Tag: PS3

  • Weekly Gaming: God of War: Ascension (PS3)

     

    FUCK THE GODDDDSSS
    God of War Ascension is Kratos’ second outing on the PS3, with similar graphics and scope to God of War 3, but set before the first game in the series. Is Ascension the crescendo the PS3 needed to finish a generation of consoles?

    Having played every other God of War game from the PS2 up, I couldn’t pass on God of War: Ascension. The main story may have ended in God of War 3, but I was more than happy to play Chains of Olympus and Ghost of Sparta to learn more about Kratos’ past, and why he has so much anger and hatred in his heart. Ascension was meant to be a extravagant look into Kratos’ past, before the time he sets out to kill Ares in the first game of the series, instead, I was left wishing this game never existed.

    FUCK THE FACEEEE
    Kratos is back, looking as haggard and detailed as before. God of War games really push the Playstation hardware to the limit, making gorgeous landscapes and stunningly violent gameplay a beauty to behold.

    The game starts out with Kratos’ locked up, after a cutscene tells us about the sisters of fate, who uphold any mortals or gods who make oaths that are broken. Kratos manages to escape from his chains, and starts out on taking on one of the sisters that was beating him whilst chained. This all takes place on the back of a titan, so the visuals certainly impress so early in the game. This start piece is one of the only points in the game where you’ll have a straight bit of story telling, as the rest of the game jumps back in the past and future time and time again.

    Upgrades will be found throughout the duration of the campaign, with Kratos getting stronger and your arsenal of attacks increasing with each new additional item found. These items and upgrades are also related to the story, so when you learn that Kratos gained the item in the past, he miraculously has it for use in the future. It all felt a bit contrived and not at all natural like I was expecting, but the developers wanted to tell a story, and they stuck by it until the end.

    FUCK THE SCENERY
    Scenery can be breath taking at times, with landscapes that stretch as far as the eye can see. Santa Monica studios didn’t lose their knack for rending gigantic beasts either, with enemies as tall as skyscrapers trying to crush Kratos, anyone would think you’re nothing but an ant compared to hulking size of the gods.

    The game is comprised of the same gameplay and mechanics of all previous titles in the series, with fights taking place on epic set pieces, which then turns into some puzzle sections, and finally climaxes in a big boss fight with gruesome consequences. This can all get repetitive, especially if like me, you’ve played 5 games of this so far, and don’t need to see the same sequences play out over and over. The one mechanic that Santa Monica studios unveiled to keep this game refreshing and new was the time travel object, that allows you to change an objects physical shape by altering it back to a previous state in which it used to be. This means that statues can be rebuilt or destroyed at your whim, but it doesn’t add much to the game other than a bit of spectacle at times.

    Puzzles are boring and occasionally confusing when the answer cannot be seen after 5 minutes of wondering around. At times, the puzzles would feel more like you were breaking/hacking the game to get past constraints rather than actually coming up with the correct solution for the given circumstance. There were platforming sections that would be spaced out too far to the point that if you did make it you felt like you were glitching through the geometry. The times between fighting weren’t to be enjoyed.

    FUCK THE CHARACTERS
    You’ll encounter the three sisters many times throughout the main campaign, with each member carrying a unique trait and personality. These personalities are only skin deep though, as the characters you encounter in Ascension are only there for one reason: the be killed and to further Kratos’ narrative.

    Ascension was easily one of the buggiest games I’ve ever played. Period. I would have instances where all sections of levels wouldn’t appear, and throughout the whole campaign I was victim to a terrible audio problem, where sound effects were 1-2 seconds delayed, with my music also skipping and jumping once every few minutes. It made for a terrible experience, with myself getting angrier and more frustrated at each glitch that would occur. There were times that I would do quick time events perfectly, but where Kratos had fallen through a hole to the next level, I had instead died as the game didn’t realise it had to load the next section and instead just killed me. It was so buggy that at the end of the game when cutscenes were happening, all audio and speech was spoken at the same time, with the camera just zooming in and out on a Kratos that I could control, something that clearly wasn’t meant to be happening for a ending.

    The bugs and general story of God of War Ascension were abysmal, making for a terribly inconsistent and annoying game. I barely understand what happened with the story, but that may have been more because of the bugs and audio problems than the story telling itself. What I will say about Ascension though is: it makes me ashamed to call myself a God of War fan. Every God of War game up to Ascension was breathtaking; they all had fantastic stories, all delved deeper and deeper into the insanity that made Kratos who he is, and all bought something new to the table. Ascension confuses itself by trying to refine the same things that came before it, and fails spectacularly. If you enjoyed my previous reviews of God of War games, and enjoyed them yourselves at one point, stay away from Ascension. It was a story not worth telling, and will only bring sadness and despair.

    2/5

     

  • Weekly Gaming: Castle of Illusion (PS3)

    Weekly Gaming: Castle of Illusion (PS3)

    FUCK THE COOP
    Some of you may remember the original Castle of Illusion from your childhood like myself. It was a fantastic platformer that I used to play with my brothers, so I had to buy this remake in an instant to see it my nostalgia was warranted.

    This week, I take a look at Castle of Illusion, a remake of the original Disney game that came out for the Sega Mega Drive (Genesis for those American readers out there!).

    I loved Castle of Illusion as a child, huddled around a small CRT TV with my brothers taking in all the games gloriously smooth animations and lovingly crafted graphics was one of my favourite things to do when I was 8. The game was difficult for how young I was, but my determination and countless hours of gaming allowed me to preserver and finish this hard game. The platforming involved a lot of memorisation and pin point accuracy, making it one of my favourite accomplishments of my youth. Has Sega Studios Australia succeeded in reimagining what I hold so dear from my childhood? Or is this a shameless money grab from an ailing company looking to cash in on our naivety?

    FUCK THE LINEARARITYYYY
    The hub world is a nice level which allows you to see all your collectibles in gorgeous 3D, building the world up as you progress. The game is still linear, but the freedom to go back to specific levels that you may want to retry is welcomed.

    The game starts off 2.5D, showing a 3D Mickey, moving across a 2D forest on his way to the castle where Mizrabel has imprisoned Minnie in the hopes of stealing her youth and beauty. After a little bit of platforming, you finally reach the castle, where you are then taught that the game isn’t 2D at all, and you in fact have to walk into the background to progress the game. Some reviewers have likened this to when the Wizard of Oz was revealed to be in colour rather than black and white, and whilst I like that sentiment, I don’t feel this is as grand a gesture as they’re making out. It’s cool, don’t get me wrong, but when the market has been saturated with 2.5D platformers for years, this doesn’t come as surprising.

    Once the game is completed, the castle acts as a hub world, allowing you to replay any level you want in order to find all the collectibles the game has to offer, or to play each level as a time attack trial. Each level has plenty to explore, with secrets and hidden collectibles scattered aplenty. Its enjoyable enough to go back to a level to try and find everything, because you certainly won’t collect everything the first time round.

    FUCK THE WATERRR
    Unlike most water levels in platformer games, the water levels in Castle of Illusion are fairly enjoyable as you don’t have to worry about Mickeys air intake. It allows you to get on with the level and dodge enemies like normal rather than having a constant worry on your mind.

    The landscapes and design quality of each world is staggering, with a sense of polish you don’t often see in platformers. It reminds me of Deadlight that I played last year (without the same realism and dread that came with a zombie apocalypse), and has a lot of things going on in the background, keeping you entertained and entranced throughout your entire play through. Toy Rockets will take off and land in the background on the toy level, whilst the library will show off deep vista’s, awe inspiring for a fantasy platformer.

    Gameplay and levels haven’t changed much from the original, with enemies dying as you jump on their head or you can throw an object at them (objects differ per level, from marbles on the toy level to candles in the castle, it sticks to the theme). Most of the game takes place on a 2D plane, allowing you to accurately land on platforms as your progress throughout the campaign. There are a few new features where you’ll jump on platforms in a 3D section, but this is easily where the solid gameplay falls apart, with the shadow showing where Mickey is in relation to platforms frequently disappearing under the different hues of the world around him. These sections are thankfully few and far between, so these frustrations are kept to a minimum, but it’s still a nuisance that Sega Australia managed to make a fairly consistent game so frustrating at times.

    FUCK THE LEVELLLSS
    The level designs are spectacular, despite being simple to navigate. Things are always happening in the background, from books jumping around, to toys flying, the levels conjure up a backstory of a living world rather than being static levels for Mickey to progress through.

    Boses are a hit and miss, being nice set pieces that show off the engines ability to natively render both 2D and 3D gameplay at the same time, but mostly consist of doing the same dodging until you’re able to jump on the enemies opening. The engine changes from 2D to 3D platforming can be a little jarring when you’re trying to avoid an enemy around an entire platform and then all of a sudden the game restricts you to just moving left and right, but as with the annoying 3D platforming sections, these moments are rare, so they shouldn’t spoil your enjoyment too much.

    Playing Castle of Illusion took me back to my childhood like I never imagined a game could. It succeeded in keeping my nostalgia in check, whilst also keeping the game entertaining enough to continue on gameplay alone, and not riding my nostalgia. I kept coming back to the game even after completing the main campaign, and although I didn’t get every gem in the game (there’s 800 to collect), I managed to find every collectible before growing bored. I hope Sega Australia get the chance to remake some other beloved games of my childhood, as I feel a co-operative castle of illusion 2 featuring Donald Duck would be amazing and well received, maybe even fixing some of Castle of Illusion’s set backs.

    3/5

  • Gaming Week 39: Kingdom Hearts 1.5 HD Remix (PS3)

    Gaming Week 39: Kingdom Hearts 1.5 HD Remix (PS3)

    FUCK THE TITLLLEEEE
    Before you get into any game, you need to select the title you’d like to play. This screenshot may look like you get 3 games for the price of 1, but you instead get 2 full games and a “film” of all the cutscenes from 358/2 days.

    Kingdom Hearts was released back in 2002, to critical acclaim. Finally, a game where one of the biggest developers of the time (Squaresoft) joined up with one of the biggest entertainers in the world (Disney). It became a hit success, and multiple spin-offs came a plenty for every platform on the market. Kingdom Hearts 1.5 HD Remix is the latest release from Square Enix, grouping many of the titles into one blu-ray disc, many of the titles for the first time outside of Japan. I got the collectors edition for £28, a fantastic deal for the amount of content on board, and considering I never got the chance to play the original, it’s a great start.

    After a few scenes in which the game asks you a few questions to get you started (Do you prefer the sword, wand, or the shield?), Kingdom Hearts starts you off on a island, seemingly in the middle of nowhere. You play as a guy with brown hair named Sora, a 13/14 year old teen who lives with friends and family, but dreams of adventuring off the island one day along with his closest friends, Riku and Kairi. Eventually this dream of his comes true when suddenly, darkness invades the island and sucks it up, separating the trio and leaving Sora alone in a new, unfamiliar world called Traverse Town. Whilst all of this is happening with Sora, cut-scenes ensure you know whats happening with Goofy and Donald in their world, and it just so happens that King Mickey has gone missing, and his only advice is to find the key-bearer. Goofy and Donald’s first port of call is Traverse Town, and so starts our epic adventure.

    FUCK THE FIGHTINGGGGG
    Fighting was certainly original for the time, blending action and RPG gameplay into one. Whilst no longer original (RPG elements are in every game nowadays), the action is certainly involving, allowing you to be a part of the fight, and not just a passive observer.

    Graphics have dramatically improved since the original, with characters and worlds looking sharp from any angle. There are some levels where you may notice it’s an old game, for example wonderland has a lot of flat, 2D textures that stick out like a sore thumb compared to the rest of the objects you encounter, but overall the graphics are sharp and you’d be forgiven for thinking it’s a modern game.

    The soundtrack is absolutely fantastic, with tunes that’ll stick with me for the rest of my life. For those of you that watched me play this on my livestream, you’ll have noticed me humming most of the tunes by the end of the levels, showing how much they had engrained in my memory. What adds to this soundtrack though, is the fact all of the songs were all remastered using a Orchestra, so fidelity is astounding. This is one soundtrack I will certainly be buying and listening too at the gym in the coming years. (If it ever becomes available)

    Once you’ve finished Kingdom Hearts 1 Final Mix, there’s still more here to keep you entertained. Kingdom Hearts re:chain of memories is a port of the 2004 GBA game, remade using the PS2, and re-released in HD on the PS3. It incorporates a 20+ hour story where you use cards to control your character, anything from slicing with your keysword, to summoning magic, all requires cards. It’s a neat mechanic that was introduced due to the GBA’s graphic limitations, but works surprisingly well rendered in 3D on the same graphics engine as the original game.

    FUCK THE POOOOOHHHHH
    Each world is lovingly rendered, with Disney character’s personality accurately represented on screen. It’s made me miss spending time playing through this game, and I can’t wait to play KIngdom Hearts 2.

    The final piece of this wonderful package is Kingdom Hearts 358/2 days, the Nintendo DS game. This isn’t the full game though, and is instead all of the cinematics rendered in HD and can be viewed in one sitting. It’s a nice way to sum up all the events of what happened between Kingdom Hearts 1, and Kingdom Hearts 2, for all those players who maybe never owned a Nintendo DS, or a GBA.

    The only gripes I have with this HD Remix is some of the gameplay. Being a remastering of a 11 year old game, I understand I can’t expect everything to be fixed, but there are some parts that really stick out in our modern gaming environment. Take for example, the games lack of any direction, it hurts for a first time player like myself, and is reminiscent of a time long since gone. This could of been fixed by some simple text boxes to make sure you’re going in the right direction, or even a hints system. I had many times where I was running in circles, exploring every room of a given world, just to realise I had to initiate a sequence to move on. There was no dialogue or help to tell me this had to be done, which led to frustration and anger. Maybe I’ve just been spoilt by todays gaming mechanics and tutorials, but they’re there for a reason.

    Overall, Kingdom Hearts 1.5 HD Remix is a fantastic buy for fans of the series and newbies alike. If you’ve never played the games like myself, you’ll get a lot of enjoyment from getting the complete experience in HD. For £28, the limited edition version (with art book) is a fantastic collection of games at a great price point. You’re bound to get at least 50 hours+ of enjoyment from this, just make sure you don’t get too hooked, we’ve got a while to wait for Kingdom Hearts 2 HD or even 3.

    4/5

    P.S. I made a quick look of the game, which can be found below:

  • Gaming Week 28: The Last of Us (PS3) Part 2:

    Gaming Week 28: The Last of Us (PS3) Part 2:

    This is part two of my weekly review for The Last of Us, where I will break down it’s level design, gameplay, and give some conclusions of my own on how I feel about the game.

    FUCK NO EXITS
    The level design is fantastic, albeit game-y at times when you want to explore and get blocked off at doors/exits when you see no logical reason why your character can’t jump over it.

    The levels in The Last of Us are absolutely beautiful, giving a really immersive and realistic surrounding that really helps to immerse oneself in the world. Forests are wonderfully built to allow a bit of exploration, whilst also being linear  to make sure a player does not get lost and stays on the right path. The level design can be a bit predictable at times, meaning if you’re exploring with Ellie and you all of a sudden see some bottles and bricks scattered around, you know that an enemy encounter is about to go down. I found this annoying to my game experience, as it broke my immersion whenever I would be happily exploring the beautiful environments. This immersion breaking level design would also happen when you started levels, for example having just drove hundreds of miles, you can control Joel to walk back at the start of a level, only to find there’s nothing but rocks or a bus blocking your path. It’s a bit gimmicky and takes away from an otherwise good design.Overall I would say these are some of the most well realised cities/worlds I have ever seen in a game, which really help to portray the fact that humanity has been on the edge of extinction for 20 years.

    As for how you play The Last of Us, it’s classed as a survival Action Adventure, meaning that it’s a third person adventure game but it employs survival elements where you don’t get much ammo or resources. During the game you’ll come across cloth, alcohol and many other miscellaneous items hidden throughout the world. You use these items to craft better items such as molotov cocktails, or medkits. This does result in a management of materials, as the examples I just used require the same materials, so you really have to decide whether to go on the offensive with molotovs, or to make medkits to survive for longer. During my playtime on normal difficulty, I didn’t have any of these problems as resources seemed to be plentiful. That isn’t to say it’ll be the same on harder difficulties, but from my experience, survival wasn’t  problem. Most encounters you have in the game allow you to bypass by staying in stealth mode and making your way past the enemies. I found this great to start off with, but as the game went on and I got closer to the end where it was just bandits galore, sneaking past just took too much time and effort, so I took them on with guns. Overall the action in The Last of Us is effectively no different than Uncharted 3’s combat, the only difference being that ammo isn’t chucked at you willy nilly, meaning you have to ration resources a bit more. It’s ok, but definitely could of been done a lot better. Ellie may be your companion, but you don’t notice her at all through your playing, she has no influence on the game, and is merely there as a plot device. If you’re sneaking around men or infected, they will literally walk right through Ellie, which is both jarring and silly for such a serious game.

    Pros:

    • Gorgeously realised world that really looks and feels like 20 years have passed.
    • Fantastic characters that really do evolve throughout the main story.

    Cons:

    • Too many human encounters for my liking.
    • Ellie has no impact on the game mechanics of the game.

    Overall, The Last of Us is definitely a step in the right direction for action games, I just worry about whats happening at the same time. This game feels like a re-skinned Uncharted, but where Nathan Drake would kill hundreds of people and in the cutscenes he’d brush it off, The Last of Us has changed the main character to be immersed in this world of violence, making it so your character has no other choice. It seems that developers are no longer trying to justify the actions of their protagonists, and are now just allowing them to be violent for the stories sake. By all means play The Last of Us, the whole world is raving about it, but I don’t think it deserves all the 10/10’s its been getting. Maybe it’s because The Last of Us was hyped as the game of the decade, but something about it didn’t sit right with me, it’s not different than any game that came before it, it just had a good story and characters. I was hoping the story would effect the game mechanics, which it didn’t.

    4/5

  • Gaming Week 28: The Last of Us (PS3)

    Gaming Week 28: The Last of Us (PS3)

    MEH
    You’ll grow to love these two characters, Joel and Elli, as you progress through the story of The Last of Us.

    This weeks review is on a game that has received a lot of attention recently, with many people calling it the game of the decade. I decided I had to see this for myself, so I popped down to Gamestop, and bought myself a copy for $60. (It’s still strange to write that, and $60 is the same price as back home so I was all good for it). For the purposes of length, this review will be split into two, with the first part today concentrating on premise, story and characters, and tomorrows part focusing on the gameplay, level design and conclusions.

    So, The Last of Us is based in a post apocalyptic world where zombies roam the earth. These aren’t normal zombies, they’re infected, which is slightly different and more believable than zombies; the first stage of transformation is crazed “runners”, who will beat and bite ordinary people like a traditional zombie. The next stage is “clickers”, this transformation entails a fungus exploding from the infected’s face, meaning they can no longer see, but click their tongues to see like a bat using sonar. The final transformation is the Boomer, a gigantic foe who will throw his fungal protrusions at enemies. Past these transformations an infected person will finally mould into a wall and give out spores to infect more people. It’s a nice concept that is different than the typical “zombie apocalypse” scenario, albeit all the familiar as well. Naughty God didn’t have to make the runner zombies, but to make the game play interesting they had to have multiple enemy types, and so it was a good fit.

    FUCK EM
    This is a clicker, which is what people who have been infected for a while turn into.

    The story starts with you controlling a little girl who wakes up to a phone call asking for her dad. The man on the phone sounds out of breath and scared, so the girl you control (Sarah) gets scared and has to find her dad (Joel). It’s a great scene that sets up the rest of the game fantastically, allowing you to see the world turning to chaos right before your eyes in a unique perspective. Once the screen fades to black, the player takes control of Joel 20 years later in Boston. In this time the infection has spread throughout the world, and special quarantine zones have been set up with military overlooking civilians. Rations are low, and the whole zone feels very much down in the dumps. As Joel and his companion (Tess) are smugglers, they need to get to the other side of the quarantine zone in order to get a “shipment”, and this is when you’re first introduced to the conflicting factions in this post-apocalyptic world. There’s the army, which is trying to take care of everyone in a harsh way, and the fireflies, a group of rebels that want to overthrow the army and feel they’d do a better job of protecting civilians than the government. Once Joel and Tess reach their shipment, the games true purpose is shown; in order to get their shipment, they must smuggle and deliver a child (Ellie) to the fireflies just outside of town. What seems like a simple task soon turns into having to traverse the whole USA, from Boston in the east to Salt Lake City in the west, which is a good set up for a game. The clans coupled with the new infected make for a very interesting take on the post-apocalyptic world, if not 100% original, it’s definitely a different take on a already popular genre of media. The story itself was ok, with cutscenes shinning light on the current circumstances characters found themselves in, but I found it all a bit too predictable, meaning that apart from the ending, I knew where the game was going. This is mainly because the story is based on the characters themselves, and not necessarily on the world around them.

    WOOOO BILLL
    Bill and Ellie certainly don’t see eye to eye, which can make for some very tense and funny cut scenes as their personalities rub each other up the wrong way.

    The characters are brilliantly filled out, with Joel and Ellie having a dynamic that makes you want to continue playing, just to see how their relationship changes. Throughout the campaign, Joel and Ellie will encounter many other characters on their travels, with each of these people being just as fleshed out and detailed as the main protagonists. Joel has been through a lot and is cynical of the world around him, meaning he’s a hardened veteran that doesn’t want hassle. Ellie on the other hand is a hard ass teenager who doesn’t want to be a burden on Joel, so tries to be independent, which causes more trouble for Joel. One example of the fleshed out characters is a man called Bill, who owes Joel a favour, to which Joel uses to try and get a working car to drive across the country. Bill is a very distrustful person who doesn’t like change, which really doesn’t go well with Ellie being a independent and strong woman, resulting in some very funny scenes between the two conflicting personalities. Overall the characters are amazingly thought out, which makes for a lot of believable relationships throughout the main story, meaning it’s not necessarily the story or the world that appealing, it’s the way the characters change and evolve throughout their time together.

  • Gaming Week 25: Dead or Alive 5 (PS3)

    Gaming Week 25: Dead or Alive 5 (PS3)

    I apologise for this weeks review, I haven’t been able to concentrate and I feel it shines through in it’s coherency. Being in the middle of a desert doesn’t help with my concentration. Without further hindrance, here’s this weeks review:

    FUCK THE FIFTH ONE
    Yep, it’s the fifth one

    It’s hard to write about Dead or Alive 5 as a standalone product, I feel I have to compare it to previous games in the series, which is a shame in its own right. Dead or Alive 4 was a great launch product for the 360, which I enjoyed playing with friends and alone, but I don’t think DOA5 quite lives up to that name in its own merit. I’ll split this review up into segments to better portray my feelings.

    Combat:

    Combat has slightly changed from the previous games in the series, meaning it took me a while to adjust to the new control system in place for fighting. Character’s combos have definitely taken a turn for the worse in my opinion, making combat a clunky affair. In previous DOA games, it was all about the button presses that defined what your character performed, in DOA5 it tends to be reliant on the direction you were pressing before pressing either punch or kick. It threw me off, I used to be able to thrash people with Kasumi, but I was found at a loss playing as her here.

    The same counters still work, but I found the timing to perform them have changed, meaning a lot of the time I was just stood there getting punched to death or countering the air as my character done the counter too late. I don’t know whats changed, but the engine doesn’t feel a versatile as DOA4.

    Graphics:

    Graphics have certainly improved over the previous game, but not a huge jump. Characters sweat throughout a match, dripping when the winner is declared; Hair is fantastically rendered and realistic. One place you can notice the graphics improvement are the stages, where explosions and physics are far more realistic than previous games.

    Story:

    I really don’t know what to say about the story of DOA5, and thats a bad thing. It all seemed so non-sensical, fights were started over food, or because someone disputed another characters dress sense. I felt like the 3 hour story mode was silly, and had such a loose plot that it was abandoned for the middle 2 hours. You could summarise it all by saying: ninjas looking for a clone, ninjas find clone, clone gets killed, everyone happy.

    Pros:

    • Solid fighting experience (not as good as previous games, but still solid)
    • Great character line up

    Cons:

    • Deluded storyline
    • Slightly laggy fighting engine

    Overall, if you want to play a fighting game with a few friends then DOA5 will do the job for you, just don’t expect too much. It’s definitely an evolution from DOA4, but not by much.

    2/5

  • Gaming Week 14: Uncharted 3: Drake’s Deception (PS3)

    Gaming Week 14: Uncharted 3: Drake’s Deception (PS3)

    LOOK AT THE SAND
    Nathan knows how to pose

    Oh Nathan Drake, you careless adventurer you. How you made me not give a single damn in the first unchartered, then flipped my perception on its head in the 2nd is beyond my comprehension. So here we are with your third outing, and I must say, you’ve certainly impressed.

    The Uncharted series have been a mixed bag of highs and lows for myself. The first one, I was extremely unimpressed. I could see why people enjoyed it, but I felt like it was a poor mans Tomb Raider and was just a knock off. It was stunning in graphics, it wasn’t original in gameplay or story telling, it was just meh all the way through. This all changed with the second game. In Uncharted 2, Naughty Dog left me stunned at every turn. With improved art assets, and dynamically scripted sequences like the train level, (a level in which the game keeps dynamically generating a train journey whilst you progress across it, giving the feeling of a real train ride and not scripted/linear) I felt convinced that Naughty Dog had found their true potential, and had run with it.

    Uncharted 3 was more of Uncharted 2, albeit with quite a few bugs and a detracting story. It felt like a game that was never intended to be made, and quite a few plot points felt arbitrary, maybe even pointless. The action sequences were fantastic, bringing the series to a high point (but maybe not topping) of what was achieved in Uncharted 2. One example of this strength is a level in which Drake is fighting on a plane, all whilst enemies are trying to throw him off, with the back bay door open and crates falling out. This all adds to a dynamic feel of the game, as if you wouldn’t get the same scene twice if you tried. It truly adds to the immersion of the moment, and allows Uncharted 3 to feel more intense than any action movie.

    Uncharted 3’s game mechanics are still the same as old, ensuring old and new players alike feel in control the whole time. Enemies are the same as before, which can be a bad thing at times, for example when a level has multiple floors and enemies above are slaughtering you. This could be attributed to bad level design, but most of the levels are gorgeous and well thought out, so I’ll give Naughty Dog the benefit of the doubt.

    Nathan Drake and all the cast are fantastically well thought out, and compliment each other in everything that is done. Relationships are brought to tearing point, but it helps to portray an interesting character development arc that ends on a high note. I would gladly say that Naughty dog make some of the most believable characters in any game series of this generation.

    Pros:

    • Gorgeous landscapes and cities add to an immersive world
    • Great witty banter between characters
    • Fantastic action sequences that rival a film production any day

    Cons:

    • Very buggy (my character would fall out of the world often)
    • Story had many plotholes

    So to conclude, Uncharted 1 was meh, Uncharted 2 was AMAZING, and Uncharted 3 was alright, therefore I feel the whole series would rate as a 4/5 in a game review chart.

    3/5