Uncharted 3: Gideon’s Review

by Gideon, HSM team writer

Full disclosure: Before the release of Uncharted 3, I watched behind the scenes footage and previews, I read the reviews, I preordered the Limited Edition (complete with cardboard wardrobe), I watched interviews and I even played the multiplayer Beta. I have played both of the previous Uncharted games, the first before it supported trophies. I was in the Uncharted 2 beta. I read, and enjoyed, every moment of the Eye of Indra. I was elated when David O. Russell and Mark Walberg were separated from the Uncharted movie because I, like the throngs of fans who creep the net, hope to see Nathan Fillion someday wear Drake’s holster.

My point is: I’m an Uncharted fan, and expectations were high for the game which made this series a trilogy.

Uncharted 2 was legions beyond Uncharted in terms of, well, everything, and if the evolution between the first two games was any indication, Uncharted 3 was going to be a masterpiece. From everything I had read and seen, Uncharted 3 was to be a definitively climactic addition to the Uncharted saga, one which would delve into Nathan Drakes past as he chased after yet another one of Sir Francis’s Drakes many abandoned treasures. Although I was as eager as ever to jump back into the world Naughty Dog has created, when I played Uncharted 3, I played as I never have played a video game before, with a critical eye. I did my best to set my fandom of the series aside to take the entirety of the game for what it was.

The opening sequence of Uncharted 3 reveals the games intrepid protagonist, Nathan Drake, and his ever loyal sidekick/mentor, Victor “Sully” Sullivan, walking purposefully down a classic English street with slow panning shots and swelling music that would make Michael Bay proud. As the sequence unfolds, we are dropped into the middle of a long-in-progress story and Drake is handing over the ring that he has worn around his neck since we were first introduced to him on his boat three games ago. After a brief action sequence which gives the player their first taste of the refined fighting engine and Nathan’s new environmental awareness, we are introduced to the games primary antagonist, Katherine Marlowe. At the end of Chapter One the player is left with many questions about what Drake has gotten himself, and his friend, into, who Katherine Marlowe is and what is the importance of Drake’s ring. Luckily all of those answers are provided swiftly and cleanly in the next chapter.

Through 22 chapters we are treated to an epic story which is presented in true Hollywood fashion. We learn more of Nathan’s past, how he met Sully and why he is so incredibly driven to follow Sir Francis Drake’s footsteps. We see his relationship with Sully meet new thresholds, and get hints of what Drake has been up to since his last adventure in Nepal. Like Drake’s last escapade, Uncharted 3 unleashes a true a globetrotting journey, which is fitting for the epic scale which Naughty Dog was striving for and masterfully accomplished. Yet, aside from some of the more interpersonal revelations in Uncharted 3, I was frequently stuck with the feeling that I had experienced it all before. Although not a scene for scene replication, I couldn’t help but feel the overall sequence of events within Uncharted 3 to be woefully similar to those found in Uncharted 2.

While there were some thematic similarities with the previous two games which were to be expected, Uncharted 3’s sense of déjà vu applies to almost every facet of the game’s presentation. From the settings, which again included ancient temples, modern cities, ancient but still occupied localities and particle based wilderness, to the action sequences, which at times feel lifted directly from the pages of Uncharted 2’s design document, Uncharted 3 seemed content with being a upgraded version of more of the same.

This isn’t to say, however, that the presentation of story was dull by any means. Each local felt real and alive, the relationships were believable and the story, which took some very thoroughly creative liberties with actual historical events, was as complex and robust as anyone could hope for. Although there was a feeling of “been here done this” with Uncharted 3, the “here and this” were without a doubt worth doing again.

Is there a better way to start a game than a Bar Brawl?

The amount of attention paid to the creation of believable and impressive settings was apparent from the first bar room brawl to rolling of the credits. There were only a very small handful of locations which came across a generic third person action adventure staples. I mean, there isn’t much you can do to an airport chocked full of intermodal containers to make it feel fresh. More often than not, I found myself admiring the locations and taking a moment or two to pan my surroundings, even when those surroundings were ablaze, filling with water or sinking beneath my feet.

I especially enjoyed the Citadel in Syria in which we are treated to a very realistic depiction of a modern day ancient ruin. Adding authenticity to the Citadel, the ruin is outfitted with gated off passageways and a few barriers meant to keep corralling tourists from wandering where they aren’t meant to be, it also conveniently provides obstacles and puzzles for Nathan and Sully. The tourism of the Citadel is also used to create a sense of urgency since the tourists are expected in the morning.

All the main characters of the series make a return in Uncharted 3, with the newest addition to Nathan Drakes cadre being Charlie Cutter. Although the character himself is likeable and seems to sport the same skill set as Nathan, even down to his almost prophetic notebook, Charlie comes across as a bland and forgettable set piece. From his non-descript look to his limited characterization beyond “claustrophobic Treasure Hunter”, Charlie never seemed to be as meaningful to Nathan as his fellow adventurers.  It was unfortunate to see such a possibly strong male character, who was meant to be viewed as Nathans brotherly equal, be reduced to a simple plot device.

Gameplay is just about what has become expected of the Uncharted series. The player controls Nathan Drake through a third person perspective as he is taken through the linearly progressive story where he climbs, shoots and solves his way through all manner of situations. No section of the game lasts long enough to bore the gamer behind the controller, and the gameplay modes are switched frequently enough to keep the pace quick and the atmosphere fresh. Naughty Dog has expertly timed their game to keep the pace trotting along quickly and smoothly. Never did I feel stuck, annoyed or bored by any of the sections of the game.

You'll never get to play with this. Bummer.

The lack of narrative stumbling blocks throughout the campaign is more than likely a deliberate tactic to support the remarkably linear nature of Uncharted 3. This is by far one of the most purposefully directed games I have ever played. The strict linear nature, and the constant nudging from enemies, companions and cut scenes, was likely a conscious game design decision made by Naughty Dog so that each player was presented with the exact story that they wanted to tell. Even though there is almost no exploration or deviation allowed beyond the main path, there are times there is a distinctive feeling of a pathway choice being made. The player is expertly directed by the driving forces of Uncharted 3 to the point where the player does not consciously notice that the path they took was the only path to take. This illusion of choice, in such a linear game, is a testament to the level designers at Naughty Dog.

There were many times during the cut scenes of Uncharted 3 I found myself wanting to play what was unfolding on screen before me. I wanted to be able to hit that guy or dodge that missile. I wanted to be given the chance to catch that ledge or decode that message. The feeling of being excluded from the story added to the spoon-fed nature of Uncharted 3. This is unfortunate because with a few additions, the gameplay experience could have been given an even greater sense of depth than it already has.

There were instances, however, that on certain levels and certain segments, I got the notion that much of the gameplay could have been on rails, and would have provided a comparable experience.  I honestly don’t believe pressing forward on a joystick for a couple minutes should be legitimately considered gameplay. The disjoint that is created between action sequences which provide no gameplay, and gameplay sequences which provide little, action isn’t an issue that diminishes the experience as whole. Rather, it is simply something I noted as I went through the campaign. This is an area which could have used a little extra attention.

Don't worry, there are plenty of baddies to kill.

Unlike the exploration, or lack thereof, combat gives the player some actual choice and control over the gameplay. The primary choice during combat is between weapons or hand-to-hand. The shooting mechanics remain along the lines of ducking behind a chest high wall and poping out in between the bursts of enemy fire, so it’s nothing that hasn’t been seen before. I did feel as if the targeting system was significantly better than the previous entries into the series. The weapons felt balanced and varied just enough to keep combat interesting. The one place combat really shines, though, is hand to hand.

When weapons are put away in Uncharted 3, the player is treated to a white knuckle bone crunching brawl. Through expertly crafted slow motion events, quick time sequences and environmental awareness, hand to hand combat is executed with a sense of choreography that puts most action movies to shame. It’s not often I favor hand to hand over the effectiveness of a weapon in a video game, but the first time I saw Nathan grab a fish from the market stand and unleash scaly stinky pain on the enemy, I knew I would be choosing fisticuffs a lot more often . The larger enemies, which the player is required to defeat using a series of quick time button presses, are all fought with very similar sequences which make those battles become formulaic quite quickly. While enthralling, hand-to-hand combat can, after a while, become tedious. The system could have greatly benefited from additional animation sequences and finishers (which are awesome, by the way!).

Sneaking mechanics tended to be hit or miss, especially since for the majority of the game Nathan is accompanied by a companion or two who love to get the attention of nearby enemies. That coupled with baddies regularly spawning from location markers behind Nathan makes being surrounded a regular thing in Uncharted 3. Aside from a handful of specifically designed situations, I found stealth to be utterly useless during the campaign. Although, I did find those few times I was able to successfully execute stealth attacks immensely satisfying. Then my companion would run about like a gumby and get the attention of every other enemy, who would unleash a hailstorm of bullets into the chest high wall I was crouched behind.

Stuck? Check your handy dandy notebook!

The climbing and puzzle sections of the game are also pretty standard for the series. While at times clever, I found the puzzles far too simple and many times wedged in. It was as if the developers realized, from time to time, that they were supposed to be including puzzles in their cinematic adventure and dropped one in at the point they were at in the story at the time. This feeling of displacement was reinforced by whatever companion Nathan happened to have with him at the time. If one spent more than a minute or two looking over a puzzle without taking action, Nathan’s companion would chime in with their two cents to try to nudge the player toward the solution so the puzzle could be solved quickly and everyone could get back to the cinematic presentation.

There seemed to be far less emphasis on climbing in Uncharted 3 and many times, the climbing was done in conjunction with a puzzle solution. Furthermore, since every single other character, including the aging Sully, could accomplish the same super-human-esque physical feats as Nathan Drake, the climbing of the game tended to seem less thrilling. Not everyone should be able to clear a 10 foot gap with a standing lunge.

Graphically, Uncharted 3 is easily one of the best looking titles I’ve seen this generation. Not only is it technically impressive, it is also artistically marvelous. Even though they reminded me quite a bit of the snow environments of Uncharted 2, the desert environments felt dry and desolate. The ocean environments felt moldy and plump with moisture. The water effects were easily some of the best I’ve seen in any game. Naughty Dog wasn’t satisfied with simply providing a technically impressive game and went further to give users a sightseeing treat throughout each chapter. The details which make Uncharted 3 so graphically impressive aren’t always the technically impressive features. The small details added to each environment are what make them feel like actual, living, breathing locals. There were certain points in the game which gave me pause and left me wondering how they accomplished a certain effect, which is rare for a videogame. Uncharted 3 is definitely the game to showcase the power and capability of the PS3.

What's bad for Drake is a delight for the player.

The smaller details are as abundant and impressive as they have ever been in the series. The particle effects of the sand beneath Nathan’s feet allow for footprints to be left behind. Sand trickles down the face of dunes as Nathan treks across their peaks. Nathan pushes off of walls and doorframes as he makes his way through the games many corridors. When close to a blaze, Nathan will stagger in an attempt to shield himself from the heat. It is this sort of attention to detail, both in the location and the plot, that makes Uncharted 3 such a remarkable experience.

To further engross the gamer into the story, Naughty Dog spared no expense on the sound track either. Grand sweeping music accompanied many of the games multiple cut scenes and action sequences, giving it a truly epic feel that is fitting for a story of this magnitude and expansiveness. Music swells at just the right moment to build tension before a fight and sets the right mood for the wondrous exploratory segments of the game. The score would easily sit alongside some of the greatest adventure movies that have come out of Hollywood. The voice acting is also top notch, as it has been in all the Uncharted games. Nathan’s banter is as loveable as ever, and the dialogue mixed with first rate voice actors creates main characters that are alive and completely believable.

Multiplayer makes a triumphant and welcome return in Uncharted 3. Like the campaign, the multiplayer seemed very similar to what was offered in Uncharted 2, but is just refined. Unlockable rewards and treasures entice gamers to return to the multiplayer portion of the game time and time again. A variety of modes help multiplayer from getting quickly redundant and allows a player to switch up their experience easily. There are more robust cooperative opportunities with Uncharted 3, which includes a side-campaign to play with friends. I was surprised to see a lack of multiplayer options within the main story line, especially with the near constant presence of companions thought the adventure.

In multiplayer, creative kills are handsomely rewarded.

While I understand this isn’t the way most multiplayer games are handled, I would have like to have seen some interconnectivity between the Uncharted 2 and Uncharted 3 multiplayer. The ability to import Uncharted 2 characters or experience into Uncharted 3 would have been a welcome addition to the impressive list of features available. If Naughty Dog were to have created a legacy experience between the games, there could have been an even greater depth added to the experience. As it stands, there is no building upon the accomplishments and characters of Uncharted 2 and every player must start from square one. This could be off-putting to someone who had spent a small fortune of time maxing out their character in Uncharted 2. Then again, it could just be me who finds these things curious.

Although multiplayer skirmishes tend to not be my cup of tea, I appreciate what Naughty Dog has striven to achieve with these aspects of Uncharted 3. No where have I played a multiplayer experience quite like this. One minute you’re lobbing a grenade and laying down suppressive fire to only have that interrupted with a bit of hand to hand, to then have that interrupted by some guy who just dropped down from the ceiling to deliver the killing blow. The combination of stealth, hand to hand, gunplay, climbing and unlockables weave together almost effortlessly to create an experience which seems to be unique to the Uncharted series.

After all was said and done and I set my controller down, content that I had played enough of Uncharted 3 to give a fair and honest look at the game, I was left with the belief that Nathan Drake must be the luckiest guy in the world. There is no one, fictional or otherwise, that has ever had the odds stacked so aggressively against them who could just happen upon some unseen and outlandish resolution in each and every clinch. The game is the epitome of Hollywood style cinematic flair. The moments of excitement leave jaws hanging and moods elated and the resolution gives the player a sense of closure that leaves plenty of room for further adventures. Naughty Dog has proven that they are masters of their craft and they continue to be the powerhouse behind the success of the PS3. While not earth shattering by any means, Uncharted 3 provides an intensely satisfying gaming experience that offers what has been offered before, but delivers it with a style and skill that most games never even attempt to achieve.

After all its linearity, rehashing and missed opportunities, I was left with one overwhelming impression:

Uncharted 3 was an absolute joy to experience.

  • Top tier story
  • Steady pacing
  • Varied environments
  • Graphically impressive
  • Engrossing score
  • Refined hand to hand combat
  • Varied Multiplayer options
  • Extremely Linear
  • Déjà vu from Uncharted 2
  • NPC Companion AI

November 21st, 2011 by | 5 comments
Gideon is a team writer for HomeStation Magazine and likes cheese in all its forms. Whether it be block, slice, cream, wheel, log, string or aerosol, Gideon cant resist the pungent bitter taste of good cheese. Heck, he'll even take mediocre cheese, as long as its slapped between two pieces of whole wheat bread with a little bit of mustard.

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5 Responses to “Uncharted 3: Gideon’s Review”

  1. SORROW-83 says:

    YOU SHOULD PUT YOUR ARTICLE BETWEEN “SPOILERS” ^^

    • Gideon says:

      I can’t tell if this is sarcasm or not. I deliberately tried to leave spoilers out. The only thing that could possibly considered a spoiler, I think, is my assessment of Charlie. I didn’t reveal any pertinent information about him that pertains directly to the game or plot. To me a spoiler is a bit of information that removes the impact of events within the plot of a movie/game. If I did include something that spoils a part of Uncharted 3 for someone I apologize.

  2. Burbie52 says:

    Having never played anything in this series I appreciate your review of it. After playing the TGI in Home I was left considering buying the whole series eventually. I still might do that at some point in the future as between that and your review it has peaked my interest. I love history, and this game seems to be an RPG/action genre piece, so all three of those factors work in favor of me buying it. Good job as always Gideon.

  3. Joanna Dark says:

    Nice review hun!

    I love the series. Uncharted is awesome. The new multi-player is a lot faster paced and pretty challenging. I’m not great at accuracy when it comes to one on one gunfights and I do miss my shotgun and pistol from UC2.

    All in all I have to say the new online experience is amazing. The single player is very nice too. I’m not sure it surpasses Uncharted Among Thieves but it’s a great addition to the series.

  4. Great article Gideon. There are a few things I would like to touch upon.
    The different points in the game where combat was required, it forces the player to use different tactics, sometimes using shotguns to take out large enemies, sometimes to use stealth or a shield, and other times to run head long to take cover beneath snipers, taking out the ones on the ground first and then dealing with the snipers. Finding the right place to take cover and attack from is crucial. Thinking about how to approach the combat keeps the combat sequences interesting, which could easily have become a boring chore of clearing out an area so you can continue with the game.
    One area I will disagree with you is that of an illusion of a non-linear game. While playing UC3 (I am about 70% through the game), I never once had the feeling of a non-linear game. You are never faced with choices and every area in the game has it limits as to where you can go. Even in the chase scenes, it forces you to go only one way. Unlike Dragon Age where the main story is linear, but you make choices that change some outcomes and gives you a real illusion of a non-linear game.
    Overall a great review for a visually stunning and fun game to play. A great installment in the series.

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