The best moment in
"A Thief's End" happens first and foremost, before there's been a
great opportunity to ponder any of these inquiries.
Nathan is scuba jumping through shallow waters searching for
a smashed freight holder a customer has procured him to take back to dry area.
It could be loaded with precious stones or spooky keepsakes from some
terminated human progress. He could be in the waters of Madagascar or Malaysia
in any case, in the wake of discovering all the free boxes and clamping the
holder to a pulley, Nathan reemerges and we find he's in a sloppy New Orleans
waterway pulling up a shipment of copper wire for a trucking organization that
has had a mischance on a scaffold. The player is as effortlessly persuaded as
the hero that there must be something worth rescuing in the destruction, and
the designers' essential employment is to guarantee the disaster area is
sufficiently enormous and sufficiently definite to not promptly give away the
mystery. "A Thief's End" is less a conclusion to Nathan Drake's story
than an insistence of the uncertain wreck it has dependably been.
