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You can read this review in full in our print edition.
In our December 2011 issue, which is with subscribers now and in UK newsagents from October 25, our review includes a Post Script article specifically examining Drake's Deception's monumental set piece design.
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The appeal of the Uncharted series hinges on a seductive premise. With modern life tempting us to believe our world has been strip-mined of all its mysteries, imagine if there were still priceless artefacts buried like acorns beneath the topsoil. Potentially in our own back garden, or under the pavement. Imagine if the planet we’ve spent our lives married to was still capable of surrendering anecdotes we’d never heard. What if you didn’t need any special credentials to chase these ancient heirlooms, just bull-headed curiosity, a penchant for throwaway one-liners, and a handful of friends who didn’t mind helping you out every time you tumble over a ledge, painfully dislocating a shoulder in the process?
The latest chapter in Naughty Dog’s adventure saga has a lofty pedigree to live up to. Its predecessor Uncharted 2 has sold nearly five million copies and boasts the second-highest aggregated review score of any PS3 title in the console’s history behind GTAIV. How do you follow up a success of that magnitude? The design logic guiding action sequels would appear to be straightforward: double the size of the explosions, then double them again. And once more just to be safe. But this approach gets problematic when applied to Naughty Dog’s storytelling framework. Creative director and writer Amy Hennig has taken great pains to keep Uncharted a character-driven epic. How do you appease fans with action set-pieces that feel sufficiently upgraded, without losing the intimacy of characters’ personal journeys amidst the resulting spectacle?
One of the great coups of Uncharted 3 is that Naughty Dog manages to push its action to broader places while illuminating aspects of its hero Nathan Drake that previously felt opaque. The Drake of previous instalments was a likable everyman, historically conversant but inescapably shallow. Sure, he could save the day, get the girl (correction: girls) and crack a joke as deftly as Indiana Jones did a whip. But he could just as often feel like a vacuous narcissist with a taste for looting and third-world killing sprees. The studio’s approach to developing its protagonist this time amounts to a quest for a buried treasure that nobody is entirely certain exists to begin with.
In pursuit of a legendary Arabian city that Sir Francis Drake allegedly discovered and kept secret from his expedition’s sponsor, Queen Elizabeth, Uncharted 3 upholds the series’ tradition of blurring the line between history and fiction while whisking players around the globe. From mansion ruins nestled in France’s emerald-green countryside or a moonlit stone fortress in Syria, to a ghostly cruise liner that threatens to drag our hero into the ocean depths, Uncharted 3 refreshes its backdrop with the clockwork dependability of a Nintendo title. Because Naughty Dog’s artists invest each setting with such exhaustive detail, you may not even realise you’re being treated to the most exquisite fire, desert and sky levels since Super Mario Bros 3. The water level delivers the campaign’s set-pièce de résistance by floating its cruise ship atop a procedurally generated ocean before tilting 90 degrees in an echo of Uncharted 2’s prologue.
As thrilling as the action segments prove, if you’re looking for Uncharted 3 to keep a nonstop dosage of adrenaline flowing into your IV drip, you may grow fidgety at times. Several key sequences in the game, including an early flashback that finds Drake poking around a Colombian museum and trailing a slow-moving target, slacken the game’s pace deliberately. Uncharted 3 builds resonance into these pauses for breath. A late-game meander across sprawling sand dunes takes its precious time resolving, which allows Drake’s sense of dislocation to fully take root. Naughty Dog understands the power of dynamic contrast. These artfully sculpted doldrums add emotional depth and render the game’s high-flying action moments that much more transcendent. You can’t have a line of poetry without some unstressed syllables, after all, and there is indeed poetry in Uncharted 3. Actual poetry, in fact: one scene weaves a narrated stanza of TS Eliot’s The Waste Land into your gameplay objective onscreen.



Comments
10Yes. Yes... and yes. Was actually expecting a [10] but this could have scored a [5] and I would still run out and buy it. This and Battlefield 3 and I'm sorted.
An excellent review, btw.
This, Battlefield AND Skyrim and then I'm sorted.
How much are 2nd hand Wii's these days? Skyward Sword may need some attention too.
may need?
aslo: took teh picture thats the poster for this review to my background picture. and, it is amazing. it tells this desert story better than any ... story ever?
[try it]
yeah, the review felt like an adventure in itself, "what will be found in this game? will there be treasures for times to come". marvelous
I'm playing through Drake's Fortune just now, in preparation for this wonderful sounding game.
For me, games without stories and depth of character stagnate quite quickly. If you are like me you will thoroughly enjoy this series.
After playing Demon's Souls and buying a handful of new Wii games I have to say that I feel quite the opposite. No story = lots of fun which relies on game play as opposed to a flashy story.
I think this is a rather limited perspective. There are lots of great games, and by no means does Uncharted have a monopoly among them. Just recently Dark Souls is an example of an extraordinary game with little depth in its characters.
I actually played uncharted 2 first, I'm very new to the ps3 and uncharted 2 was a game everyone told me to play.
This game along with mw3 for my headquarters kicks with the chaps will do me fine, mind you I think Zelda might be a must have.
Your way with words is enviable my friend.