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REVIEW UNCHARTED: DRAKE'S FORTUNE |
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PUBLISHER
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SONY
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DEVELOPER
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NAUGHTY DOG
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GENRE
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ACTION / ADVENTURE
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PLAYERS
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1
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PRICE
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£44.99
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RELEASE DATE
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OUT NOW
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It’s a rip-roaring adventure that you
really will enjoy. It constantly pulls you on
through the game and makes you really
want to see things
through to the end.
Buy it, you will only
be disappointed
when it ends. |
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SCORE
03/DEC/07 |
87% |
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| UNCHARTED: DRAKE'S FORTUNE GAMEPLAY VIDEO
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To view this trailer, you will need to Adobe Flash Player already pre-installed.
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Are we seeing the emergence of a new
videogame hero? Make that heroes.
And a heroine. In a year that’s given
us the scowling Nariko, the irritating
American-sounding assassin Altair and the
gruff Sergeant Nathan Hale there is finally a
PS3 game with exceedingly likeable characters.
There’s none of the seriousness of Nariko’s and
Hale’s fighting to save a tribe/the world and
definitely no bullshit sci-fi‘ooh,
he’s a memory’ rubbish going
on here. Instead there’s a Boy’s
Own adventure to be thoroughly
enjoyed, a romp in the world of
the pulpiest fiction novel and
three new videogame characters to get to
know and kind of love even.
The characterisation in Uncharted: Drake’s
Fortune is absolutely incredible. Within seconds
you know them and they feel like they’ve been
your friends for years, and from then on your
relationship with them and the rest of the
game only improves.
The story begins with Nathan Drake
somewhat conning television reporter Elena
Fisher into helping him find Sir Francis Drake’s
coffin from the middle of the ocean. He’s on the
trail of buried treasure, while she has a similar
ignoble motive of making great television.
Once the coffin is found, to Elena’s, but not
Nathan’s, surprise it’s empty apart from a
small notebook compiled by the great explorer
himself detailing where to find El Dorado,
the mythical city of gold. Nathan is chuffed
because he gets to go on an adventure, but
Elena is angry about being jipped out of an
exclusive and being used by Nathan.
And with that it all kicks off and it doesn’t
let up until the credits roll. Pirates attack the
happy/disgruntled couple and it’s here where
you’ll first get to grips with the extensive
amount of shooting people in the head that
takes place throughout the game. It’s all based
on hiding behind cover and popping out to
fire off a few head shots before Nate gets
riddled with bullets and dies after the screen
turns a rather dour grey and he keels over. The
shooting sections aren’t very difficult; they’re
tricky certainly, but they’re not difficult due
to the fact you can just hide for a bit when the
screen goes grey until it fills with colour again
to indicate Nathan’s health returning. Sure it’s
not exactly possible or true to life, but when
you’re having such a good time you really
don’t want the annoying facts of life and death
interrupting your enjoyment of the game.
The tricky part of the shooting sections
comes down to the pirates. They hate getting
shot, really, really hate it. They don’t mind
shooting you though, they seem to relish in it.
So, while you’re concentrating on one of the
pirates the others will rush forwards, trying to
outflank you. They suck up bullets like a thirsty
sponge when you’re aiming at any body part
other than their heads and it can take around
seven or eight shots before they finally give
up on life and do the decent thing and die. Of
course you can kill them with one shot to the
head, but working out where they’re going to
stick that out next is nigh on impossible. You see
they’re smart, they can take cover just like you
but, while you tend to stay in one place popping
up now and then to empty whole clips before
ducking back down again, the enemies are
constantly on the move. |
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For example, say one bad guy is hiding
behind a box, he might expose himself just
above the box or leap out to the side of it and
even roll on the ground to try to cap you. When
you’ve got about five guys doing this it can
make you worry about where to aim next and
a lot of the time, just as you get the targeting
reticule nicely lined up on their forehead, the
buggers will yelp and duck away again. It might
sound it but it never gets annoying and it feels
like you’re having a proper cinematic gun battle.
Even more so when the grenades start landing
right next to you.
The Circle button will become your best friend
over time. For one it makes Nathan use the
cover available, whether it be hiding behind
a log or a stone pillar. As well as that you can
make him dive to the next available hiding spot
and this becomes essential because some
of the cover can actually be destroyed if it’s
hit with enough bullets or a single grenade.
You really get a feel for Nathan’s everyman
personality at these points as he whimpers and
panics when a grenade lands next to him and
starts its ominous countdown before exploding.
If you do make it out of the way just in time
you’re treated to what has to be the greatest
ear-ringing sound effect we’ve ever heard. It’s
subtle enough to make you think your ears
are actually ringing the way they sometimes
do for no explanation, and when all the other
sound effects get a bit muffled you know that
the sound effects guys at Naughty Dog are
definitely getting a Christmas bonus this year.
One thing that is a bit strange about the
gun battles though, is that while you can
easily regain your health by ducking out of the
way for a bit it then seems that the amount
of ammunition you have then becomes
your life bar. After wasting a lot of shots on
the enemies bodies rather than their heads
you will find yourself out of bullets, and this
means you have to scramble around looking
for the weapons that have been dropped by
the people you’ve killed. And if there are still
enemies taking shots at you it can get pretty
hair-raising when you’ve got to take the risk of
heading into their line of fire, just so you can
make a grab for whatever is laying around.
You could always try to take them out
with a bit of hand-to-hand combat, but you
usually get shot to death before you close the
distance. That said, the combat is incredibly
satisfying. Again Nathan seems like a typical
bloke with no kung fu or other fancy fighting
styles to rely on, but he does have a fine array
of attacks such as drop kicks, jumping punches
and wild swinging blows. He has a sure-killing
combo of Square, Triangle, Square, but it is
very rare that you use it other than as a last
resort, and only then when there’s only one enemy left on
screen. Nathan can also stealth attack and
break enemies’ necks if you manage to sneak
up on someone, but we only managed to do
this three times in the whole game. That’s not
a bad thing though, because when the game
moves as quickly as this you don’t want to be
waiting around Sam Fisher-style for enemies to
turn their backs on you. |
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When you’re not dealing with hordes of
enemies there are the brilliant platforming
sections. Once again Uncharted beats down
Assassin’s Creed because you actually have to
press buttons and look for ledges, rather than
just holding buttons down and pushing forward
on the left stick.
There’s not as much lining up to make jumps
as there is in Tomb Raider and you can make
Nathan leap around like an excited monkey,
which, in turn, makes you quite the excited
monkey. If you do slip up and Nathan falls to his
death he’s reset quickly and to the exact place
you were before your fall. This does have the
downside of there not being enough tension
when you’re teetering on a small platform or
gripping on to a small ledge high above the
ground, but occasionally you do get that ‘don’t
fall, don’t fall, don’t fall!’ feeling that makes your
heart race a little. There’s barely any time you
have to repeat sections and, again, this helps
keep up the pace of the game. It also means
you end up playing it for much longer than you
want to. We tried to stop playing it one night at
about 12.30am and ended up forcing ourselves
to stop at 2.30am, the ‘just one more go’
element is in abundance in Uncharted.
Also, unlike Tomb Raider, there aren’t that
many puzzles. And when there are you’re not
left in the dark for very long as icons appear to
get you to look at some
part of the scenery or
to have a look in Francis
Drake’s notebook for a
clue. There is, however,
one section quite late in
the game that is a bit of a head scratcher and
leaves you wondering and wandering around
until you finally figure it out.
Throughout the game, aside from the
shooting and jumping about, there are
incredible cut-scenes driving the intriguing
story. There are lots of twists and turns and
it’s all acted so brilliantly that the scenes are a
welcome change to all the action. The dialogue
is witty and the characters show real emotions
thanks to the motion capturing, not only of the
bodies but the facial expressions, too.
But one of the best things about Uncharted is
that it actually has an ending. No sneaky setups
for a sequel, no pretentious philosophical
whimsy, but an actual conclusion that fills you
with a warm glow that makes you realise that
most games disappear up their own arse. You
can return your copy of Assassin’s Creed, you
should still get some trade-in value on it, and
buy Uncharted. We can guarantee that you
won’t be let down.
Tim Empey
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