Naughty Dog has gone into more detail regarding the sandbox aspect of Uncharted 4: A Thief’s End. Speaking with Game Informer co-lead designer Ricky Cambier said the team didn’t want to force players into taking linear paths, like in previous games.
“Our goal in some of these spaces is there’s not that golden path,” he said, as reported by Gamespot. “You turn this corner, you’re going to find something surprising. This way you’re going to use your potions; the mixup of your different tools.
“There might be a shimmy ledge this way, there might be things that break this way; so every path has that action, that tempo that you want.
Cambier goes on to say the size of the jungle provides Drake with more avenues and thanks to various tools such as the grappling hook, one can see all the possible routes you can take.
“You realize how much space you need to fulfill that and how far you can go. How you design a space that has that size and that epicness, but is still understandable, digestible?,” he said.
Uncharted 4 releases late this year.