Chapter 21 opens after an explosive, exciting escape Chapter 20, with Nate and co. retreating from Nadine's army and fighting their way through some exciting battle. Chapter 21 on paper serves as somewhat of a "cooldown" chapter after the exhilarating previous one. Unfortunately, it kind of spoils the ramp-up pacing leading up to the end game and the final encounter. It's just kind of...there.
Chapter 21 is just a traversal chapter. That's it. Nate leaves behind Sully and Elena to go rescue his brother. It leaves Nate alone to get to the Avery's ship and rescue his brother. He climbs a lot of stuff. I'll give it to the game that this traversal chapter is slightly more interesting than the rest, with some nice views and some non-obvious pathing, but it's still there, feeling completely out of place after the ramp-up of 20 and the dramatic conclusion that happens in 22. As weird as it sounds, it feels like filler.
And this permeates through U4 in general, but I think this chapter is the most clear example, because it possibly sours the dramatic build-up that happened in the previous chapters and just exists, seemingly, to give the player a break from the action. But what's so wrong with a break?
Well, nothing, on paper. In some chapters in U4 there are segments of no combat traversal that yield some interesting character development. Nate and his bro share some memories, reminisce, or dig up some of their feelings. Although not exciting in an action-adventure way, these serve a purpose to propel the characters forward through the story. There is something to be said of where these are placed and why they sometimes don't work quite well sandwiched between exciting setpieces, but that's another criticism that we've been through over and over again.
Chapter 21, however, is just there. You traverse some environments and reach your destination. It feels like player busywork before the big payoff. And it brings me to what I feel like Uncharted 4 so desperately needs: editing.
Editing, of course, is a film term, not really a game one. But because this series so much seeks to emulate the medium of film, I feel like I need to criticize it through the lens of film in some respects. In a movie, after a huge action setpiece moment a la Chapter 20, the action movie would likely take a little break. Give the characters some small time to take a breather, talk about something, and then finally allow the main character to make the journey up the cliff to save his half-wit brother. But the difference? The movie wouldn't spend 20 minutes on the protagonist's climb up the mountain, because that is god damn boring and completely breaks the pacing. And I must ask , why the hell does ND think that is important to experience? We, as the player, have done dozens of traversal sections when we get to this chapter, we get the jist. At this point in the story we want to see the ending, to see what happens, who lives and dies, etc. What we don't really want is to scale yet another cliffside for the hundreth time for 20 minutes. Wouldn't it be great if U4 trusts the player to "get" it on their own, and do some obvious cliff montage. Wouldn't it be great if they just did a cinematic of Drake climbing the mountain, using some quick edits, and a few key player interaction moments during some exciting jumps. We don't need to be in it for half an hour to get that Drake is climbing that mountain. We don't need to be with him that entire time. We can be trusted to understand how edits work.
And it's not just this example, U4 does this all the time, with little things. Pushing a box around for a handful of minutes here, moving a crate over there, solving a completely obvious environmental puzzle to proceed, doing some half-assed traversal in order to make it to your destination. Little road blocks that break up the pacing. Small moments that serve no greater narrative purpose nor give the player anything interesting to do with gameplay. And it's not like they are a spectacle, either. They are busywork. It's just downtime for the sake of downtime.
This permeates the game, and, in my opinion, has no place in it. There are parts of Uncharted 4 where I feel like I'm watching The Revenant in slow motion.