UNCHARTED: GOLDEN ABYSS
Uncharted, broken dreams that never really started...
So, what happens upon entrusting one of the PS3’s most established
original things to somebody who’s not their creator, Naughty Dog?
Umm, you get a physically shrunken Uncharted game that’s not
too shabby, actually.
Let’s tackle story first. Whereas the big versions launch with the
sort of visual, adrenaline-bulgy action that Michael Bay wishes he
could muster, Golden Abyss starts with a rather bland
junglistic tutorial. If you’re expecting OTT with two pees and a
silent q then forget it – unless you’re more intrepid and stick with
it. Still, there’s fun dialogue in this South American assault –
even if a good percentage consists of ‘Look out!’. It’s a prequel,
so maybe Nathy-poo hasn’t realised his true potential as a
Now, the controls. Vita + key launch title + showing off =
touchy-feely stuff. In all honesty most works, especially as it’s
generally optional. You can touch a path along rocky outcrops or
yellow climby-pipes and your Drakey meat puppet will duly follow
your lead, or you can use classic controls. It’s the same for aiming
and other bits and bobs, whilst new conceits have been introduced to
ensure that all this funkgasmic tech doesn’t feel shunned by
traditionalists. Stuff like rubbing the front screen to make
charcoal drawingy thingies, to gain supremacy in fisticuffs and to
snaffle tweasure, or feeling up the Vita’s backside to rotate
artefacts that you unearth.
Uncharted fans will feel at home, easily slipping into the
groove of the shitload of added collectibles and quests – such as
going all Kodak momenty - that are splattered throughout, along with
innumerable puzzles, even if many are rather simpletonistic.
Golden Abyss is a worthy addition to the Nathan Fillio... erm,
Drake legacy. Remember that you’re holding it in your hands and you
may just emit a little ‘squee!’. Yeah-eah-eah...