Wednesday, January 9, 2019

Charting Uncharted

Creating a franchise is a financial endeavor. That is to say that a franchise lacks heart. Despite excellent management and shining quality it still copies what has been done. It is unable to innovate beyond the frame it occupies.

Frames can be good, though. We rely on frames. We rely on franchises. I don’t think it is too risky to say that we all have our own favorite business-chain. Where we get food or where we watch movies: brand loyalty is a thing. It guarantees a measure of success. Show me a new flavor of Dorito and I’ll most likely try it. Because Dorito. Duh.

Franchises offer safety.

This is why Nathan Drake’s video-game adventures, the Uncharted series, are ironic in title at least.

Like Indiana Jones or Lara Croft, Nathan Drake will venture into long lost cities and find hidden treasures.

It’s the adventure genre. Games full of running, jumping, facing unbeatable odds, and seeing beautiful sights.

Every Uncharted game, like any franchise, fits into a frame. They tend to break down as follows:

1. Nathan Drake is seeking a treasure he has long heard about. This fact worth noting. He’s always heard of the treasure extensively by the time the player hops into the scene. He knows lots of things we, the player, do not. His knowledge and our ignorance will be used to help further the plot and give us exposition at key moments.

2. There are bad men also seeking the treasure. Always. Nathan Drake finds himself in a race against these bad men to recover the stolen goods. Usually they follow him deliberately, allowing our hero to remain just one step ahead until the last moment.

3. The last moment features a large fight with the bad men, a deus ex machina that prevents anyone from getting the treasure, and Nathan walking away empty handed, but light hearted, and closer to his friends and loved ones.

This sequence of events is standard in every Uncharted game. Even the last one, which is the inspiration for this article.

Despite the grand visuals and the witty one-liners, Uncharted has never stood-out to me as a very good game.

Uncharted games are linear, feature gameplay for the gameplay’s sake, and rarely for the narrative. They are also very cliché (if the above list didn’t make it obvious). You get exposition, puzzle/platform, fight, spectacle. Usually in that order. Great graphics, funny (shallow) characters whose moral nature never asks any questions.

Well, almost never.

Enter Uncharted 4: A Thief’s End.

The best Uncharted game.

If the heavy title didn’t give it away, it is the last game in the Uncharted franchise as we know it. Nathan Drake’s last game.

It starts off different from any other title in the series

You find yourself in the middle of a boat chase. Above is a dark sky filled with storm. Drake and an unknown friend are on a small craft amid increasingly choppy waves (which look lovely, by the way). It isn’t long before the aforementioned bad-men show up, giving chase and challenge.

The game takes this moment in the story to introduce basic mechanics. First, piloting the ship. Second, gunplay.

The scene ends abruptly with a crash. Nathan and his companion fly through the air. Before we can find out what happens next, we jump scene, jarringly, to a warm tropical day sometime in the past. Here the next elements of gameplay unfold, but just as we get the hang of them we jump scene once more. Fifteen years later.

The pacing of the Story doesn’t let up, and at first seems confusing. Disjointed. But, it all starts to come together in a way that kept me intrigued.

When did Uncharted try to be uncharted? To do something new? And, it gets better.

Fifteen years later and the events of the first three games have come and gone. Insane adventures that are only sepia-tinted memories from the past. “Unbelievable” to quote an in game character. And, they were. Fantastical. They establish quite quickly that the events of the past were almost golden compared to the slice of reality that Nathan faces every day. No guns. No ancient temples or lost treasure.

Nathan has a day job. Nathan has a wife.

More importantly, Nathan has a life. Something to lose. Instantly we connect with him in a way that was never possible in any previous Uncharted title.

This game is the grand YOLO. The final hurrah of a beloved franchise, and they use it as a commentary on the entire franchise.

Most of the characters we know and love show up for the story, and an adventure does ensue, but the entire time it remains grounded in Nathan Drake and his marriage. It adds a dimension to the character--the stubborn pig-headed character--that we have never seen. And, that we’ll never see again unless I miss my mark.

It’s a sobering tale. Not a tale looking for a sequel. It suddenly felt real.

There are still convenient walls to scale and tons of nameless soldiers to murder while bantering wittily, just like every other Uncharted game, but despite that: despite the gaminess of it all, it comes home strong. It makes you care. It ends the franchise with the care of a veterinarian for a beloved pet.

You’ve lived a good, long life, Uncharted. You can rest now.