Uncharted 4 : A Thief 's End Chapter 21: Brother’s Keeper



Uncharted 4 : A Thief 's End Chapter 21: Brother’s Keeper

Uncharted 4 : A Thief 's End Chapter 21: Brother’s Keeper

GamePlay Uncharted 4 : A Thief ‘s End chapter 19: Avery’s Descent

Uncharted 4
Developer(s) Naughty Dog
Publisher(s) Sony Interactive Entertainment
Director(s) Bruce Straley
Neil Druckmann
Designer(s) Kurt Margenau
Emilia Schatz
Anthony Newman
Programmer(s) Christian Gyrling
Sandeep Shekar
Vincent Marxen
Artist(s) Robh Ruppel
Erick Pangilinan
Tate Mosesian
Writer(s) Neil Druckmann
Josh Scherr
Composer(s) Henry Jackman
Series Uncharted
Platform(s) PlayStation 4
Release date(s)
WW May 10, 2016
Genre(s) Third-person shooter, action-adventure, platform
Mode(s) Single-player, multiplayer
Uncharted 4: A Thief’s End is an action-adventure game played from a third-person perspective, with platform game elements. The player assumes control of Nathan Drake, who is physically adept and is able to jump, sprint, climb, swim, scale narrow ledges and wall-faces to get between points, swing with a rope, use a grappling hook and perform other acrobatic actions. Drake can use various firearms such as assault rifles, pistols and grenades to kill enemies. Stealth elements are incorporated into the game, allowing the player to sneak behind enemies and kill them without being noticed.[1] The melee combat system was reworked to avoid the presence of quick time events,[2] and Drake can control vehicles directly.[3]

While the game is linear, environments feature multiple paths for the player to explore.[4] Maps are significantly larger than the previous games in the franchise,[5] with the explorable area being 10 times larger than the previous games.[specify][6] The artificial intelligence (AI) of enemies is enhanced; they are now able to respond to the player’s actions more responsively, coordinate tactics, and cooperate with each other.[2] The AI of Drake’s companions, including Sam and Sully, are improved and assist Nathan in combat situations, though the player can not directly command them.[7] A dialogue tree is introduced, though it does not affect the story’s progression.[8] The transition between cutscene and gameplay sequences has been described as “seamless”.[9] Extra visual filters and modes, such as a zero-gravity mode, bullet time gameplay, and a cel-shaded artstyle, can be unlocked by using points players collected in the main game