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  3. Uncharted 4: A Thief's End

Uncharted 4's E3 demo was only half the fun, new screens & details of Drake's adventure

News
By Sam Prell published 23 June 2015

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CATEGORIES
PS4 Platforms PlayStation
Sam Prell
Sam Prell
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Sam is a former News Editor here at GamesRadar. His expert words have appeared on many of the web's well-known gaming sites, including Joystiq, Penny Arcade, Destructoid, and G4 Media, among others. Sam has a serious soft spot for MOBAs, MMOs, and emo music. Forever a farm boy, forever a '90s kid.

Uncharted 4: A Thief's End put on a big show at E3 2015 with a wild car chase that seemed to escalate with each passing moment, but there's still plenty of the game's new mechanics that haven't been seen yet. For example, did you (or Nate, or Sully) know that jeeps can also stop? It's true! Don't just take it from me, game director Bruce Straley and creative director Neil Druckmann said so over on the PlayStation Blog:

"In [Uncharted 4's E3 demo], essentially Nate’s moving at 60 mph, he’s under stress, as usual there’s people trying to kill him, so as a player your foot is always going to be on the gas," Druckmann told the Blog. "But we use the jeep in other ways, you can jump in and out and go exploring, and we’ve been able to open up the levels and let players drive great distances." Straley noted that this does not mean Uncharted 4 will be open world in design, but rather that Naughty Dog is using the jeep and vehicles for moments where it makes sense for the story.

It also sounds like there will be context-sensitive actions for Nate to perform. As Druckmann puts it, "We’ve evolved Nate’s repertoire of what he can do, but it’s also about how those moves flow from one to another. So when he’s hiding behind sandbags for example, we have a new cover mechanic so he’s even lower than before, then crawling on all fours, blind firing to hit a guy and stagger him, the smash him against a wall, climb up onto a shack, then the hook and rope might become available and you can choose whether to use that or carry on along the ground. There’s all these mechanics that interact with one another, so we’re trying to give the player a choice of strategy of how they approach each set-up."

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