Thursday, January 30, 2020

Uncharted 3: Drake's Deception - Thoughts


[contains minor spoilers]

In many ways, there's not much that separates Uncharted 2: Among Thieves from Uncharted 3: Drake's Deception. The third entry in the series is very similar in style, tone, and pacing to its older sibling, and likewise blows Drake's Fortune out of the water in terms of quality. Perhaps the most noticeable difference is that while Among Thieves leans into cooler climates for its latter half, Drake's Deception steers toward an arid desert in its final act. But if you play the games back to back, climate isn't the only thing that separates these two—you'll inevitably notice that combat has gotten more... explosive.


Thematically, Drake's Deception remains very familiar and frankly unambitious. A lot of old story beats get plucked from the other games, including mythical lost cities, fake-out deaths, Nate reconnecting with Elena, and a dull villain guarded by a detestable henchman. It's all entertaining, mind you; the playful banter between the main cast (as well as the stellar mocap) is on point as always, carrying the player through the plot even if the road feels well-trodden. Likewise the set pieces and spectacle are what you'd expect: loads of deteriorating architecture, extended chase sequences peppered with gunfire, and a really elaborate (and cool) vehicle sequence that leaves Nate exhausted and alone.

But there's not really anything that sets Drake's Deception above Among Thieves. By sticking so close to the Uncharted formula, the game struggles to etch out its own identity, especially since the villain—and by extension the story—is so flat. Cutter is a delightful addition to the Uncharted crew, but he spends more time out of the game than in it. The only narrative curve balls thrown at the player are the dizzying drug trips and desert scene, the former always managing to overstay its welcome. But admittedly, the desert scene is probably one of the highlights of the game: it allows the game to take a break from Nate's intrepid lifestyle to torture him over his misfortune, all while keeping the player wondering what will happen next. It's a very un-Uncharted-y experience that I wish the game had tried to flirt with more, rather than playing it so "safe" for the most part (or perhaps "conventional" is a better word, since Nate is no stranger to "unsafe" environments.)


You know what's really unsafe though? Trying to remain behind cover in Drake's Deception. The game's new tool for removing entrenched players is grenade spam, which gets fairly ridiculous the deeper into the story one gets. The player can now retaliate by chucking grenades back to their owner, but it can be a risky move as missing the throw window will get you blown to smithereens. This motivates the player to be even more mobile than before, which just doesn't work when the game only throws scant pieces of cover at you. The really laborious instances are few and far between, but when they pop up it can feel like you're grappling with raw RNG instead of engaging in a complex combat system.

For the most part, I was lukewarm on most of the gameplay, as it really felt like I had been there, done that. The one exception was the ship graveyard: that particular set piece has held up exceptionally well, as it is the best part of the game. The whole concept is gnarly and novel, giving the player a handful of rusted sandbox environments to hunt their foes in. The player can dip beneath the waters to avoid detection, and the constantly undulating environment interferes with your scouting, presenting you with a unique challenge (can this enemy see me? Wait was that a guy over there?) It's just a shame that the entire section is a pointless, wild goose chase that has no bearing on the plot; it felt like a tech demo that Naughty Dog really wanted to showcase, but had no idea where to slot into the story.

The last bit I want to mention is that the puzzles are a lot better. They're still somewhat rudimentary, but they're considerably more elaborate than those in Among Thieves (the chateau crypt and metallic shadows being my favorites), and they thankfully don't rely as heavily on checking your notebook as before. If anything, playing Drake's Deception reminded me of how disappointing the puzzles were in 2; enigmatic mechanisms and secret rooms are nearly as important to the concept of exploration as climbing up the face of a crumbling temple is.


There are undoubtedly times when Uncharted 3: Drake's Deception is the most impressive and unique entry in the series—but for the most part, it can't escape from being the grenade-obsessed little brother of a more successful title. Among Thieves is definitely a good game to emulate, but I can't emphasize enough how much the familiar story beats drag the game down. The better puzzles don't negate the more volatile combat, and the warmer settings aren't necessarily more intriguing or jaw-dropping than what the player's already seen in the snowy mountains. The phenomenal ship graveyard section encapsulates Drake's Deception well: is it fun and exciting? Sure! Does it feel necessary to the overall Uncharted experience? Uh, no, not really.

No comments:

Post a Comment