Coming straight from Uncharted 2, I couldn't believe my eyes at the entire thing that's Uncharted 3: Drake's Deception.
Now, before I start, I should say I don't really expect anyone to read this. In fact, maybe don't read this at all. I just sat down after finishing the game and have lots of thoughts about what I didn't like, instead of what I did, so this review will have a mostly negative tone to it. I'm writing this mostly as a way to put my frustrations down on paper, that's all, and maybe I'll be able to pay more attention to the excellent parts of the game once some time has passed, who knows. Anyway.
I think I'll start with the gameplay, since it is a game after all. I feel like the dev team took a step back right into Uncharted 1 territory, where I have to shoot the same overpowered dudes again (what kind of an unarmored man can take six bullets to the chest and stay on his feet???) and again and again, while they seem to have perfect aim regardless if I'm standing on a sinking ship or solid ground. The gunfights were drawn out and I was bored for the last three hours because instead of the emphasis on adventure that Uncharted 2 had, the focus on combat, which isn't my personal cup of tea, at least with firearms, felt jarring and unfortunate. The beginning of the game was great, with nice balancing between adventuring and combat, but it got more and more combat heavy as it went on, to a point where I felt like the story was buried underneath all the gunshots. Trekking through a deserted ship graveyard should be fun. Running through Syria at midnight should be fun. But somehow, it just wasn't. The time that could've been spent on storytelling or character development was handed over to -you guessed it- guns. I guess my gripe isn't the combat in and of itself, but the fact that it lasted for so long.
The mechanics themselves felt better, controls were smooth and Nate was fun to control. I also loved the attention to detail in his animations, such as him grabbing onto a wall whenever he went close to one. Things like that really improve the experience.
The setpieces on the other hand, were breathtaking. The nature and environment was always a treat for the eyes, and the locations were varied enough to keep me interested, always wondering what was going to come next. Massive points to the art team on this one. Even if I wasn't really enjoying myself from a game mechanical standpoint, I usually was landscape-wise. A good example would be the sinking ship, which I didn't really like too much, but seeing the huge window by the chandelier half-underwater, with great contrast between gold and blue? Fantastic. Excellent visual design.
Points also to the sound team, who seem to be doing a better and better job as the games go on. Some truly incredible tracks, and ones that I will definitely be coming back to. An incredible soundtrack to what could have been an incredible story.
And uh. The story. Wow. Mostly pretty good. I feel like the ending was rushed, though. Marlowe's death was in no way whatsoever satisfying, much more like Navarro, even though her villainship had been built up through the entire story. Compared to Lazarevic, a fight that had my blood pumping and also held my intrigue from a narrative standpoint, we didn't really even get to properly encounter Marlowe and Talbot. Sure, Nate stopped them from.. uh.. Taking over the world? Controlling it? Illuminati style? What happened to all the mentions of alchemy and occultism? I'm so disappointed. The game was building up a conspiracy theory-like plot, that just fell flat on it's face. Like climbing a hill only to find that there's just another hill behind it. I don't know. Watching the main villains just get killed off in a cutscene (although Nate did fistfight Talbot, which somehow didn't feel as satisfying as it should have) felt a bitter taste in my mouth.
What I did enjoy, though, was that we got to see a bit of Nate's past. I loved seeing how he met Sully and became the sly treasure hunting man he is today. I also felt like there was a strong reason for the final act only including Nate and Sully, seeing as their relationship was the main focus of the story. I am still kind of bitter that Elena got so little screen time, despite being a very significant character in both the series and Nate's life. Chloe, too.
I was having lots of fun up until the point when Nate was captured, when the game seemed to start padding itself with unnecessary combat, leaving less space for story or dialogue, which to me, is always the best part. Listening to the characters interact with each other outside of cutscenes makes them feel much more like real people with real interests and motives, instead of just sock puppets to further the plot. There was dialogue, sure, but I feel like it was mostly concerning the room I was in, or the puzzle I was supposed to be solving. Not really things that people actually talk about. I understand that the game's tone is meant to be more serious than the earlier ones, but it kind of ends up contradicting itself with over the top action scenes. Deep character moments require intimacy and quiet moments. While I love jumping out of explosions as much as anyone, I always felt like something was missing. A moment I personally enjoyed was Sully talking to young Nate in a diner. It was very down to earth and focused on them as people, which got me more invested in them and their stories. I wish there was more of that.
I think my main issue is the feeling of repetition. After the incredible beginning of Uncharted 2, as well as the final run away-scene, it felt like those elements were just being re-used, just in a different environment. I felt like I was playing Uncharted 2, but just. Not as great. The repeated spider-scenes I could've understood if they'd been given some sort of explanation as to why they're specifically in all the places that the trail led to, but after getting no answers, not even a hint, I kind of just ended up frustrated. I know that storytellers don't have to, and even shouldn't show all their cards, because it leaves room for theory and coming to your own conclusion, but I just feel like I'm palming sand, trying to keep it from slipping through my fingers.
What also bothered me, is how Nate seems to be completely invincible. The previous games felt grounded enough that I could hold on to my suspension of disbelief, but after running out of a burning building, escaping hordes of spiders three times, fleeing a capsizing ship, surviving a plane crash, multiple instances which should have ended with either a concussion or multiple broken bones, I felt like nothing could hurt Nate. And not in a good way either. At first I wondered if there was going to be a reason for it, like maybe something was going on with the ring, along the lines of an ancient protective enchantment, but no. Nathan Drake is simply a person who's able to walk through a searing hot desert for three days without food, water or shelter and somehow still manages to beat an entire army of enemy soldiers, ride a horse and escape. He shouldn't be able to even walk. He should be sunburnt and exhausted, probably in the middle of an intense heatstroke, which he was, at first. But then with the power of his will and pure adrenaline? He just gets away scot free. No repercussions. No injuries. Nothing. I didn't really empathize with his character anymore because nothing could hurt him. I felt like I was playing Saints Row instead of Uncharted. Sometimes a little less is enough, you know? You don't put a whole cup of baking powder into batter just because it makes it rise. Too much and it tastes like soap.
I also felt that this game would've been a good excuse to discuss Nate's oblivious recklessness, which goes above and beyond any kind of adrenaline junkie. His friends were increasingly more worried about him, but the arc didn't really receive a conclusion, and was just left in the air. I wish Nate would've had more of a personal journey, considering that the game was very much about Nate's inner world, who he is and what kind of a person he is. He could've faced the fact that he's putting himself in more and more immeasurable danger for no real reason, even though his friends and family keep telling him that he's going too far. There was a lot of potential in that idea and I'm sad that it didn't really lead into anything.
All in all, I'm just sorely disappointed. Perhaps I'll feel different when I revisit the game, but for now, I'm left wondering what happened.