Uncharted: Drakes Fortune

Health pack

When videogames were young, 
our lives were simple: we had three of them, generally speaking, and we lost one whenever we ran into a ghost, or an alien, or a tank. Health didn’t come into it back then. We were alive and then we were dead. We thrived, and we fell.

Health came along when games became more ambitious, but did health make games healthier? Suddenly there were meters to measure, medicine to devour. Health allowed us to last longer, but it also made us addicts. Is it better 
just to live, and then, just as quickly, to die?

Hosted in the basement of the Hilton Bonaventure in the downtown financial district of Montreal, this year's Montreal International Game Summit kicked off with a keynote looking at one of the year's biggest - and, as our review outlines, best - action-adventures. Richard Lemarchand, co-lead designer of Uncharted 3: Drake's Deception, took to the stage to dissect the development processes that have evolved along with the franchise itself.

Actor Mark Wahlberg has discussed the development of the Uncharted film set to be directed by David O. Russell.

This review originally appeared in E183, Christmas 2007.

 

If you expect Uncharted: Drake’s Fortune to begin with a cutscene, you’d be right. If you expect to negotiate beautiful environments and fight mercenaries, shoot explosive barrels and scale ruins, you’d be right. In fact, you’d be right with almost any informed prediction about Uncharted’s content. But the fact that you’re right doesn’t begin to explain why, despite everything about it being a little predictable, Uncharted manages to get it right.