The game has central hubs in each level where there can be multiple paths to advance. This creates a way for the player to feel as though there is choice to where they want to go or how they would like to approach a mission. Being that these central hubs are large in area, there may be a bunch of different options on how to traverse that area, ranging from rope swings, to using one's Jeep. Overall the game makes what used to be a very linear path (in previous releases) feel a lot more open and accessible.
Uncharted 4 features some of the best character development in a game. The voice acting only improves on this as it is some of the best acted scenes in gaming. The outset is that a long lost brother returns, whom you would think would have been mentioned in a previous game at some point, but even then something that could be a poor plot point ends up getting explained quite well and acted even better.
The overall story besides the brother relationship also sees some of the best acting in a game as well as develops those relationships in a meaningful manner.
The multiplayer has had the resolution dropped to 900p in order to get a smooth 60fps for competitive play. While it would be nice to have a full HD resolution, smooth gameplay is important when playing competitively.
At a max of 5 vs 5 (a total of ten players) the online multiplayer allows for large brawls and gunfights to take place. This is enhanced by supernatural abilities the players can use in order to gain an advantage at an opportune time.
The player can choose if they want to go into situations guns blazing, or avoid most combat and guns for a more stealth oriented playstyle. Giving the player the freedom to choose can make for a more engaging game thanks to gameplay being able to fit with the story going on at the time. This being the third and final chapter of the franchise supports the idea the the main characters are more calm and grown up, which suits stealth gameplay a lot more than shooting anything that moves.
The last third of the game can be quite repetitive, tasking the player with the same objectives over and over again. The feeling that this was done to extend the gameplay is difficult to ignore.
The cover system may leave the player wanting, as it can make for situations where you gain cover in an area you did not want to. There is also issue at points where the auto climb mechanic grabs the wrong ledge when climbing. While both are not overly egregious, it can cause some frustration during hectic moments.
While there is no full co-op campaign, there is a co-op mode that allows you and friends to play some of the bigger storied moments in the game (slightly remixed) together. This is a fun way to not competitively play (for those that get tired of the PvP multiplayer) but cooperate in order to complete goals.
There are a few other co-op modes as well, co-op survival and co-op objective. Survival is just that, you and friends can fight off wave after wave of enemy. Objective is a bit more complicated (though not that much so) where you and friends will try to take objects on a map and place them somewhere else while fighting off enemies, more a goal oriented style of play.
The puzzle elements found in the game allow for the use of the rear touch screen on the Vita. For instance there are items that can have dust brushed off of them in order to get a clear look at what they have written on them. There are also 3D objects that can be interacted with by spinning and turning the object around. This all makes for a more immersive experience due to how you are actually interacting with the game more so than a regular button would allow.
Compared to its console cousin, the portable game is a bit on the easy side. This can be an issue for those looking for a challenge as there is little to be found with Golden Abyss.