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Uncharted 4: A Thief's End multiplayer preview; a deep and rewarding experience
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  • Uncharted 4: A Thief's End multiplayer preview; a deep and rewarding experience

Uncharted 4: A Thief's End multiplayer preview; a deep and rewarding experience

Videep Vijay Kumar • March 9, 2016, 16:35:24 IST
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It might be time to look beyond Uncharted’s story mode because Uncharted 4 gives you a very compelling reason for doing so.

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Uncharted 4: A Thief's End multiplayer preview; a deep and rewarding experience

Last weekend’s Uncharted 4 Multiplayer Stress Test doubled as a marketing tool for the game. With the game’s release being pushed to May, the Stress Test filled the Nathan Drake-shaped void in our hearts quite nicely. I didn’t get the opportunity to play the closed beta in December (this was available to pre-order customers), and admittedly, I haven’t played much of the series’ multiplayer outside of Uncharted 3’s beta. [caption id=“attachment_303461” align=“aligncenter” width=“640”] ![Characters can be customised with outfits and accessories](http://tech.firstpost.com/wp-content/uploads/2016/03/Characters-can-be-customised-with-outfits-and-accessories.jpg) Characters can be customised with outfits and accessories[/caption] After an initial slew of complaints regarding matchmaking, the earlier beta carried on with little incident. In last weekend’s Stress Test, however, I had no trouble finding lag-free lobbies or playing with friends. There were a couple of instances where someone in my party got randomly booted, but this was probably an internet connection issue and not developer Naughty Dog’s servers. The matches themselves had little to no lag, and I never felt undone by the game’s netcode at any point. [caption id=“attachment_303462” align=“aligncenter” width=“640”] ![Purchase power-ups such as RPGs from the store](http://tech.firstpost.com/wp-content/uploads/2016/03/Purchase-power-ups-such-as-RPGs-from-the-store.jpg) Purchase power-ups such as RPGs from the store[/caption] This surprised me a little, and here’s why: I had underestimated the dedicated player base of Uncharted multiplayer. I expected lobbies to be filled with casual players, despite being repeatedly told to expect the opposite by a member of the game’s community. This was very much the case. One-versus-one gun battles always seemed to end in favour of the player with better skill. While this is true in most games, it didn’t appear that blaming lag was an option in Uncharted 4. The gunplay in the Uncharted series to me was always less interesting than its puzzles, exploration and story. But the PvP in the open beta was definitely fun, and getting the better of an enemy player was quite satisfying. I also knew that when I had been outgunned or outplayed, this was a skill issue and nothing else. [caption id=“attachment_303459” align=“aligncenter” width=“640”] ![Mystical powers can seem out of place, but are a good addition](http://tech.firstpost.com/wp-content/uploads/2016/03/Mystical-powers-can-seem-out-of-place-but-are-a-good-addition.jpg) Mystical powers can seem out of place, but are a good addition[/caption] While the core of the game rests on its gunplay, new additions to the multiplayer include a grappling hook, “Mysticals”, “Buddies”, and a revive system straight out of Naughty Dog’s other blockbuster title, The Last of Us. Once you earn money from downing other players, you can purchase consumables and gear from the in-game store on the fly. Mysticals are other-worldy powers from Uncharted’s mythology. These abilities can feel out of place in a straightforward third-person shooter, but they somehow work, adding a tactical layer to the solid gameplay. Players will also be able to spawn in buddies including snipers and heavy gunners to create chaos on the battlefield. The revive system is a good addition as well. [caption id=“attachment_303460” align=“aligncenter” width=“640”] ![Take advantage of vertical space with the grappling hook](http://tech.firstpost.com/wp-content/uploads/2016/03/Take-advantage-of-vertical-space-with-the-grappling-hook.jpg) Take advantage of vertical space with the grappling hook[/caption] There is a heavy emphasis on utilizing the environment to your advantage by hiding, flanking and funneling. It’s important to not be seen, and this is difficult to achieve given that this is a third-person shooter, and the fact that firing your weapon alerts everyone to your position on the mini-map. Maps have multiple flanking routes—it’s not always easy to predict where the enemy will appear from given the vertical space in maps and the grappling hook mechanics. The existence of area-of-effect abilities (grenades, C4, Mysticals) means that groups of enemies can be dispatched instantly if funneled through an entrance or exit. [caption id=“attachment_303458” align=“aligncenter” width=“640”] ![The 'Rooftops' map is reminiscent of the museum from Uncharted 2](http://tech.firstpost.com/wp-content/uploads/2016/03/The-Rooftops-map-is-reminscent-of-the-museum-from-Uncharted-2_.jpg) The ‘Rooftops’ map is reminiscent of the museum from Uncharted 2[/caption] The Stress Test introduced a new map, Rooftops, which appears to be based on the Turkish museum seen in the opening hours of Uncharted 2. All three maps were distinct, both in terms of visual aesthetic as well as layout—the other two being a jungle map and the urban setting of Madagascar City. The newly introduced grappling hook is an essential tool at the player’s disposal and essential to traverse each map effectively. While older games seemed to embrace a gritty visual style, Uncharted 4 seems more colourful, with hand-painted textures adding vibrancy. Overall, it left a better impression than I had expected. There’s enough depth here to keep you hooked after you’re done with Uncharted 4’s story. There’s something for collectors and completionists as well, with various cosmetic unlocks for all playable characters (the roster features a motley bunch of heroes and villains from the series) and daily objectives/challenges promised by Naughty Dog. Uncharted 4: A Thief’s End releases for Playstation 4 on May 10, 2016.

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