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Happy 15th anniversary to Uncharted, the series that changed everything for me

I remember the day clearly.

It was 2008 and I was in eighth grade math class. Free from our overbearing teacher in a tucked-away corner of the room, my group and I began excitedly talking about video games. As someone who was both woefully bad at math and socially awkward, those gaming conversations were escapist highlights in my time at middle school. Eventually, I mentioned that I recently got a PlayStation 3 and, without missing a beat, the girl at my table asked me a pivotal question: “have you tried Uncharted?” As she raved about how fun and graphically impressive the game was, I became intrigued. “Cool,” I thought, “I guess I have a new game to try out.” But little did I know just how much it would resonate with me.

Greatness from small beginnings, indeed

Uncharted: Drake's Fortune combat

Nate might be a capable fighter, but he’s not always a confident one.

Developed by Crash Bandicoot and Jak and Daxter maker Naughty Dog, Uncharted: Drake’s Fortune debuted on the PlayStation 3 on November 19th, 2007. Fifteen years ago today — can you believe it? Man, do I have a lot of fond memories of that first game. While it certainly shows its age in several ways, particularly the shooting mechanics and level design, it also feels lovably quaint in today’s market of bloated, 100-hour long experiences. Moreover, treasure hunter Nathan Drake’s (Nolan North) quest to find the fabled El Dorado alongside journalist Elena Fisher (Emily Rose) and mentor Victor Sullivan (Richard McGonagle) is exactly the sort of pulpy fun you’d want from an adventure. Thanks to the wonderful creative vision of writer-director Amy Hennig and top-notch performances, the characters were all eminently likeable.

But beyond that, they feel humanand not just because of the beautifully photorealistic visuals. In the late 2000s, Nathan Drake was a revelation. Sure, we’d seen that kind of charmingly rogueish character many times before, particularly in the highly influential Indiana Jones series, but it felt rare for games. Beneath all that bravado lay quite the flawed character, brought to life through a magnificent, believable performance from North. Besides being a thief, Nate suffered from his own insecurities; unlike traditionally badass, hypermasculine gaming icons like Master Chief, Kratos or Marcus Fenix, Nate was rough-around-the-edges. He often stumbled and fell. He screamed whenever a grenade landed a few feet away. He let out exasperated grunts when diving into cover. He’d talk to himself to try to put any fears about his increasingly perilous situations to rest. The way he used humour to mask these insecurities felt deeply relatable, and it further connected me to the character. Even though he would still do pretty crazy things, which later games would only double down on, these little touches of characterization were nonetheless crucial. Most importantly, even 15 years later, this sort of writing, while intentionally lighthearted, still somehow feels natural, unlike, say, the flippant Joss Whedon-esque dialogue we’ve seen in modern media.

All in all, Drake’s Fortune felt like a significant next step forward for storytelling in video games, and it got me even more interested in the potential of the medium.

Nate’s adventures inspiring my own

Nolan North and Brad Shankar at Fan Expo Canada

Me with North at Fan Expo Canada 2015. (If you can’t tell, I’m wearing Nate’s ring.)

But if Drake’s Fortune gave me a taste of what modern gaming could be, its 2009 sequel was the delicious main course. Indeed, Uncharted 2: Among Thieves was, in every conceivable way, a vast improvement upon its predecessor — a remarkable achievement across the board and, to this day, the greatest gaming sequel ever made. The core shooting and melee was tightly improved, level design was greatly expanded to refreshingly afford verticality and stealth options, the globe-trotting plot was more engaging, the cast of characters grew to include more interesting and morally grey figures, and the setpieces, punctuated with Greg Edmonson’s fantastic, eclectic score, were thrilling and immaculately designed. Best of all, Nate himself was taken to another level, thrust into the shadier world of the titular thieves while caught up in a lovable love triangle between Elena and newcomer Chloe Frazer (Claudia Black). The ability to play through a Hollywood blockbuster — several, even, given the perfectly paced 10-ish-hour campaign — is a level of cinematic that games had only dreamed of at the time.

Had Uncharted 2 only featured that masterful campaign, it would still be one of my all-time favourite games. But Naughty Dog also included multiplayer, which was truly a game-changer. The criminally underrated online suite offered a compelling Halo-esque arena shooter setup that emphasized multi-level environments and the ability to fight from any position, including from ledges. It was exhilarating to clamber up to a camper’s perch, pull them off to their doom and then, while hanging, pepper an adjacent enemy with my pistol. In this day and age of battle passes and grind-heavy live services, or even just games that emphasize complex loadouts, Uncharted 2‘s multiplayer is especially beautiful in its simplicity. Factor in additional modes like Plunder (an entertaining riff on capture the flag) and tough-as-nails co-op missions set in sections of the single-player campaign and Naughty Dog had a real gem on its hands. (The addition of multiplayer skins from fellow PlayStation franchises like inFamous and Killzone was also rad.)

Uncharted 2 helicopter fight

The setpieces in Uncharted 2 were leaps and abounds above anything in the first game.

But above all else, Uncharted 2 proved a really big social experience for me. While I have fond memories playing Halo with cousins while in Florida, those visits were infrequent and we never played outside of that. Other multiplayer experiences, like Smash Bros., were also pretty much only local for me. Uncharted 2, though, marked my first real online game. As someone who was inherently introverted, the idea of getting to interact from people within the comfort and safety of my own home was divine. And boy, did I ever. So many hours in high school were spent playing Uncharted 2 both alone and with one of my best friends, Daniel. Even though the game didn’t support local co-op, we had such a time passing around the control and revelling in each other’s online successes and failures. Hell, when I stayed over at Daniel’s house, his mum even had to come down in the middle of the night to stop us from playing. I didn’t have a lot of friends in high school, so getting to bond more with one of my closest pals was quite meaningful.

Pretty much everything I’ve said so far also extends to 2011’s Uncharted 3: Drake’s Deception. Although some half-baked story threads and pacing issues make its campaign a bit of a step down overall from its predecessor, it certainly upped the ante with even more delightfully insane setpieces and a tantalizing look at Nate’s background and relationship with Sully, a fan-favourite character who was sadly underused in the second game. From the early London bar fight and flashback museum chase to fleeing a capsizing boat and hanging from a falling plane, Drake’s Deception is full of unforgettable moments.

Uncharted 3 multiplayer

My friends and I got up to all kinds of hijinks in Uncharted 3 multiplayer. (Seen here: one of us accidentally dropping a ‘Mega Bomb’ Kickback that hilariously killed our entire team.)

Again, though, it was that multiplayer that really got its hooks into me. Looking back, it was definitely busted in a lot of ways. The focus on Call of Duty-esque loadouts led to a lot of imbalance, and the “Kickbacks” — powerful abilities like being able to spawn an RPG or go invisible — often only added to that. But the hell if I cared — Uncharted 3 multiplayer was a blast from day one! After having my mum drive me around the Greater Toronto Area to track down early access beta codes at Subway (remember that strange partnership?), I was hooked. The maps were larger and more varied, the addition of a ‘Buddy system’ was a novel way to encourage and reward cooperation and the steady updates (including neat experimental game types) made me more than happy to keep coming back.

Best of all, I came across a lot of great people through Uncharted 3. I had historically only played games locally, so it was mind-blowing to think that you could make friends without meeting them. But now, being just a bit more confident in online interactions following Uncharted 2, I found myself reaching out more. I fondly remember playing on the Sanctuary map and getting killed by someone with a PSN ID that was a reference to Final Fantasy, my all-time favourite series. Admiring both his skill and good taste in games, I sent him a DM, and before you know it, we shared our real names and started talking regularly on Facebook. We still talk regularly to this day, despite him being in England, and he’s even promoted my work on MobileSyrup and donated to my Extra Life charity streams. Through him, I met another cool person, Scarlett, a fellow Canadian and gaming enthusiast. Despite our different time zones, the three of us thankfully managed to coordinate some play sessions, and they were a blast. Through them, I was introduced to other Uncharted fans on Facebook, which only further helped me come out of my shell. This, in turn, encouraged me to play other games online, and I even made a good friend in the U.S. through Dissidia 012 Final Fantasy.

Nate grew up, and so did I

The recently released PC version of Uncharted 4: A Thief’s End.

Then there’s 2016’s Uncharted 4: A Thief’s End, many people’s favourite Uncharted. That said, I’ll confess that I still prefer Among Thieves and Drake’s Deception; A Thief’s End‘s bloated runtime, pared down melee combat, comparatively fewer setpieces and somewhat grating character of Sam, Nate’s brother, drag down its otherwise exceptional campaign. I also found the multiplayer, which focused on earning money from kills to buy tedious AI-controlled “Sidekicks” to help you, a step down from the previous games. Still, it’s a great game overall, made even more impressive when you consider that Hennig left the project early on and the version we got, led by The Last of Us‘ Neil Druckmann and Bruce Straley, was effectively made in just over two years (If only they didn’t have to crunch on it, though).

And while I didn’t stick with the multiplayer much, it’s A Thief’s End‘s narrative that I still think of often. Druckmann and Straley were candid about wanting to tell “a meaningful human story with complex relationships, complex characters” within Uncharted‘s traditionally lighthearted framework, and boy, did they ever. In fact, the pair did a masterful job in balancing the warmth and levity of Hennig’s work with the more mature and nuanced storytelling of The Last of Us, which was itself partly inspired by Uncharted 2. While Nate had gotten just a bit deeper in every prior Uncharted, it was A Thief’s End that truly made him three-dimensional. His sense of humour remained, but this obsession with adventure — an addiction that leads him to be rather shitty to Elena — felt all too real. The simple, quiet moments in Nate’s domestic life, like reminiscing on old adventures in his attic and even using a toy gun to shoot targets in a dorky-yet-understandable display of his longing for more, truly elevated the character. (Even if, unfortunately, the whole “ludonarrative dissonance debate — the criticism that Nate is sort of a murdering psychopath in gameplay — would still remain.) This deeper characterization led some genuinely heartwrenching scenes between Nate and Elena, where the latter becomes, rather justifiably, distraught over his constant lies and dangerous habits, even as he pathetically tries to explain them away.

Uncharted 4 Nate and Elena

Nate and Elena are better than ever in Uncharted 4.

*Note: Spoilers below for the ending of Uncharted 4*

Best of all, Druckmann and Straley were deliberately misleading in the decidedly somber marketing, making you think that Nate or even supporting characters like Sully or Sam were very likely to die. But instead, they gave us a beautifully heartwarming ending for Nate. In a great cap to his character arc, our hero walks away from his self-destructive path to be with Elena and, in fitting married life fashion, actually compromises — in this case, by them both going on safer, more legal adventures as salvagers. Beyond that, Nate and Elena properly settle with a daughter, Cassie (Kaitlin Dever), who proves to be an endearing “best-of-both-worlds” mixture of her parents. This culminates in an utterly sweet ending in which Nate and Cassie fondly recount their past adventures — those that we, the players, went on in the previous games — while the final shot, set to a more tender version of Edmonson’s stirring “Nate’s Theme,” rests on an image of younger Nate and Sam from A Thief’s End and Nate, Elena and Sully from Drake’s Fortune. It’s a beautiful conclusion that brings me to tears every time.

In many ways, A Thief’s End has deeper resonance because it reflects how the Uncharted series grew up with me. Playing Nathan Drake’s last adventure in 2016, when I was in completely new territory — juggling university, part-time work and dating — hit different. Nate was older, more grown-up, and so was I. He was screwing up, just like me. In a sense, it felt like catching up with an old friend, with all of the emotions that brings. Then, one year later, we got The Lost Legacy, which offered new horizons for the series via different lead characters, Chloe and A Thief’s End‘s Nadine Ross (Laura Bailey). This, too, paralleled my own new path — landing my current full-time job at MobileSyrup. What’s more, I actually got to interview Naughty Dog about The Lost Legacy, which was a surreal opportunity for the dorky kid who grew up playing Crash Bandicoot. 

Uncharted: Legacy of Thieves Collection Chloe and Nadine

Chloe and Nadine proved that Uncharted can thrive without Nate.

At this rate, it’s unclear what lies in store for Uncharted. The highly successful franchise is clearly important to Sony, especially as it just launched a movie adaptation with Spider-Man‘s Tom Holland, but we don’t actually know anything else beyond a planned sequel to that. Rumours have also suggested another studio, possibly MLB The Show developer Sony San Diego, may be working on a new Uncharted with the assistance of Naughty Dog. Given how well The Lost Legacy served as proof-of-concept for a Nate-less Uncharted, it’s easy to see another character (Cassie? Sam? Sully? Someone new entirely?) being given their own game.

But whatever happens with Uncharted, I’m just grateful for the ride. The franchise has been around for more than half my life, and it’s been a constant source of joy and connection during that time. Further, I may very well have not even pursued a career in journalism — fuelled by a desire to one day do something writing-related with games — had I not been inspired by the likes of Uncharted. Happy 15th anniversary to this marvelous series, and thanks for the memories, Naughty Dog.

Image credit: PlayStation

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‘Gamer Girls’ book shines a much-needed spotlight on women in the gaming industry

Last year, the Entertainment Software Association of Canada found that about 50 percent of the country’s gamers identify as female, but only 23 percent of video game developers are women. Of course, not everyone who plays games will want to become developers, but it’s still a grossly uneven split in the demographics of those who make them for a living.

As I’ve spoken to spoken several women in the industry, including those at Square Enix, Ubisoft, EA and Behaviour Interactive, a common thread that’s come up is visibility. In other words, why not help bring more women into gaming by letting them see and hear from those already in the industry? Being able to see women be successful in this space in spite of adversity — including, but not limited to, harassment — can make all the difference.

Gamer Girls book

With that in mind, Insomniac Games senior writer Mary Kenney has penned a wonderful book called Gamer Girls: 25 Women Who Built the Video Game Industry. In it, Kenney looks across countries, decades, genres and job types to assemble an outstandingly varied list of both famous and lesser-known women in the industry to profile. I was already intrigued by the premise, and I only became more interested upon seeing Kenney’s name, given her work on great games like Marvel’s Spider-Man: Miles Morales (including writing for a barrier-breaking Deaf character), Ratchet & Clank: Rift Apart and Batman: The Enemy Within.

But the best part of Kenney’s Gamer Girls is that you don’t have to be a big gaming aficionado like me. Smartly, Kenney has written the book in a very engaging, easy-to-pick-up manner, making it approachable for anyone. There’s even a glossary that defines everything from “AAA games” and “bugs” to “mechanics” and “assets” if you need it. That said, Kenney’s writing is informative while keeping things simple and jargon-lite, which will no doubt be welcoming to more casual gamers.

“I approached writing this book with a simple goal in mind: to show girls that they can make video games,” writes Kenney in Gamer Girls‘ introduction of her target audience. “Young girls, teenage girls, middle-aged girls, cis girls, trans girls, Black girls, Asian girls, mixed-race girls, people who aren’t girls at all but are reading this book, girls who want to be bosses and girls who don’t, girls who love math and girls who love art. Any girl can be a game developer.”

It’s a powerful, meaningful message, and Kenney uses the many other talented women featured in her book to convey it. Did you know that Uncharted, the popular Naughty Dog action-adventure series that just got a Tom Holland-led live-action film, was created by former English literature and film student Amy Hennig? Speaking of adventure games, were you aware that the entire genre was co-created by Roberta Williams with 1980’s Mystery House, just one of her many groundbreaking and influential works? Would you believe that the first-ever game with Marvel’s iconic wallcrawler, Spider-Man for the Atari 2600, was created by engineering technology grad Laura Nikolich? Can you guess in which year the first female programmer, then-18-year-old Joyce Weisbecker, started out? (Answer: 1976 with TV Schoolhouse 1 for the RCA II!)

While I was familiar with some of the women in Gamer Girls, there were many, like Nikolich and Weisbecker, whom I discovered for the first time while reading. That’s the real brilliance of the book — everyone can learn something from reading it, regardless of their level of familiarity with the gaming industry.

It should be noted, however, that one of the women featured in Gamer GirlsJourney produced and Funomena founder Robin Hunicke, was accused by multiple developers earlier this year of creating an emotionally abusive workplace. Of course, Kenney would have been putting this book together well before this came to light, so it’s no fault of hers. On top of that, Hunicke’s chapter does still contain great insight into everyday sexism, as well as some potential ways to counter it. Nonetheless, it’s important to give context about the allegations made against her.

Those saddening circumstances aside, the two dozen other women featured in Gamer Girls are all fascinating and commendable in their own ways. On a personal level, I was happiest to see the inclusion of Yoko Shimomura, the beloved composer of Kingdom Hearts. I’ve written before about how much the Disney-Square Enix series means to me, in no small part due to Shimomura’s involvement in it, and so it warms my heart whenever more people may be introduced to her work through things like this book. (On that note, the excellent remake of the once Japan-only Live A Live — and her first Square game — also released this month, and her music for it is masterful.) And as a Canadian, it was especially nice to see a chapter on Montreal’s Jade Raymond, the co-creator of Assassin’s Creed and founder of Ubisoft Toronto and Quebec’s EA Motive and PlayStation-owned Haven.

Structurally, Gamer Girls is laid out in an appealing, digestible package. Each chapter is only a few pages long, offering a succinct but well-researched overview of each woman’s contributions to the industry. As a nice touch, Kenney has also included “Side Quests” — little blurbs about folks like BioWare Edmonton (Mass Effect) lead editor Karin Weekes or Media Molecule (LittleBigPlanet) studio director Siobhan Reddy to offer further insight into the work of women in gaming.

From passage to passage, you can feel Kenney’s infectious enthusiasm for the industry and her peers, making for quite a pleasant read. Accompanying all of this are lovely illustrations from Sri Lanka-born, Toronto-raised artist Salini Perera, which add even more colour and personality to Kenney’s words.

Jade Raymond

Jade Raymond (Image credit: Wikimedia Commons)

At the same time, Kenney crucially doesn’t shy away from some of the darker sides of the gaming industry, especially for women. In her intro, she mentions how a Q&A with a girl-centric game design boot camp raised questions about toxicity in gaming, especially from the perspective of the misogynistic online harassment campaign, GamerGate. After a few moments to think, she gave a nuanced response that acknowledges the unjust hate women get simply for being women while pointing out the joys of game development, like the passionate collaboration between coworkers and the satisfaction of players finally getting their hands on their work. Throughout the book, Kenney also outlines the struggles that each of the profiled women faced, like Raymond’s accomplishments being dismissed because of her looks or how artist Kazuko Shibuya, the woman behind some of the Final Fantasy series’ most iconic visuals, sadly went uncredited for decades.

It’s important that Kenney recognizes these hurdles, not only to be honest to aspiring game developers, but to show how these women were nonetheless able to overcome them. “The stories in this book are about passion, hope, resilience, optimism, and grit,” writes Kenney in her intro. After reading through these stories, I completely agree. There’s a lot to learn and be inspired about here, and I encourage anyone with even a passing interest in games and technology to check it out.

Gamer Girls: 25 Women Who Built the Video Game Industry is now available for $22.99 CAD from retailers like Indigo, Amazon and your local bookstore.

Image credit: Square Enix  (Kazuko Shibuya)

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Uncharted, starring Tom Holland lands on Netflix on July 15th

2022’s Uncharted film adaptation, which sees Tom Holland star as central character Nathan Drake, is coming to Netflix. On July 15th, the Sony Pictures film is making its streaming debut.

Uncharted first made its way to theatres in February. As of July 15th, it will have been 119 days since its theatrical release. As part of Sony’s signed major deal with Netflix, films released in 2022 onward will exclusively land on Netflix in the U.S. While the release window from theatrical run to streaming is still unknown, the span of time of Uncharted gives us a rough ideal. Though, at the time of signing the deal, it was unclear how Canada would factor in.

According to What’s On Netflix, it’s said this may only apply to the United States. Though, it is mentioned that details for other regions are “still to come.” Whether that means Canada will receive access to Uncharted on July 15th remains to be seen.

Alongside Holland in the role of Nathan Drake, Uncharted’s cast is made up of Mark Wahlberg as Sully, Sophia Taylor Ali as Chloe, Tati Gabrielle as Braddock, and Antonio Banderas as Santiago Moncada.

Uncharted is the first major video game adaptation from Sony’s PlayStation properties. However, it certainly isn’t the last. While an Uncharted sequel has not been given the greenlight, Sony is producing a series adaptation of The Last of Us, due to air on HBO.

On top of that, Sony has announced a Ghost of Tsushima film, and a Twisted Metal adaptation for Peacock. Most recently, the company confirmed that a Horizon series is coming to Netflix. Plus, a series based on God of War is in the works for Amazon. While Sony has a film exclusivity deal with Netflix, the company is no stranger to other services.

Image credit: Sony Pictures

Source: The Verge

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Tom Holland returns to ‘Fortnite’ as Nathan Drake in ‘Uncharted’ crossover

Fortnite‘s next big crossover will feature Uncharted’s Nathan Drake and Chloe Frazer.

The crossover was revealed after Fortnite creator Epic Games teased the collaboration late on February 11th with a treasure hunt website. After fans solved a 14-character password puzzle (spoiler, the solution was: ‘sicparvismagna’), the treasure hunt site revealed a trailer for the crossover:

Fortnite players will be able to acquire skins representing the movie and game forms of the Uncharted characters when they arrive in the game on February 17th. Epic Games items will be available in the Fortnite item shop. The movie will hit theatres on February 18th.

Tom Holland stars as Nathan Drake in the upcoming movie, which makes this his second Fortnite appearance after he joined the game as Spider-Man in December.

As The Verge points out, the trailer only highlights the four skins, but there will likely be other cosmetics coming as part of the collaboration.

Source: The Verge

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PlayStation Canada offering free Uncharted movie ticket with purchase of Legacy of Thieves Collection

PlayStation Canada is offering a free ticket to the upcoming Uncharted movie to those who purchase or upgrade to the Uncharted: Legacy of Thieves Collection PS5 game.

When this promotion was first revealed last year, it was only listed for a handful of countries, including the U.S., but Sony is now confirming that Canada is included. Set to launch on January 28th, the Legacy of Thieves Collection contains PS5 remasters of the PS4 games Uncharted 4: A Thief’s End (2016) and Uncharted: The Lost Legacy (2017). Enhancements include higher resolution and frame rate modes, DualSense adaptive triggers and haptic feedback and ‘3D Audio’ (spatial audio).

To be eligible for this promotion, you’ll have to either purchase Uncharted: Legacy of Thieves Collection for $64.99 CAD from the PlayStation Store or pay $14.99 to digitally upgrade via the storefront if you own one of the following:

  • Uncharted 4: A Thief’s End
  • Uncharted: The Lost Legacy
  • Uncharted 4: A Thief’s End & Uncharted: The Lost Legacy Digital Bundle

The promotion runs until February 3rd, and Sony says a voucher code for a ticket to the Uncharted film will be delivered to the email tied to your PSN account on or around February 9th. Tickets are for participating Cineplex theatres and can be redeemed for premium admissions like 3D, UltraAVX and VIP.

The Uncharted movie, meanwhile, hits North American theatres on February 18th. Starring Tom Holland and Mark Wahlberg, the flick explores Nathan Drake’s early adventures with mentor Victor Sullivan.

Image credit: Sony Pictures

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Uncharted: Legacy of Thieves Collection coming to PS5 on January 28

PlayStation has confirmed that Uncharted: Legacy of Thieves Collection will launch on PlayStation 5 on January 28th.

The bundle includes remastered versions of Uncharted 4: A Thief’s End and Uncharted: The Lost Legacy, which were originally released on PS4 in 2016 and 2017, respectively.

While the collection is also confirmed for PC, PlayStation says to “stay tuned” for a release date and specs.

In the meantime, the company is detailing some of the games’ PS5-specific enhancements. To start, players will have three different graphics modes:

  • Fidelity Mode — native 4K/30fps
  • Performance Mode — lower than 4K resolution at 60fps
  • Performance+ Mode — 1080p/120fps

Other improvements on PS5 include SSD-enabled near-instant load times, Spatial 3D audio and haptic feedback and adaptive triggers on the DualSense controller. However, the Uncharted 4 multiplayer suite (which was also a part of The Lost Legacy) is not included in Legacy of Thieves Collection.

Uncharted: Legacy of Thieves Collection will be priced at $64.99 CAD, although a $10 upgrade to the digital version of the game is available to those who own either Uncharted 4: A Thief’s End, Uncharted: The Lost Legacy, or Uncharted 4: A Thief’s End & Uncharted: The Lost Legacy Digital Bundle. 

As a bonus, PlayStation says those who purchase (or upgrade to) the collection between now and February 3rd, 2022 will receive a standard admission ticket to next year’s Tom Holland-starring Uncharted movie. As it stands, the promotion is only confirmed for participating theatres in Australia, New Zealand, UK, and U.S., although PlayStation says to stay tuned for details on additional countries.

While PC gamers have to wait a bit longer for news on the PC port, it’s worth noting that 2018’s God of War is officially coming to the platform on January 14th.

Source: PlayStation

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The voices of Mario, Master Chief and Nathan Drake are coming to Fan Expo Canada

Fan Expo Canada has announced three video game-related guests, and they’re rather big ones.

The voices of Super Mario‘s Mario (Charles Martinet), Halo‘s Master Chief (Steve Downes) and Uncharted‘s Nathan Drake (Nolan North) will all make an appearance at the Toronto-based convention in October.

It’s a pretty notable get for the show, as the actors each play the characters representing the “Big Three” in gaming — Nintendo (Mario), Xbox (Halo) and PlayStation (Uncharted).

Fan Expo Canada is operating under a ‘Limited Edition’ format this year amid the COVID-19 pandemic. This means that total attendance will be capped 25,000 people and the show is running for three days (October 22-24) instead of the usual four. With that in mind, Martinet is set to appear all three days (the website incorrectly lists him for “Thursday” as well, despite the show not taking part on that day), as is North. Downes, meanwhile, is set to appear on Friday only.

The actors will offer autographs and photo ops at their tables. It seems like some sort of joint panel to share their respective experiences in gaming would also make a lot of sense, but one hasn’t been confirmed as of yet. We’ve reached out to Fan Expo and will update this story once a response has been received or an official schedule has been revealed.

Other guests at this year’s Fan Expo include Giancarlo Esposito (Breaking BadThe Mandalorian and the upcoming Canadian-made Far Cry 6), Toronto’s own Stephen Amell (ArrowHeels) and Robbie Amell (The FlashUpload), Michael Rooker (Guardians of the GalaxyThe Walking Dead), Montreal’s own William Shatner (Star Trek) and Ray Fisher (Zack Snyder’s Justice League).

Tickets start at $35 CAD — you can learn more here.

Source: Fan Expo Canada