This log covers only Uncharted 4, not the Lost Legacy.

Overall this was a fun game, with a good mix of puzzle solving and combat. The combat itself was also a great mix of stealth and out and out action.

The story was campy fun, which fit the tone well. This was my first Uncharted game, and clearly I am missing a bunch of the back story on the relationships between many of the characters, but that didn't hinder my enjoyment.

Graphically, this game looked quite good - although it was clearly pushing my Steam Deck to the limit.

I appreciate the approach the game takes to hints - only offering you the option to get a hint after you've been working on a puzzle for a few minutes. It's a strong contrast to God of War offering hints far too quickly. I also appreciated how when the game wants to offer a hint it doesn't just give it to you - instead it gives you a prompt that allows you to choose if you want the hint or not.

Combat did get a bit difficult at times, that's the main thing keeping me back from the full five stars. (Also the trophies are a bit obtuse to get in this one).

This review contains spoilers

The stand out thing for me in this game was just how much there was to do, and how self-guided it all was. By having so many different and varied activities, and not having much of a linear path through the game, it really let me pick it up and figure out something potentially different to do each time I played. And that really helped prevent things from getting stale - there was never really a moment where I felt stuck doing something that I didn't want to be doing, since game sessions usually started with me having a particular objective in mind and then wandering through the world doing various other things on the way to accomplishing (or not accomplishing) that goal. Maybe I'd start out wanting to get some shrines done, but then I'd run across Addison and help him out, and then go Korok hunting, and by the end of the night I haven't even made it to the shrine I was heading toward to start with.

I had an inexplicable amount of fun lighting up the depths - and one of the real highlights of this over Breath of the Wild was the ability to use shrines and light roots to find each other. Each time I would find one, I would put a star marker on the map where it's twin should be - and that helped me get all of the shrines, which is something I didn't do in Breath of the Wild. Since the shrines are the real highlight of these games, I was very happy to have gotten them all.

I'm still a hoarder in video games, and the weapon durability mechanics played to my worst instincts there again. Every time I got a decent weapon, I basically refused to use it - either stashing it at my house or just heavily increasing my weapon slots so that I could avoid using it.

I also sequence-broke the game by exploring thunderhead isle and getting the fifth sage before the game wants to lead you to her. That meant that I never actually got the quest to clear the thunderstorm up there, and only found out about it listening to a podcast later. The game did account for the sequence break possibility (there was some dialog "oh, you already found her" or some such thing) - it would have been nice for it to still give me a marker for how to clear the thunderstorm.

I also had a bit of a frustration with the final boss fight - I had loaded up on healing items, and had a few -- but not a lot -- of gloom healing food items. Of course, since you're fighting gloom enemies for about the last half hour of the game, that turned out to be a disaster - but once you are in Gannondorf's chamber (even before the fight starts) you can't fast travel out in order to change up your supplies. That meant I needed to reload an earlier save and redo a decent chunk of the endgame - which was a bit frustrating.

That being said, the final fight sequence was incredible - specifically the sequence where Dragon Gannondorf and Dragon Zelda are facing off in the sky, that was one of the most memorable end game sequences I think I've ever experienced.

I'm marking this as mastered even though I didn't fully 100% it - I found all the lightroots, did all the shrines, and got enough Bubbul gems to fully satiate Koltin (and then some) - but didn't find every cave. (Koltin says there are 64 left). I also came nowhere near finding all the Kork seeds.

All in all, an incredible game - it is incredibly rare for me to play a game this long and not start to get a bit bored with it, and I never did with this one. I don't think I've ever put 189 hours into an open world before, but I can see how I did with this one. For most of the summer I basically couldn't wait until I could put in a few hours on the Switch to keep playing.

Good platforming and level variety. Combat was a bit meh. The main downside is shuffling powers to active buttons constantly.

It's a decent tech demo for the PS5 controller. Motion controls aren't my favorite, but outside of that it was a fun-enough bite sized experience.

More of the same, and that's OK by me. This map, and especially the weapons here, are IMO more fun than the ones from Moonspell.

Nice art style, but the gameplay was Inside-like but not as engaging.

2022

More of an adventure game than anything. The cat mechanics were fun, but overall the story wasn't that engaging and I didn't have a ton of fun with the moment to moment gameplay.

Graphics and audio are very good, but the gamepad controls aren't great. The puzzles were OK, but got repetitive at the end of the game.

The mechanics are a little repetitive, but it doesn’t overstay its welcome

Overall, fun - and it did a good job of blending story with gameplay. I am a bit bummed that it seems somewhat unlikely that there won't be a sequel, since it felt like this is a good foundation to build on - it just needed a bit more polish.

A few technical glitches throughout were a bit of a bummer though - my character got stuck in geometry a few times (thankfully the game detected this and reset me out of it), I had to replay one battle because one of the enemies spawned off screen and wasn't reachable.

It also felt a little strange that I was able to max out all of my characters and upgrades by chapter 12, even though there was still a large chunk of the game left to go - meaning the rest of the XP and components I gathered weren't useful. (In fact, it stopped giving XP during battles after fully maxing everyone out).

I had heard the combat was repetitive, but once you got into the swing of using your team's abilities, I found it pretty fun.

Mechanics were too finicky - figuring out how to do the thing I knew I needed to do got frustrating quickly, especially when you only had one shot each time through the time loop (and where some of the things I was trying to do required doing a sequence of events to set them up each time)

Lost Legacy was a lot more of the same, and since Uncharted 4 was fun I've got no problem with that. The plot was neither here nor there for me, but some of that may have been just from not playing the previous games and not really knowing who Nadine and Chloe are.

I had heard this was "open world Uncharted", but that's overstating it since it's really only Chapter 4 that is somewhat open.

The train sequence in Chapter 9 was a standout, a good change of pace from the rest of the game and a lot of fun as well.

I played Prey first, and working backwards you can see a lot of what went into Prey here. Solid game with a few dated elements here and there.

An open world take on the Lego game formula, which it seems to be doing competently. It's not really for me though - I could see how it would be fun for younger players though.

A fun and stylish puzzle game that doesn't overstay its welcome. The puzzles start out fairly straight-forward, but by the end they got a bit too convoluted for my tastes.