Hay_Wire
Hay_Wire's last update: Star Trek blu-ray acquired! Activate popcorn!
If you notice any bugs, please give us a shout in the forums.


Summary About Me Blog Images Wiki Subs Reviews Forum Topics Lists Guides Trivia Achievements
Added by Hay_Wire on Oct. 27, 2009


   
With the release of Uncharted 2 just a few short weeks ago, I would imagine many people who missed out on playing Uncharted: Drake's Fortune are wondering if they should go back and give it a try before playing the hotly anticipated sequel.

The answer yeah, kind of, at least for a little bit.  Before, I continue, let me just state, unequivocally that Uncharted: Drake's Fortune is a breathtaking spectacle of a game. The biggest draws of Uncharted are the characters, their animations and the lush, rich graphical detail of the world they inhabit. Secondary, and probably most importantly to a video game however, is the gameplay. Unfortunately, the gameplay in Uncharted isn't as compelling as the visuals.

As Nathan Drake, you will spend too much of your time firing bullets into ammo-sponge pirates. These pirates can take multiple shotgun blasts before they go down. In between blasts, you'll want to duck and cover, using a cover based system that, 2 years after the game's release, is starting to feel a little antiquated. What's more, is that while you are hiding behind cover you need to make sure you know where all your enemies are, otherwise you risk getting flanked.

While it's refreshing to know that you can't just stay hidden behind a rock for an entire gunfight without your adversaries getting wise, in later battles it can be frustrating to have to repeat a section a couple times only because you didn't know from what vantage point your enemies were shooting you. Hiding behind cover is one thing, staying on the move is another, but the sniper on the ridge behind you with the grenade launcher just feels like a cheap shot.

But don't get the wrong impression, it's not all bad. The gunplay in Uncharted is tough and and it can also be a lot of fun, but it also accounts for about half of the gameplay you will experience. The other half of the game consists of about 40% platforming; jumping, swinging and climbing through the environments, while the remaining 10% is puzzle solving. I would have liked to see the puzzle solving element vastly expanded. The puzzles that were featured in the game seemed pretty simplistic. So, while the gunplay is lackluster, it's shortcomings wouldn't be so noticeable if there just wasn't so much of it. Uncharted does so many things right that the things that aren't quite up to snuff stick out like a sore thumb.

So, should you play Uncharted: Drake's Fortune?

Well, if you've ever played a Tomb Raider game, or enjoyed an Indiana Jones film, then yes, absolutely. The game has the old-time adventure vibe similar to films like Indiana Jones or Romancing the Stone, while being more realistic and believable than a Tomb Raider adventure.

Completionists may be inclined to play it all the way to the end. Just be advised that some of the final chapters take an extremely creepy survival-horror tone. I wish that Naughty Dog (the game's developer) hadn't felt the need to follow the footsteps of games like Tomb Raider and include a supernatural element. The characters and villains established early on in the game were enough to make for a compelling ending to the game, although I understand the desire to ratchet up the tension by including a new scary "element".

Trophy-hunters should be aware that hunting for the hidden treasures (little items you pick up in random locations throughout the game) should be done with a guide. You can find quite a few without the guide, but you will need help for the harder items. Luckily after beating the game you can go back through each chapter in a level select mode to find missed treasures. Another series of trophies are contingent on beating the game on the hardest difficulty setting, but I wouldn't wish this on my worst enemy. The game's difficulty is already borderline frustrating on the 'easy' setting. There's a reason why the game's hardest difficulty level is called 'Crushing'.

Playing casually, on the easiest difficulty (I started on Normal, but switched after a couple chapters) yielded 24 trophies for me, which is about 40% of the number available.

In the end, Uncharted: Drake's Fortune is definitely worth some of your time. I would suggest renting it, borrowing it or getting it for cheap and play at least until somewhere between Chapter 5 and Chapter 8. At that point, you will have seen most of the great things the game has to offer. All of the major characters are introduced within the first couple chapters (some of these characters will be making a return in the sequel) and the plot, while well executed, is not overly complex, so you don't need to worry about being lost in Uncharted 2 if you've played through a bit of the original. Enjoy the spectacle that is Uncharted: Drake's Fortune, but don't stay too long. And remember that most of the shortcomings of the 1st game have been addressed in the sequel.


Added by Hay_Wire on Dec. 19, 2008

I recently, found myself at a crossroads in my gaming lifestyle.  For most of my video game career I would have described myself as a "hardcore" player without hesitating.  Over the last 5 years or so, I've come to a point where I no longer think "hardcore" is accurate and... I'm okay with that.  Times have changed and now I find myself looking back on the way I used to play versus the way things are going today.

Let me sum up my path from then to now very quickly:

1988 - NES
1991- SNES
1994 - GB
1996 - N64
1999 - PS (used)
2000 - College (stopped playing games... except Tekken)
2002 - Gamecube (cont'd college)
2005 - PS2
2008 - PS3

So there you go.  It wasn't until 1999 that I had my first taste of Gran Turismo, Metal Gear Solid and Tony Hawk which broke me away from my Nintendo crony-ism.  However, college put a temporary end to playing games, except the occasional Tekken bout.

Even when I wasn't actively playing games, though, I was always informed as to what was going on in the industry.  It was the one hobby that no matter how much I distanced myself from it, I could never fully shake.  From Nintendo Power (1989-2000) to Gamespot (2000-present) and now Giantbomb, even if I was in a period of my life where I was not playing games, I was always watching, always reading.

 In 2002, I threw caution to the wind, bought a Gamecube instead of an Xbox and started voraciously playing again.  I bought new releases the day they came out, burned through them in a weekend and went back for more.  Even through the droughts of not playing, I continued to watch and read coverage of video games.

In 2004, I graduated with a B.A. and went out in the world to find a job, which wasn't available.  Money was tight, so the first things to go were games.  I continued to pay attention to the industry and in 2005, I eventually I got some cashflow and a PS2, having decided to catch up on the old games I had missed before the launch of the PS3 and competitors.

Later that year, I started grad school and the idea of continuing to buy new releases (or even older used games) became laughable.  Money was tighter than ever and I was living on my own in a new town with no friends that played games.  I gave up the idea of being hardcore.  I no longer had the time or the finances to hang with the 1337, and when I really thought about it, I realized I didn't want to anyway.

Without generalizing too much, hardcore players tend to treat video games as commodities.  They collect games as any other collector would seek baseball cards or comic books.  The play most of their games once (sometimes they leave them unopened) and then put them on their shelf like trophies on display.  They don't buy "Greatest Hits" games because they have different color packaging from the rest of their game collection, and they never miss a big new release, even if it's a game with a subject or play style in which they have no interest.

Make no mistake, I am not disparaging hardcore players, I just simply realized that I wasn't cut out to be one and from that moment of epiphany in 2005, to present day it is only now that I have finally figured out what I am after.  I have become something of the wandering soul-searcher of video game consumers.  I'm no longer in search of what's hot, or hyped, I'm looking for games out of which I can derive enjoyment.  A big part of that enjoyment was letting go of my hardcore collectible ownership issues and looking at games more as experiences rather than notches on my bed post.  I strive to be a video game playing zen master, at peace with the games I play, excited about those on the horizon yet completely un-obligated to play anything at all!

I'm not going to espouse the virtues of Gamefly, because really you can insert any similar service and come to the same conclusion.  I have the most basic Gamefly plan, coupled with a free Gametap account and I even use my public library.  I can rent, and borrow games and no longer have to worry about making investments in titles or whether or not I recoup my expense based on my percentage of customer satisfaction.  I don't have to care anymore.  If I try a game and it's crap, I can send it back, delete it, return it to the library and move on.  I don't have to sell it back to Gamestop for pennies on the dollar or worse yet, leave it on my shelf as a testament to my bad decision making skills.

I am able to pursue games that look interesting to me, regardless of review scores.  And best of all, I can sidestep the petty squabbling of purchase justification that comes in the form of fan-boyism.  I am freed from expectation.

If you find yourself getting caught up in the exhaustive lifestyle of being a "hardcore" gamer, take a step back and a deep breath, re-assess and make sure what you're doing is really making you happy.