what Chloe is
up to later in the game, they have a fight,
and eventually reunite.
He can then be the sidekick that tags along
without doing much, except that will make
sense as he’s an accountant or something
like that.
This is a touch similar to Nate and Elena’s
story in Uncharted 4, but the boyfriend won’t
know anything about Chloe’s past as a treasure
hunter.
The main point of controversy will no doubt
be replacing a female character with a male
one in one of the few games that star two
women.
However, in this proposal, you have a woman
as the star who does all the hard work and
a guy who is effectively just tagging along
for the ride.

English: 
along for the ride. The reversal of gender
norms should still be interesting. Or you
can just give Chloe a girlfriend if you prefer.
I’ve never seen it confirmed that she’s
straight.
My other minor issue is how Chloe’s motivation
to get the tusk seems to switch around drastically.
For most of the game, we assume she’s after
the tusk partly for money and partly because
it was important to her father. We then find
out that she’s also trying to save Sam which
has been crammed in a touch unnaturally, but
I can live with it. The weird part is Chloe’s
switch from not caring about Indian culture
and the treasures, to giving the tusk back
to the Ministry of Culture in exchange for
a small finder's fee. It’d be easy to credit
this change of heart to the revelation that
her father was close to getting the tusk,
but she kind of knew that already. Alright,
she didn’t know he was so close, but she
knew he was after it and working for the Ministry
of Culture. Then there’s all the stuff about
her father trying to keep her safe, even though
there was nothing inherently dangerous to
protect her from. Or maybe it was the discovery
that the tusk was important to the Hoysala
culture. But why would that prompt a change
of heart? Surely she already knew she was
going after a culturally important artifact.
What did she think it was? Something dangerous?

English: 
The reversal of gender norms should still
be interesting.
Or you can just give Chloe a girlfriend if
you prefer.
I’ve never seen it confirmed that she’s
straight.
My other minor issue is how Chloe’s motivation
to get the tusk seems to switch around drastically.
For most of the game, we assume she’s after
the tusk partly for money and partly because
it was important to her father.
We then find out that she’s also trying
to save Sam which has been crammed in a touch
unnaturally, but I can live with it.
The weird part is Chloe’s switch from not
caring about Indian culture and the treasures,
to giving the tusk back to the Ministry of
Culture in exchange for a small finder's fee.
It’d be easy to credit this change of heart
to the revelation that her father was close
to getting the tusk, but she kind of knew
that already.
Alright, she didn’t know he was so close,
but she knew he was after it and working for
the Ministry of Culture.
Then there’s all the stuff about her father
trying to keep her safe, even though there
was nothing inherently dangerous to protect
her from.
Or maybe it was the discovery that the tusk
was important to the Hoysala culture.
But why would that prompt a change of heart?
Surely she already knew she was going after
a culturally important artifact.
What did she think it was?
Something dangerous?
A child’s toy?

English: 
If you blitz through the story in six hours
and then put it down without thinking about
it too much, you’ll probably come away fairly
positive.
However, the cracks start to show if you dig
into character motivations or how the hell
Asav is ahead of Chloe at the end.
Now for Exploration.
Mechanically, it works the same as before.
Chloe has no new abilities and moves exactly
the same as Nate.
You’ll still spend plenty of time holding
up and pressing X.
The only time it gets interesting is when
you’re swinging on ropes and even that lacks
skill.
It’s not mechanically worse than Uncharted
4, but I’m giving it slightly lower marks
because the lack of new environments makes
everything feel even more familiar that it
already did.
You spend nearly all your time climbing environments
that you might feel you’ve climbed somewhere
before.
I’m honestly now at the stage where I find
the climbing flat out boring.
I’m fed up with it and don’t take much
pleasure from it.
The spectacular views are wasted on me because
I didn’t do anything special to get up there.
The game rewards you with filmic shots of
cameras panning out and circling around the
characters, but I haven’t earned the reward.
It’s a participation trophy and I got enough
of them as a kid.
And finally the combat.
I won’t repeat everything I’ve said previously.

English: 
A child’s toy? If you blitz through the
story in six hours and then put it down without
thinking about it too much, you’ll probably
come away fairly positive. However, the cracks
start to show if you dig into character motivations
or how the hell Asav is ahead of Chloe at
the end.
Now for Exploration. Mechanically, it works
the same as before. Chloe has no new abilities
and moves exactly the same as Nate. You’ll
still spend plenty of time holding up and
pressing X. The only time it gets interesting
is when you’re swinging on ropes and even
that lacks skill. It’s not mechanically
worse than Uncharted 4, but I’m giving it
slightly lower marks because the lack of new
environments makes everything feel even more
familiar that it already did. You spend nearly
all your time climbing environments that you
might feel you’ve climbed somewhere before.
I’m honestly now at the stage where I find
the climbing flat out boring. I’m fed up
with it and don’t take much pleasure from
it. The spectacular views are wasted on me
because I didn’t do anything special to
get up there. The game rewards you with filmic
shots of cameras panning out and circling
around the characters, but I haven’t earned
the reward. It’s a participation trophy
and I got enough of them as a kid.
And finally the combat. I won’t repeat everything
I’ve said previously. It’s not technically

English: 
any worse than the combat in Uncharted 4.
However, it’s stale. The stealth slows the
game down in a way that isn’t fun due to
the lack of stealth options, and the gunplay
is the same as it’s always been. The only
difference of note is that you can occasionally
find a silenced pistol to help with stealth
kills. If you haven’t played all the Uncharted
games, or perhaps only played them once like
a normal person, then this may not be such
an issue for you. However, for me, it’s
now painful. I don’t enjoy it any more.
That’s partly because I played Uncharted
4 about three and a half times, but it doesn’t
change the conclusion. It needs to change,
drastically. A proper melee combat system
would be a good start. A health system like
Doom’s might also work, where you get rewarded
with health packs for killing enemies. This
could either complement or replace the cover
system. I’d like to see enemies miss more
shots when you’re moving to encourage you
to run and gun a bit more. I don’t want
to spend any more time staring at a gray screen
while hiding behind cover. I want the combat
in Uncharted to change. A lot.
The last thing I want to discuss is the value
proposition in The Lost Legacy and how that

English: 
It’s not technically any worse than the
combat in Uncharted 4.
However, it’s stale.
The stealth slows the game down in a way that
isn’t fun due to the lack of stealth options,
and the gunplay is the same as it’s always
been.
The only difference of note is that you can
occasionally find a silenced pistol to help
with stealth kills.
If you haven’t played all the Uncharted
games, or perhaps only played them once like
a normal person, then this may not be such
an issue for you.
However, for me, it’s now painful.
I don’t enjoy it any more.
That’s partly because I played Uncharted
4 about three and a half times, but it doesn’t
change the conclusion.
It needs to change, drastically.
A proper melee combat system would be a good
start.
A health system like Doom’s might also work,
where you get rewarded with health packs for
killing enemies.
This could either complement or replace the
cover system.
I’d like to see enemies miss more shots
when you’re moving to encourage you to run
and gun a bit more.
I don’t want to spend any more time staring
at a gray screen while hiding behind cover.
I want the combat in Uncharted to change.
A lot.
The last thing I want to discuss is the value
proposition in The Lost Legacy and how that

English: 
factored into my review.
The short answer is that it didn’t, but
I should probably elaborate.
The Lost Legacy cost $40 on release and doesn’t
require Uncharted 4 to play.
I believe it was initially going to be $30
and require the main game.
The scale of the project increased, so it
was priced at $40 and made a standalone product.
The Lost Legacy also includes Uncharted 4’s
multiplayer.
So, it’s a 7 hour game with a multiplayer
for $40.
You might be able to get 8 hours from the
single player it if you go for all the treasures.
For comparison, Uncharted 4 cost $60 for a
roughly 15 hour game with multiplayer.
Now, I’d argue that both games had padded
stories.
You could easily chop an hour from The Lost
Legacy and 3 hours from Uncharted 4, to leave
you with 6 hour and 12 hour games respectively.
Either way you look at it, The Lost Legacy
has about half the content of Uncharted 4,
depending on how much you value the multiplayer.
In my case, I don’t at all, but you may
enjoy it.
From that incredibly basic analysis $30 might
have been a better price but $40 is hardly

English: 
factored into my review. The short answer
is that it didn’t, but I should probably
elaborate. The Lost Legacy cost $40 on release
and doesn’t require Uncharted 4 to play.
I believe it was initially going to be $30
and require the main game. The scale of the
project increased, so it was priced at $40
and made a standalone product. The Lost Legacy
also includes Uncharted 4’s multiplayer.
So, it’s a 7 hour game with a multiplayer
for $40. You might be able to get 8 hours
from the single player it if you go for all
the treasures.
For comparison, Uncharted 4 cost $60 for a
roughly 15 hour game with multiplayer. Now,
I’d argue that both games had padded stories.
You could easily chop an hour from The Lost
Legacy and 3 hours from Uncharted 4, to leave
you with 6 hour and 12 hour games respectively.
Either way you look at it, The Lost Legacy
has about half the content of Uncharted 4,
depending on how much you value the multiplayer.
In my case, I don’t at all, but you may
enjoy it.
From that incredibly basic analysis $30 might
have been a better price but $40 is hardly

English: 
out of the realm of possibility.
However, there’s much more to it than that.
Uncharted 4 had a lot of environments.
An auction in Italy, a church in Scotland,
an open space in Madagascar, a prison escape
in Panama, etc.
In The Lost Legacy you spend nearly all your
time in a location that looks a hell of a
lot like Madagascar.
You’re even doing the same things: driving
around in a very familiar looking vehicle
and using a winch in highly contrived circumstances.
With all that said, I don’t think $40 is
great value, but it’s not factored into
my review.
I rarely take price into account unless it's
particularly egregious.
I care about price when buying games, but
everyone has a different sensitivity to it.
One of my favorite games this year is What
Remains of Edith Finch, but at $20 I find
it hard to recommend without warning people
that it’s short.
I still rave about the experience, mind you.
Likewise, at $40, I can’t wholeheartedly
endorse The Lost Legacy despite scoring it
at a four out of five.
If you’ve not played any Uncharted games,
then the remastered trilogy or Uncharted 4
are much better value at this point.

English: 
out of the realm of possibility. However,
there’s much more to it than that. Uncharted
4 had a lot of environments. An auction in
Italy, a church in Scotland, an open space
in Madagascar, a prison escape in Panama,
etc. In The Lost Legacy you spend nearly all
your time in a location that looks a hell
of a lot like Madagascar. You’re even doing
the same things: driving around in a very
familiar looking vehicle and using a winch
in highly contrived circumstances.
With all that said, I don’t think $40 is
great value, but it’s not factored into
my review. I rarely take price into account
unless it's particularly egregious. I care
about price when buying games, but everyone
has a different sensitivity to it. One of
my favorite games this year is What Remains
of Edith Finch, but at $20 I find it hard
to recommend without warning people that it’s
short. I still rave about the experience,
mind you.
Likewise, at $40, I can’t wholeheartedly
endorse The Lost Legacy despite scoring it
at a four out of five. If you’ve not played
any Uncharted games, then the remastered trilogy
or Uncharted 4 are much better value at this
point.

English: 
I’ve seen reviewers accused of being too
harsh on The Lost Legacy and not properly
reviewing it as a piece of DLC, but that’s
not an argument I can get behind. The reduced
price point takes the edge off the shorter
length of the main story, which would otherwise
have been an issue, but it’s still $40.
It still demands seven hours of your time,
plus whatever you’re prepared to put into
repeat playthroughs. It’s a full game by
an experienced developer. It doesn’t need
a free pass just because it costs $20 less
on release.
I’m not usually this negative about games
I’m giving 4 out of 5. It’s a score I
reserve for games that I’ve really enjoyed
and strongly recommend to others. The review
score guide on my website describes four out
of five games as brilliant. I enjoyed The
Lost Legacy a lot, eventually, and I do recommend
it to others, assuming the cost isn’t a
deal breaker. But I can’t deny that I found
it difficult to separate my feelings for this
game from my overall fatigue towards the series
as a whole. A series that I love, incidentally,
just not as much as I used to.
I played Uncharted 4 through to completion
3 times, and replayed other chapters to get

English: 
I’ve seen reviewers accused of being too
harsh on The Lost Legacy and not properly
reviewing it as a piece of DLC, but that’s
not an argument I can get behind.
The reduced price point takes the edge off
the shorter length of the main story, which
would otherwise have been an issue, but it’s
still $40.
It still demands seven hours of your time,
plus whatever you’re prepared to put into
repeat playthroughs.
It’s a full game by an experienced developer.
It doesn’t need a free pass just because
it costs $20 less on release.
I’m not usually this negative about games
I’m giving 4 out of 5.
It’s a score I reserve for games that I’ve
really enjoyed and strongly recommend to others.
The review score guide on my website describes
four out of five games as brilliant.
I enjoyed The Lost Legacy a lot, eventually,
and I do recommend it to others, assuming
the cost isn’t a deal breaker.
But I can’t deny that I found it difficult
to separate my feelings for this game from
my overall fatigue towards the series as a
whole.
A series that I love, incidentally, just not
as much as I used to.
I played Uncharted 4 through to completion
3 times, and replayed other chapters to get

English: 
trophies.
I won’t be doing that with The Lost Legacy.
I’ve played some of it on crushing, but
I won’t be completing that playthrough.
I just can’t bring myself to do it.
I can’t play through the entirety of this
game again.
I can’t keep replaying the combat encounters
and hiding behind cover until the color has
come back to the screen.
I’m done, both with the game and with the
franchise in its current form.
With this critique, I’ve tried to find a
balance between fairly assessing the game
for what it is, and not excessively punishing
it for a lack of innovation.
I did consider a 3 out of 5, but decided that
would have been petty.
It would have been a protest vote of sorts.
The Lost Legacy isn’t a 3, in my opinion.
It’s a good game and the second half is
particularly strong, containing probably the
best set piece I’ve played in an Uncharted
game or any game for that matter.
I just can’t shake the feeling that these
games need to change, particularly with regards
to the combat and exploration.
If they don’t, well, I probably won’t
be a day one purchaser of Uncharted 5 and
that will make me sad.
If you enjoyed the video, hitting the like
button would be really helpful, as would sharing
if you’re so inclined.

English: 
trophies. I won’t be doing that with The
Lost Legacy. I’ve played some of it on crushing,
but I won’t be completing that playthrough.
I just can’t bring myself to do it. I can’t
play through the entirety of this game again.
I can’t keep replaying the combat encounters
and hiding behind cover until the color has
come back to the screen. I’m done, both
with the game and with the franchise in its
current form.
With this critique, I’ve tried to find a
balance between fairly assessing the game
for what it is, and not excessively punishing
it for a lack of innovation. I did consider
a 3 out of 5, but decided that would have
been petty. It would have been a protest vote
of sorts. The Lost Legacy isn’t a 3, in
my opinion. It’s a good game and the second
half is particularly strong, containing probably
the best set piece I’ve played in an Uncharted
game or any game for that matter. I just can’t
shake the feeling that these games need to
change, particularly with regards to the combat
and exploration. If they don’t, well, I
probably won’t be a day one purchaser of
Uncharted 5 and that will make me sad.
If you enjoyed the video, hitting the like
button would be really helpful, as would sharing
if you’re so inclined. I do read all the
comments and reply to as many as possible,

English: 
I do read all the comments and reply to as
many as possible, so feel free to let me know
your thoughts on the video.
It also helps me out with YouTube’s algorithms,
for what that’s worth.
If you want to see more videos like this,
then consider subscribing and hitting the
bell icon which will send you a notification
when I post a new video.
I’m not sure what the next one will be.
I hope to review The Evil Within 2 and I’m
also playing Persona 5, but that’s taking
forever.
I feel like I’ve been mentioning this game
at the end of every video since I started
this series.
Feel free to drop suggestions in the comments
or get in touch on Twitter.
I try to reply to YouTube comments, but the
comment system here gets real messy when you
try to have a conversation.
Twitter can be a bit easier.
Plus, the more followers I get on there, the
more likely it is I’ll get review copies
of games one day which would help me get videos
out sooner.
Plus, it boosts my ego.
I’m a fragile man.
Okay, that’s it for me today.
Hope you enjoyed the video.
Cheers.

English: 
so feel free to let me know your thoughts
on the video. It also helps me out with YouTube’s
algorithms, for what that’s worth. If you
want to see more videos like this, then consider
subscribing and hitting the bell icon which
will send you a notification when I post a
new video. I’m not sure what the next one
will be. I hope to review The Evil Within
2 and I’m also playing Persona 5, but that’s
taking forever. I feel like I’ve been mentioning
this game at the end of every video since
I started this series. Feel free to drop suggestions
in the comments or get in touch on Twitter.
I try to reply to YouTube comments, but the
comment system here gets real messy when you
try to have a conversation. Twitter can be
a bit easier. Plus, the more followers I get
on there, the more likely it is I’ll get
review copies of games one day which would
help me get videos out sooner. Plus, it boosts
my ego. I’m a fragile man.
Okay, that’s it for me today. Hope you enjoyed
the video. Cheers.
