10 Biggest Gaming Clichés In The Uncharted Series | Screen Rant

The Uncharted series has been one of the biggest hits ever for the PlayStation brand, leading to the blockbuster action flick starring Tom Holland as protagonist Nathan Drake. The games have been massively successful in their own right, carrying an action-adventure tone part of the third-person shooter genre.

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No game released in the last couple of decades or so has avoided a number of repetitive features that are largely considered to be clichés, and Uncharted carries these elements as well. While they don’t make the games any less fun, it’s worth understanding what the general formula of an Uncharted game is like.

A well-worn aspect of games is unexplained blockages in the protagonist’s way that are never explained and simply understood to be inaccessible. The Uncharted games bring this in as well; Nate’s pathway is frequently blocked by debris that he could have easily walked or scaled around.

Instead, Nate just doesn’t seem to be capable of moving in that direction and any attempt to move forward simply has him stuck in one place. Although games nowadays feature more dynamic environments, this is one area that has always been present because of graphical limitations, and Uncharted is no different.

The industry has very much shifted away from linear storytelling to include open worlds in recent years, but the classic style of gaming has always erred on the linear side. Uncharted has players follow a certain direction to progress and, as the player journey onward, the previous areas become inaccessible.

It’s a justified cliché, though, since the point isn’t for Nate to return to any particular place because he’s looking to uncover clues and move toward finding the treasure. Still, similar series like Tomb Raider have adapted and dispensed of the linear level design, so Uncharted can feel slightly outdated.

Third-person shooters often have a habit of leaving out special guns that players can utilize to clear out droves of enemies with single kill shots. The cliché comes from the fact that these guns are either rare to find or have minimal ammo, meaning their use is limited.

The Uncharted games feature the likes of the Desert Eagle and Wes-44, which generally require just a single shot to kill enemies. The guns also show up relatively deep in the game so as to avoid empowering players too much, and also tend to disappear when areas aren’t dense with enemies.

Just about every game following the era of the PlayStation 3 has looked to boast about its graphical capability by featuring environments designed to impress players. The Uncharted series heavily indulges in this cliché by adding in places where characters take their time to marvel at the scenery.

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The moments are never lathered on heavily and tie into the gameplay as well, but it’s also clear that the environments have been created as a way of wowing players over the game’s level design. It’s a recurring element in the series, with every entry having more than a few moments that center around this trope.

Explosive items aren’t usually lying around, but they can be found in abundance when Nate gets into a shootout. The more intelligent Uncharted characters even utilize things like propane tanks within cutscenes as a way of evening the field to blow up enemy swarms.

Of course, it’s also a cliché that is present in many other games with a similar gameplay style to Uncharted. The explosive items tend to be near the enemies, who also generally stand nearby in order to allow players to get several kills at once.

By and large, Uncharted characters have good fighting abilities, yet they will be killed in an instant if players attempt to access an area they’re not supposed to. It extends toward NPC allies as well, who will be shot down if players attempt to abandon them, which initiates a replay of the sequence.

The purpose of this aspect is to ensure that players don’t try to cut corners and skip scenarios that are meant to be engaged. On the other hand, it can get frustrating when an open pathway can’t be accessed because there’s no choice but to fight against enemies that players don’t want to.

One of the most common questions about Uncharted’s Nathan Drake is how he keeps finding bad guys to fight when the areas he’s accessed are only known to him. Games have had a longstanding cliché of throwing mooks at players to keep things interesting, yet it’s also nonsensical to a degree.

The Uncharted games, in particular, feature Nate unlocking elaborate puzzles to open up hidden pathways, only to find the antagonist’s thugs already inside waiting to fight. These bad guys appear out of nowhere as well when fight sequences get bigger in scale, which is easy to accept since the majority of games feature this aspect, but is a cliché nonetheless.

It’s basically impossible for platforming games to avoid convenient spots for characters to access, seeing as scaling and climbing are part of the experience. However, it can’t be ignored that Nate somehow seems to find something to latch on to no matter where he is.

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Nate can be seen jumping around on mountains, buildings, and on collapsing bridges, always finding a way to climb his way back to safety. The games also bring in items like ropes and vines that Nate will use to swing around to more conveniently placed beams or gaps for him to jump toward.

This is an action trope that Uncharted incorporates for players to know they’re dealing with a threat to be reckoned with. It’s present in just about every action-adventure franchise as well, with the point being to get defeated by the boss and for none of the intended offensive maneuvers to work.

The Uncharted games have used the likes of Nadine Ross and Zoran Lazarevic to this effect, as Nate is shown to be completely powerless to attack them until some kind of outside interference aids him. It’s one of the more unlikable gaming aspects to be part of, but it does show up fairly frequently.

Easily the oldest cliché in gaming history, the protagonist is one person against droves of enemies but manages to dispatch them all by themselves. It’s turned up to the highest degree in Uncharted because Nate doesn’t have any special powers like video game protagonists often do.

Each game has Nate take down around a thousand enemies in his treasure hunting, which can come across as an astounding statistic. Then again, it wouldn’t be enjoyable to play a game with little to no action, so this cliché is pretty much avoidable even if it makes Nate look like a stone-cold killer.

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