Uncharted 4: A Thief’s End Multiplayer Review

An excellent addition to an already amazing package.

As a fan of Uncharted 2’s multiplayer, I will say this. While I do and would have preferred a more competitive focused style that two had to offer, that by no means makes Uncharted 4: A Thief’s End any lesser of an enjoyable experience. There was a hint of worry that I had learned that Uncharted 4: A Thief’s End Multiplayer would be moving towards a more casual style of play, something that many disliked about Uncharted’s 3 multiplayer. With the introduction of components from their last title, The Last of Us, and a blend of all their previous titles mixed in there, Naughty Dog has created an extremely fun, and enjoyable multiplayer that’ll most likely have a long-lasting community due to its very long support plan Naughty Dog has laid out.

A recent major patch released, which introduced a fully functional leveling up system, a huge game changer to its online repeatability. Every time a level is earned, the player is awarded something. Ranks ending is either a five or zero will award you with exclusive cosmetics, while all other rank numbers will earn you relics and booster chests. In total, there are 70 ranks with no type of prestige (though that may be added later). It’s definitely a great addition that’ll have us playing for a long time until the next major patch releases.

The title is a bit light when it comes to mode selections with a co-op mode coming later this fall. The following modes are the current modes available, TDM, Plunder, Command, and Ranked TDM. If you’re looking for some fast paced action that doesn’t include objectives, than obviously, Team Deathmatch is your mode to go, though don’t be so fast to ignore the other modes. In Plunder, two rival teams race against each to capture a randomly placed Idle. This is basically Capture the Flag, though your carrying an idle around that slows you down and only allows you to use your secondary hand-gun. This requires absolute team-work as the holder could easily be shot down. However, to make the match go faster you are allowed to throw the idle a good distance, or over hard to get over structures. By far, if you are someone who is looking to earn quick XP, then this mode is definitely the fastest when it comes to earning it. The mode doesn’t enforce players to play in a traditional TDM style, as getting downs/kills will actually give you fewer points if you aren’t near the Idle.

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In command, teams are tasked with capturing tactical points on the map. There are three total, and with each captured point a team has, their points earned per kill is multiplied. While this very similar to other titles that have Capture the Point mode, there is a twist that could very well determine the winner of each match. Once in a while, a random player is selected to be a captain. The only tasked the captain has is to get kills and survive. Each kill they get gives their team bonus points, although the longer they do survive, the higher the bounty is on their head. So while captures are where most of the points are earned, killing a captain could easily help a losing team get the upper hand.

Finally, Ranked Team Deathmatch. It has the premises of TDM, but is a completely different animal as it has its own ranking system. This mode is where the best of the best play, so if you plan on tackling this solo, prepare to lose badly as communication is crucial. Ranked mode takes its course over a season (60 days). In this season, you’ll accumulate points, which will help raise your rank in the ranked mode. The ranks vary from Bronze to Diamond. Anytime a player reaches the needed amount of points to rank up, they’ll be entered in the qualifier stage. In this stage, the player must win a certain amount of matches, or they’ll be knocked back down, needing to re-earn points. This can get rather frustrating as losing also knocks points down, making the mode very unforgiving. When a season ends, whatever rank the player is, they’ll earn exclusive cosmetic rewards. along with relics.

The game uses two types of currency: Relics and Coins. Relics can be earned from doing daily challenges (one per day), while coins can be acquired by spending real-life money, AKA Microtransactions. Both are used to unlock chests which contain weapons, boosters, and non-gameplay related cosmetics. While the base game chests can all be easily earned from playing day-to-day, the newly added DLC chests are by far a much longer grind, possibly taking one whole week time to earn the highest cost chest. This is completely understandable as the content is free, though one can’t ignore that the high costs are clearly trying to push players to spend money. And though there is customization, it certainly isn’t as deep as many had hoped for. Your character is preset with outfits that they have available, meaning no mix and matching between clothing. This isn’t a huge issue as there’s so many you can select from to have different variety between other players.

Weapons and load-outs can all be customized, but they do follow a point system so players don’t become over powered. For example, you can max load-out with a pretty decent amount of gear in every slot, or you could select a hero weapon which takes nearly half the available points. These hero weapons aren’t as overpowered as they seem as all they do it add one more additional mod to that weapon. And that comes at a cost of losing the ability to use mystics, sidekicks, or boosters available.

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Now, with the first trailer for the multiplayer, many were worried that Sidekicks and mystics would make the game severely unbalanced. While that is completely debatable, we won’t deny that they certainly have become fun to use. In fact, they can even help turn a match around if used right. And do keep in mind, they are hidden behind a in-match store that uses in-game cash that is earned during that match. So, there still some work that must be done to gain a mystic or sidekick, and the price is always increasing per purchase.

As for the gameplay, you can expect it to be very similar to it’s single-player mode, only cranked up to eleven. Matches are littered with rope swings, not only making it fast and easy to travel around, but also allowing you to get instant kills with the rope swings special take-downs. The designs of every map allow any players of any play style to go about. Areas are both open, and very close-combat, making melee and charge attacks useful at times. All this, with gorgeous animations and an extremely stable frame-rate. In terms of lag, it’s practically non-existent.

Overall, though, if your someone who dismissed the multiplayer (many did for The Last of Us), then we suggest you jump right back in and give it a go. While we await for more story DLC to drop, this will no doubt feed are Uncharted hunger.