Uncharted: Golden Abyss
PS
Vita
Publisher:
Sony Computer Entertainment
Developer:
Sony Bend
Release
Date: 14 February 2012
Daring
adventurer and mystery solver Nathan Drake has been busy lately. His
blockbuster adventure in November, Drake's Deception,
was another successful entry in the franchise. To make sure that the
PS Vita had a “core franchise” at launch, Naughty Dog handed
their boy over to the folks at Sony Bend. It's always a gamble to
have another studio take on a beloved franchise, but with Naughty Dog
consulting, Golden Abyss
has every chance to be a solid entry in the series. What we got was
akin to Uncharted: Drake's Fortune.
Our
story starts off before the events of Drake's Fortune.
Adventurer Nathan Drake is just trying to make ends meet. To that
end, he takes a job in Panama for a greasy New Jersey jerk, and one
time friend, Dante. Dante has hired Drake to look at some ruins deep
in the jungles. At one of the sites, Drake meets Marisa Chase, a
fellow student of history, and the two being to unravel the mystery
of poisoned Spanish soldiers, secret Christian cults and one of the
fabled cities of gold that so entranced the Spanish. Standing
between the duo and the answer are mercenaries loyal to Dante (no one
saw this frienemy turning on you) and the rebel army of General
Guerro, a despot with delusions of grandeur. It's a smaller, tighter
tale (like the original Drake's Fortune)
that eschews a global adventure for one that is more intimate. The
story is well done over all, but without Amy Hennig penning, it tends
to feel more “penny dreadful” than “pulp adventure.”
Drake and Dante, the best of "With friends like these..." |
While
it was smart on Sony Bend's part to have the game play out before the
main series, it also hurts the proceedings. Nolan North is back as
the hero, and he does his usual stellar job even though the dialog
isn't as tight. Drake is more impetuous and angry in this entry.
The first line of dialog from Drake in the game is “Dante, you son
of a bitch.” It just seems like Drake is being written as a gritty
action hero instead of the loveable everyman he is in the other
games. I want to believe that this is because he's younger and
hasn't had the calming influence of Elena Fisher, but it could just
as easily be that Sony Bend doesn't quite “get” Drake. The new
characters are all well done, but none are really stand out. General
Guerro is an 80s action movie throwback. He has tons of men, a short
temper and the hilariously cheesy “Panamanian” accent that
recalls the villains from nearly every Arnold movie. Pseudo-ally
Dante is slimy, obnoxious and you can see his true intentions miles
away. He's an antagonist you love to hate. I just wish that he was
given more depth like fellow frinemy Harry Flynn (from Uncharted
2: Among Thieves). While Flynn
was dynamic and a fun antagonist, Dante just comes across as, well, a
jerk. It was a bit disappointing to go from the highs of Uncharted 2 and 3
to this. While it's still a good story with plenty of historical
context to the mystery, it's just not as well done as the others.
80s movie villain General Guerro |
Gameplay
is a mixed bag that goes back to Drake's Fortune
in terms of difficulty. The same wonky aiming found in that game
rears it's head again in Golden Abyss.
At first, it was rather frustrating to find that the tight controls
of the recent titles had been abandoned, but then I started using the
Vita-centered features. When enabled, the Vita can be tilted to
assist with aiming. Using this to swiftly adjust while sniping feels
great. While the aim-assist works well enough, with a slight tilt
you can immediately get a head shot. This is essential to surviving
on Hard and Crushing. It is frustrating, though, that the targeting
feels “off” and that trying to swiftly draw a bead on mobile
enemies leaves you open to too many shots.
Combat is still good, but steps back from the highs of Among Thieves and Drake's Deception |
To
pick up weapons and reload, you use the front touch screen. Tapping
the icon in the upper left will reload your current weapon in a
flash. To pick up weapons, you can tap the weapon on the ground or
the icon on the right side. This becomes second nature pretty
swiftly, and it feels like a natural extension of the controls.
Firefights are tough, as enemies work intelligently to flank you and
toss grenades at you to flush you out of cover. I found grenades to
be a sore spot for the game. The inability to throw back grenades
(added in Drake's Deception)
is frustrating, but actually throwing grenades is even worse. To do
so, you drag a grenade from the icon to the area you want to throw it
to. If you blind-fire, at least in my experience, Drake throws the
grenade half-way to the Panama Canal and overshoots the enemies
nearly every time. If the dragging controls worked better, it would
not be so bad. However, I killed myself a few times because the game
decided that I had stopped dragging and dropped the device right at
my feet. It was so frustrating that by the end of the game, I had
killed fewer than 30 people with grenades (a trophy I usually get the
chapter after I acquire grenades for the first time).
The
enemies are, sadly, a rehash of foes you've fought in the other
games. Guerro's army is just like the pirates in Drake's
Fortune and the mercenaries
under Dante are just like Lazarevic's army in Among
Thieves. You even fight the
same armored goons with mini-guns. I was disappointed by the lack of
new enemies, but it did not detract from the game as a whole.
Drake and new ally/love interest Marisa Chase |
While
aiming with the gyroscope becomes second nature very quickly, other
Vita-centered features wear out their welcome rapidly and become
chores. Most of the puzzles involving the touch screen are making
charcoal rubbings. They aren't terrible, but they are tedious. Many
puzzles become labors of climbing the environments (yay!) to find the
next glyph to copy (boo!). Others involve you brushing off some
object to better inspect it, placing torn pieces together to reform a
picture, and even the excitement of turning a combination lock.
Outside of the puzzles, the touch screen is used for climbing. Using
the back touch screen to climb ropes is kind of pointless (outside
the trophy “Touch My Rear”), and drawing your finger along the
front screen to trace Drake's path just leads to you watching and
doing nothing while Drake jumps along the walls. Also, the annoying
“balance using the gyroscope” returns. Nearly every time you
cross a log or beam, Drake will inevitably wobble and a balance bar
appears. After surviving the wobble, you move swiftly onwards. This
pointless activity was in Drake's Fortune
solely to take advantage of the six-axis controller (and was never
seen again), and it is the same here. These kinds of features are
not bad, but they don't add anything to the game.
Sniping with the Vita's gyroscope is great |
Some
Vita features detract. A lot. Chief among them is the use of the
front touch panel for quick-time events. Sometimes a ledge will give
way and the game will suddenly ask you to swipe your finger to make
Drake catch the ledge. This can be awkward and have you juggling the
Vita to free a hand to complete the motion. The worst use of these
is during melee fights. While melee is never the first option,
sometimes you just have to brawl. In the other games, the counter
was mapped to another button, but here it is the front touch screen.
So, after tapping Square (or the fist icon on the enemy), the game
will go into “DRAMATIC SLOWDOWN!” and ask you to swipe in a
certain direction. Correctly do this, and another swipe allows you
to finish off the opponent with an uppercut or other suitable
finisher. Where this falls down is that it happens every time you
get into a fist-fight. You are forced to adjust your hold on the
Vita to swipe easily and that can lead to some awkward juggling (just
like the ledges) to get back into cover and continue fighting. The
other annoyance is that these are unskippable. In many fights, I
would have punched once or twice then ran to get out of the
cross-fire. However, once the swipe portion begins, you cannot do
anything. Failure leads to the enemy punching you, and even if you
succeed, the other enemies get free shots on you all the while.
There were quite a few deaths that happened because I was trying to
punch someone (usually because I was out of ammo or needing to
reload) and his buddies filled me full of lead while the game slowly
showed me dodging a punch and uppercutting the man.
The swipe fighting mechanic in action |
Where
this “swipe to fight” mechanic makes sense is in the awesome
fight-scene boss battles. These look and sound great. The dramatic
tension, the controlled camera, and the sense of a dramatic fight are
all well done. What didn't work well was the swiping itself. I
failed one of the fights well over twenty times despite the fact that
I was following the commands. On Hard, you can fail two swipes out
of the entire fight, so the game not registering one early can mean
an annoying death at the end (and restarting the whole fight). When
everything worked and the swipes registered properly, they were
easily the best fights in the game, and amazing moments in the
series. But when they didn't work, it was frustration mounting
almost to the point that I considered Vita discus as a sport.
While
the controls are forced to show off the hardware (and do so poorly),
the graphics do an amazing job of showcasing what the Vita can do.
It seems that every climb and every twisting tomb corridor opens up
in a vista that is breath-taking. The game is gorgeous and the
wonderful array of colors paints the jungles in deep greens and
brilliant oranges. Each area is lavishly detailed and is designed
for you to stop and enjoy the view every once in a while.
The game is gorgeous and is stunning to see on a hand-held |
One
bit that I really appreciated from Sony Bend was the return of
exploration to the series. The mainline games have steadily focused
on bombastic set-pieces that are designed to get you on the edge of
your seat. Even the locations, while diverse, are designed to funnel
you to the next amazing shoot-out or chase scene. Golden
Abyss however does the opposite.
Levels are still linear affairs, but the branching paths are
cleverly hidden. Each hidden path isn't just a small alcove, either.
Some take a few minutes to traverse. At the ends of these offshoots
are (usually) one of the myriad of collectables Drake finds. This
game has a lot. And by “a lot” I mean over 300. Each “section”
of the game (of which there are four) has it's own little treasures.
It starts with turquoise glyphs (40 of these alone), then moves to
jade carvings and finally to two sets of deity statues. Along with those, each
level has treasures that flesh out side-stories. These are the
normal Uncharted treasures
like helmets, compasses, and other assorted objects. You will also
find opportunities to take photographs (complete with Vita gyroscope
controls, so it feels like a real camera). The photos task you with
replicating a shot and you must land %100 to collect it. This isn't
as bad as it sounds, and most of the time I was quickly able to make
any adjustments. You will also find markings and make charcoal
rubbings of them. Each chapter tells you what to look for in a handy
checklist contained in Drake's journal, and the camera icon pops up
when you are near a photo opportunity.
I
loved the exploration of each level. Even thorough searches haven't
yielded all the treasures yet. There are plenty of obvious side
bits, usually hidden by bamboo thickets or canvas tarps that Drake
cuts through with a touch screen machete. Others, however, are not
so obvious hand holds and even back tracking along routes to see what
has opened up. While the game doesn't have any moments that rival
the train in Among Thieves
or the cruise ship in Drake's Deception,
the focus (and reward) for simply exploring the lush environments was
awesome. There are, however, a few collectables during cut-scenes
that force you to tap the flashing bit of the screen. This is a poor
design decision, as I found myself looking for those and missing
story bits because of it. The massive amount of collectables is not
bad, but in having so many things to look for, it almost feels like
you never make any progress of it.
Reconstructing torn documents, just one of the many puzzles found in Golden Abyss |
So
where does Golden Abyss stand
with it's console brethren? I loved the more intimate story and the
slower pace to the story. I liked the feeling that this adventure
all played out satisfactorily, just like Drake's Fortune
did. I didn't miss the action-packed set-pieces because I felt that
the environments needed exploration, and I got the chance to do that
exploring. The variety of collectables and the challenging task of
hunting them down was great, but overwhelming. The lack of returning
characters doesn't hurt much, but the new characters aren't as
memorable. Where the game suffers is not really Sony Bend's fault.
I'm sure their bosses were demanding that they include Vita features
to justify putting the game on the system, and the game suffers for
it. I'm sure the next game (and I'm sure it will be in development)
will be much better because it can be a stand-alone game that doesn't
need to have Vita features to sell the system. We've seen the same
shoehorning in of features on other hand-helds in the first
generation of games, but then games begin stand on their own. I feel
that the next Vita Uncharted will
do just that. This entry, however, is a bit too much of a backwards
step. Having a full Uncharted experience
in my hand is amazing. It is a shame that the game tries too hard to
be a Vita showcase instead of a quality game. Recycled enemies,
spotty combat controls, no memorable additions to the cast, and a
Drake that isn't quite right reinforce the feeling that this game is
a knock-off of the original. Just like Drake's Fortune,
I feel that this is a solid foundation for the future, but it isn't
as good as it could have been.
Score:
6.5 out of 10
Bottom
Line:
It is an Uncharted
experience
to go, but the mis-steps in implementing Vita features and the change
in studios holds it back from greatness
Check
it out if you like:
Uncharted
series, Tomb
Raider
series, adventures, Indiana
Jones
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