EXPeriencing ‘Uncharted: The Nathan Drake Collection’

Cover image via NaughtyDog.

There weren’t a ton of games I felt I was missing out on by having an Xbox 360 instead of a PS3, but the Uncharted series was one of them. I knew they had Assassin’s Creed-like puzzles and an Indiana Jones-like story line. What’s not to like about that?

When Terry and I got a PS4 for Christmas this year, Terry also bought me Uncharted: The Nathan Drake Collection, a remastered version of the first three games. I dove right in.

Was it worth the wait?

The Gameplay

This part was not worth the wait. The only word to describe the gameplay in the first three Uncharted games is “linear.” The first game was particularly bad: kneel behind a crate, shoot at a bad guy, kneel, reload, dive to another crate, repeat. There was no strategy to how to take down enemies. They would rush you and you would shoot them. Sometimes you would shoot them with an AK-47, sometimes with a 9mm, sometimes you’d throw a grenade. Once you cleared the area, on you went. It was more mindless than anything.

As the games progressed, the combat got a little better each time – more stealthy takedowns, more weapons, more vantage points. It was still very linear overall, but it felt less like being led down a tunnel, and more an open-air hallway.

I also found the instructions could be a little vague. In the first game, for instance, I had just gone through a section where you were speeding along in a jeep and would shoot the bad guys if you had a chance. The following area saw you on a jet ski, and I was trying to book it through enemies shooting at me. Well, turns out, this particular section was the opposite of the jeep section: take cover and shoot down the bad guys before they can shoot you. Didn’t realize that ’til I’d been blown out of the water about three times.

It’s very jarring when you die in Uncharted. The screen goes black and white, a discordant brrring plays, and one of your allies yells, “Nate!” Whereas in some other games when you drop down too far, they just force you to climb up again. But when Drake falls too far, he falls outside of the playable area and it’s game over, back to the last checkpoint.

And you will die a bunch. There are a lot of times where you only really know which way to go next by dying. Either you’re running as fast as you can along a crumbling walkway and you jump in the wrong direction, or there’s a guy hiding behind a wall with an RPG that you just didn’t see until he blew you up. These types of deaths can be especially frustrating. The few sections I had to attempt over and over and over again were where these games definitely weren’t my favorite.

The gameplay aspect I liked most was the puzzles. I had been looking forward to these the most, but they weren’t as amazing as I was expecting. They really fell on two ends of the spectrum: trivial and obscure. A lot of the puzzles I was able to figure out before the NPC bantered hints. But there were some where I fumbled through by guessing and was about 5 minutes from Googling it before I got it right. There wasn’t really much middle ground. Frankly, I think some of the memory-type puzzles in Skyrim and the skill-based jumping puzzles in Assassin’s Creed were more deftly crafted.

The Story

Before you think I despised the games because I wasn’t a fan of the gameplay, I actually did really enjoy them overall. While every time I died was super frustrating, the story was incredibly compelling, well acted, and entertaining. I liked Drake and his roguish Indiana Jones-style treasure hunting a lot, especially through his excellent portrayal by voiceover extraordinaire Nolan North. Sully, his BFF, and Elena, his on-and-off again flame, are equally entertaining; the three of them make a great team. The other allies and villains were fairly well-rounded, too, although the cast was pretty whitewashed throughout the games. I could have done with more main characters of color, though I do believe there are more in the subsequent games.

I also like the Indiana Jones/X-Files mystical/alien-meets-real-life aspects of the story. They’re hunting for historical treasures, but there’s always some magical element that defies logic on top of it. It provided a good framework for the shooter-meets-crumbling-puzzle mix of gameplay.

Ultimately, like any good entertainment, you don’t play Uncharted for the mechanics, but for the story. The mechanics improved with each game, but I often found myself lamenting that I wasn’t playing Assassin’s Creed every time Drake made some physics-defying leap – or fell two feet and died. The story, however, was compelling enough to drive me forward to finish each game and relish in the cut scenes rather than scowl at the quicktime events.

I’m glad I played the games, but I’m also glad it was only $20 to do so. If you haven’t played the first three Uncharted games, now is a great time to pick them up – just know that playing through the first game might be really rough if you’re coming from Assassin’s Creed: Origins or Overwatch. If you’re a diehard Uncharted fan, I absolutely see why, and I’m glad I got to experience this story.

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