Uncharted: Legacy of Thieves Collection Uncharted: Legacy of Thieves Collection

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Uncharted: Legacy of Thieves Collection review

Is it worth the upgrade?

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The Uncharted franchise has been a PlayStation darling ever since it came out on the PlayStation 3. The series wrapped up Nathan Drake’s story in Uncharted 4: A Thief’s End and spun off a new adventure with some supporting casts on Uncharted: Lost Legacy on the PlayStation 4. Both titles get a new lease of life with a PlayStation 5 remaster called Uncharted: Legacy of Thieves Collection just in time for the showing of the Uncharted film. 

It’s a no-brainer that this remaster’s release was timed to coincide with the film. In fact, in some locations, tickets to the film are part of the promotion. But what exactly does this remaster have to offer and will it make you watch the film? These are what I’ll try to answer here. 

My first Uncharted 

There’s no shortage of breathtaking sceneries like this throughout the game.

Unlike many who played the two games part of this remastered collection, this is my first encounter with the franchise. It’s a shame, but I was dealing with life during the entire PlayStation 3 generation. Can’t really blame me. I digress. 

Given that, you can imagine how blown my mind was after going through Uncharted: Legacy of Thieves Collection. It’s the definitive action-movie-that-you-can-play experience, reaffirming my love for the action genre. Naughty Dog did away with staple game elements like skill trees and levelling up in favor of a balls-to-the-walls action adventure, beautiful set pieces, great dialogue, and characters you’ll grow attached with. 

I watched a few recaps of the first three Uncharted games to get myself acquainted. And while it wasn’t enough to fill me in entirely on the franchise’s lore, it played its role in making me somewhat familiar with the game. 

A quick overview 

I’ll keep this whole thing relatively spoiler-free to preserve the experience for those like me who haven’t played the game before. But what exactly is going in these two games? 

Uncharted: A Thief’s End is the fourth installment of the franchise and neatly wraps up the story of main character Nathan Drake. In this game, he has left his treasure hunting days behind and is living a relatively normal life with his wife Elena Fisher. 

However, a certain figure from his past re-enters his life and forces his hand. He joins this person in the hunt for Pirate Henry Avery’s lost treasure. What follows is a dose of high-octane action featuring wall climbing, gun fights, and more. 

Meanwhile, Uncharted: Lost Legacy focuses on supporting characters from the previous games. You play as Chloe Frazer – treasure hunter and former flame of one Nathan Drake. Here, she’s accompanied by one of A Thief’s End’s antagonists, Nadine Ross. 

It’s an unlikely pairing and one that was tense at the start but finds its footing as you go around rainforests in India in search of the Tusk of Ganesh. It plays similarly to A Thief’s End but with new weapons such as a silenced pistol. There’s also a new mechanic that lets you go back into stealth mode if you hide long and well enough after an encounter with the bad guys. 

So, what’s new? 

Like many PS4 games remastered for the PS5, Uncharted: Legacy of Thieves Collection adds familiar upgrades we’ve seen implemented in the past year. These are faster (practically non-existent load times), graphical improvements, 3D audio implementation, and taking advantage of the Dual Sense controller. 

Visual improvements

Uncharted: Legacy of Thieves Collection

The way the light behaves is an absolute marvel

In terms of graphical improvements, there are three modes you can play in. These are Fidelity, Performance, and Performance+. These breakdown as follows: 

  • Fidelity – Plays at native 4K with a 30fps frame rate
  • Performance – Prioritizes a 60fps frame rate
  • Performance+ – Pushes frame rate to 120fps but at only a 1080p resolution

Personally, the TV I use doesn’t support 120fps so I primarily played in Performance mode. Initially, I tried Fidelity mode which is what I thought would be best given my experience with Ratchet & Clank: Rift Apart. But the Uncharted games are more action-focused, players will benefit from a smoother frame rate. 

Nearly every scene looks and feels like a cinematic

Fidelity mode certainly gives you that blockbuster motion picture feel especially during cinematics. However, the shift from cinematics to gameplay appears more pronounced which can be a little bit jarring. Additionally, the gameplay action doesn’t feel as dynamic in this mode. 

Performance mode, meanwhile, has a more seamless cinematic to gameplay transition. In fact, during the first few hours of the game, I caught myself standing around thinking I was still in a cinematic. The picture looks smoother without losing much in terms of the movie-like experience.The frame rate was consistent throughout with zero lag or jaggedness. 

If your TV supports it, it might be worth your while to shift over to Performance+ mode. The high frame rate will certainly aid in the inevitable gun combat sequences. 

3D Audio and Dual Sense

The 3D audio and Dual Sense additions were really pronounced during parts of the game when it was raining. At the time, I was playing at night with the windows closed. I really thought it was raining outside, but it really was just in game. And I wasn’t even playing with headphones on! 

While raining, you can feel the Dual Sense control rumble a little bit as if it was being hit with raindrops. The controls also affect the trigger buttons where there’s a heavier, more pronounced feeling when you’re pressing R2 to fire guns. There are plenty of more subtle but definitely noticeable implementations that add to the overall experience. 

The Dual Sense was also pretty useful in these lock pick sections

The Dual Sense improvements are also felt during the driving sections of the game. Not only do you feel the terrain as you move around. The trigger buttons also react to whatever surface you’re trying to traverse giving more resistance where appropriate. 

Is it worth the upgrade or new purchase? 

There’s incredible, edge-of-your-seat action throughout

I’ll speak first from my experience. As someone who played the games for the first time on a PS5, it was definitely one hell of a gaming experience. If these are titles you skipped from the previous generation or you just jumped into gaming consoles on the PS5, this is certainly worth every penny. 

Playing the included games alone is already a treat. But the PS5 improvements elevates everything by engaging more of your senses as you play. 

Local pricing isn’t available yet but it’s already listed for pre-order in the US. It’ll set you back US$ 49.99. The upgrades are a little trickier. 

Here’s the detailed information from the PlayStation blog.

  • Players who purchased Uncharted 4: A Thief’s End, Uncharted: The Lost Legacy, or Uncharted 4: A Thief’s End & Uncharted: The Lost Legacy Digital Bundle have the option to pay 10/€10 to upgrade to Uncharted: Legacy of Thieves Digital Version. The upgrade will be available starting at launch on January 28, 2022.
  • Owners of PS4 disc copies must insert them into the PS5 every time they want to download or play the PS5 digital versions. PS4 game disc owners who buy the PS5 Digital Edition disc-free console will not be able to get the PS5 version for the discounted price.
  • PlayStation Plus members who claimed Uncharted 4: A Thief’s End via their PlayStation Plus subscription are not eligible for the $10/€10 digital PS5 upgrade.

In certain territories, purchasing or upgrading gives you a free ticket to watch the Uncharted film starring Tom Holland (Nathan Drake) and Mark Wahlberg (Sullivan). That’s certainly a nice incentive. Asked if the promo will be implemented in Southeast Asia, PlayStation said they are still ironing out details with Sony Films as of the time this was published.

It’s hard for me to make any definitive recommendation on this situation. The US$ 10 may be better spent as an addition to purchase any new games you may be eyeing. But if you have that extra mount, the upgrade doesn’t hurt at all. 

One thing is true, whether you’re jumping in fresh or are looking dive in for another playthrough the games in Uncharted: Legacy of Thieves Collection are certainly worth the time and experience.  

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Now Playing: ACE Combat 8: Wings of Theve

A refreshing change of pace

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ACE Combat 8: Wings of Theve

I came into ACE Combat 8: Wings of Theve completely blind.

I knew very little about the franchise outside of the fact that it’s a fighter plane game. My entire exposure was limited to a handful of press releases from Bandai Namco and, of course, the noise the pink-haired character made on social media when she was first revealed.

So, I had no idea what to expect when I climbed into the cockpit.

What surprised me most wasn’t the flying. It was everything that happened outside of it.

A surprisingly beautiful presentation

I was floored by the story segments of the game, particularly the visuals and presentation.

A lot of these scenes are presented from a first-person perspective. The characters and environments you interact with are beautifully rendered, and there’s an impressive level of detail to the world around you.

It looks like a AAA game. It just doesn’t move like your typical AAA action game or RPG. That threw me off a bit.

There’s something intentionally different about how ACE Combat 8 presents its story and world. You’re not controlling a character running around a beautifully rendered environment. Instead, you’re mostly observing the world from a grounded first-person perspective before getting back into the cockpit.

It’s an unusual approach, but one I found myself appreciating.

Learning how to fly

The bigger adjustment was actually flying the plane.

I had trouble getting used to the controls and the structure of the missions. I failed the first one quite a few times because I couldn’t fully understand the radar or the environment I was flying in.

It took plenty of getting used to on my part.

Even after a few hours of play, I can’t say I got fully used to it.

The game offers STANDARD and EXPERT control schemes. STANDARD is designed to be more intuitive, while EXPERT gives you more control over the aircraft through traditional roll-and-pitch inputs.

I still had plenty to learn regardless of the control scheme. There’s a lot of information to process at once: your aircraft’s position, altitude, speed, radar, targets, incoming missiles, objectives, and everything happening around you.

It takes time to develop a feel for how everything moves.

Missions aren’t just about shooting everything

ACE Combat 8: Wings of Theve

The mission structure is quite specific.

You have to do things a certain way in each mission. It’s not just “blast everything in your path.”

That offered a lot of variety and made the game more engaging.

Some missions asked you to maintain a certain altitude to avoid detection. Others demanded expert flying. Some also felt like full-on aerial combat.

Objectives can range from destroying targets and protecting allies to earning a certain number of points, with some missions changing objectives while you’re already in the air.

That keeps the campaign from feeling like a series of identical dogfights.

There’s also a progression system built around different aircraft types, including fighters, attackers, multirole aircraft, and electronic warfare planes. More than 30 aircraft are available, with new planes, upgrades, and special weapons unlocked through the Aircraft Tree.

Your choice of aircraft and weapons can also change how you approach a mission. A fighter makes sense when the skies are packed with enemies, while an attacker can be better suited to ground targets. Multirole aircraft offer a middle ground when you’re unsure what you’ll encounter.

Wingman commands add another layer to combat. You can order your pilots to attack, spread out, provide support, or use their special weapons.

The result is a game that asks you to pay attention to what’s happening instead of simply holding down the trigger.

A story worth sticking with

ACE Combat 8: Wings of Theve

The story I’ve encountered so far isn’t something to write home about.

Its presentation, however, is engaging enough that I feel a lot of people can easily soldier on to see it through to the end.

The first-person story segments, radio chatter, briefings, and events that unfold during missions give the campaign more personality than simply jumping from one dogfight to another.

There’s clearly a larger conflict unfolding, and the game does a good job of making its missions feel like part of something bigger.

The presentation does a lot of the heavy lifting here.

Is ACE COMBAT 8: Wings of Theve your Play Match?

The campaign has 30 missions that run at around 15 minutes each, give or take. Your mileage, naturally, will vary.

For me, those first few hours took longer because I was still trying to figure out how to move, where to look, and what the game actually wanted me to do.

ACE Combat 8 isn’t immediately intuitive if you’re coming into it completely blind like I did. The game does give you training options for practicing flight controls and special weapons, which can help you get comfortable before throwing yourself into tougher missions.

Once things start clicking, though, the experience becomes quite distinct from the type of game most people gravitate towards.

Overall, ACE Combat 8: Wings of Theve feels like a nice break from the usual games where you control a single character and go through linear levels or an open world.

It’s the perfect palette cleanser.

I didn’t expect to spend my first few hours struggling with radar, movement, altitude, and mission objectives. Those struggles also made the moments when I finally understood what I was supposed to do feel more rewarding.

I’m still not fully comfortable in the cockpit.

I’m also ready for another sortie.

Verdict: Swipe Right.

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Now Playing: Total War: Warhammer III – Lords of the End Times

Bigger and messier battles

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Image from the Official Warhammer Community

Lords of the End Times brings four new Legendary Lords, new units, and a major update to Total War: Warhammer III. More importantly, it gives players another excuse to return to the sprawling Immortal Empires campaign.

For anyone who has spent time with Total War, the appeal is familiar. You spend turns building your empire, managing armies, negotiating with rival factions, and deciding where to strike next. Eventually, all that planning leads to the part where thousands of soldiers meet on the battlefield and you have to make those decisions work in real time.

That combination remains the core of Total War: Warhammer III. Lords of the End Times doesn’t fundamentally change that formula. Instead, it gives the existing sandbox more characters, units, and ways to approach its battles.

Two layers of strategy

The campaign map is where much of Total War‘s strategy happens.

You have time to consider where to move your armies, which provinces to develop, what to build, and how to deal with other factions. Those decisions can seem slow compared to the battles themselves, but they’re what give the real-time encounters their weight.

A battle isn’t happening in isolation. The army you bring with you reflects the choices you’ve made on the campaign map. Your available units, resources, reinforcements, and strategic position all affect what happens once the fighting starts.

That creates a useful rhythm. The campaign gives you room to plan before the pace suddenly changes when two armies collide.

It also means a victory isn’t simply about having more units. Bringing the right army to the right fight matters, and the battlefield can quickly punish a poor decision.

The battlefield is where things get hectic

Once the fighting begins, Total War: Warhammer III becomes much more immediate.

Positioning matters. Infantry can hold a line while cavalry looks for an opening. Ranged units become more effective when placed where they can actually see their targets. High ground can give artillery a better angle, while terrain can create opportunities for a flank.

There is also plenty to manage once the battle gets moving.

You can adjust formations, move individual units, cycle cavalry charges, control flying creatures, and time spells around the rest of your army. The amount of information on screen can be intimidating at first, but it becomes easier to read once you understand what each unit is supposed to be doing.

That’s where the comparison to older real-time strategy games makes sense. The fundamentals of positioning, unit control, counters, and timing are still here. Total War simply operates at a much larger scale.

The difference is that battles can become considerably more chaotic. A plan that looked sensible a few minutes earlier can fall apart once several units engage at once.

Warhammer is doing a lot of the heavy lifting

The biggest strength of Total War: Warhammer III is arguably how much variety the Warhammer setting gives the formula.

Different factions don’t simply use different models. They can change how you approach the campaign and the battlefield.

The undead, for example, play very differently from the Skaven or the Empire. Their units, abilities, heroes, and mechanics encourage different approaches to combat. That variety gives the Immortal Empires campaign plenty of room for experimentation.

It’s also where the spectacle comes into play.

There is something inherently entertaining about watching enormous monsters, heavily armored troops, magic users, and entire infantry formations collide in the same battle. Spells can reshape an engagement in seconds, while a well-timed charge can turn a losing fight around.

The Warhammer setting gives Creative Assembly plenty of toys to work with, and Lords of the End Times adds even more of them.

A lot to take in for newcomers

The scale can also make Total War: Warhammer III look more intimidating than it actually is.

You don’t need to know every faction or understand decades of Warhammer lore before starting a campaign. There is certainly a lot of lore to discover, but the game can be enjoyed simply by learning what your army does and figuring out how to make it work.

The visual spectacle helps, too.

Seeing enormous creatures fight alongside conventional troops makes even routine battles feel distinctly Warhammer. A battlefield can go from an organized formation to complete chaos surprisingly quickly once magic and monsters enter the equation.

That doesn’t mean the game is immediately simple. There are a lot of systems to learn, particularly once you start digging deeper into the campaign. But there’s a natural progression from figuring out basic formations to experimenting with more complicated strategies.

Lords of the End Times gives the sandbox more room to play

Lords of the End Times works best when viewed as another expansion of the Total War: Warhammer III sandbox rather than a reinvention of it.

The appeal is still the same: plan on the campaign map, build an army, pick your battles, and then try to execute that plan once everything starts moving.

The new Legendary Lords and their accompanying mechanics give players more ways to approach that loop, while the scale of the battles remains one of the game’s biggest attractions.

For longtime Total War players, that’s probably the most important thing. Lords of the End Times doesn’t need to reinvent the series to be interesting. It just needs to give players another reason to start another campaign and see what happens.

And, considering how easily a carefully planned campaign can descend into battlefield chaos, there is usually plenty to see.

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CRISIS CORE -FINAL FANTASY VII- REUNION physical edition now available for Switch 2

Zack Fair’s story comes to Switch 2.

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Crisis Core

Bandai Namco Entertainment Asia and SQUARE ENIX have released the physical edition of CRISIS CORE -FINAL FANTASY VII- REUNION for Nintendo Switch 2 in Southeast Asia.

Players can also purchase the game digitally on the platform. Availability may vary by region and retailer.

Zack Fair’s story returns

Set in the mako-powered metropolis of Midgar, CRISIS CORE -FINAL FANTASY VII- REUNION follows Zack Fair, a young operative in Shinra’s elite SOLDIER unit.

Zack investigates the mysterious disappearance of SOLDIER operatives alongside his mentor, Angeal, and the legendary Sephiroth. His journey reveals the events that shaped the world of FINAL FANTASY VII and his connection to Cloud Strife.

The game revisits Zack’s story with an HD graphical overhaul of its character models, user interface, and environments. It also features fully voiced dialogue in English and Japanese, alongside an updated action-combat system.

Players can trigger Limit Breaks and Summons as they battle their way through the story. The game also supports handheld and docked play on Nintendo Switch 2.

A look back at Zack’s legacy

Originally released as a remaster of the PSP classic, CRISIS CORE -FINAL FANTASY VII- REUNION offers a refreshed take on one of the franchise’s most significant prequel stories.

In our GadgetMatch review, we explored how the remaster brings Zack Fair’s journey to modern platforms while preserving the emotional core of his story.

The release also gives players another way to experience the events leading into FINAL FANTASY VII, ahead of the upcoming FINAL FANTASY VII REVELATION, the third and final entry in the FINAL FANTASY VII Remake series.

For more information about CRISIS CORE -FINAL FANTASY VII- REUNION and other Bandai Namco Entertainment Asia titles, visit the official website.

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