How ‘Uncharted 3′ Is Like ‘Full Throttle’ (and Also ‘Angry Birds’)

In which I discuss the Eurogamer review “controversy” and also mention the hamster in Maniac Mansion.

Uncharted 3: Drake's Deception. Best game of 2011? Or harbinger of doom?

Does the fact that a game isn’t your kind of game, or the kind of game you expect, make it worthy of criticism? And how valid is that criticism, if so?

That seems to be at the heart of a recent review of Uncharted 3 over at Eurogamer. I’m sure you’ve read it. If not, give it a quick once-over. I’ll wait.

Welcome back. Now, while the reviewer makes some valid points, much of what he seems to be criticizing is Uncharted 3′s failure to be a different type of game altogether.

Uncharted 3 isn’t an open world game with tons of freedom. What it is, on the other hand, is a heavily cinematic, fast-paced, Hollywood-style romp. I’m sure you’ll get no argument there from the
reviewer.

But does this make it less of a game? That is to say, is it an 8/10 game?

Let me play a bit of devil’s advocate before I tell you what I believe. Think back, if you will, to a title that’s still near and dear to many today: Full Throttle.

Full Throttle animated gif

Full Throttle. SCUMM-powered awesomeness from LucasArts. "Yeah, when I think of Maureen, I think of two things: asphalt... and trouble."

A classic. Arguably a masterpiece (I’d certainly say so.) And yet… how much freedom did Full Throttle allow?

Not much. The game essentially forced you into a set series of static screens that you had to defeat so that you might proceed. Logic didn’t always enter into it. (Brute forcing — waving your cursor and ever item in your inventory over every inch of on-screen real estate –frequently did.) Navigation options were highly locked in; there was no deviating from the road or from the few possible paths the developers mapped out of each screen. In short, Full Throttle essentially funneled players into a straightforward adventure where they had little choice.

Yet we call Full Throttle a masterpiece — and rightly so. But clearly, not for the level of user freedom it allows.
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Dragon Age II: Yeah, This Is the Rant (OR: What BioWare Can Do to Fix DA3)

Dragon Age II: A typical dungeon

Dragon Age II: A typical dungeon. Get used to seeing this map.

So, to put this in context, my wife is STILL playing through Dragon Age II, off and on. And now everyone’s discussing whether downloadable content can help mollify fans of the original Dragon Age who (like us) have been so irked by DA2′s design. As big fans of the original Dragon Age: Origins, we got DAII immediately after it came out, and I’ve been meaning ever since to get my thoughts down on where DAII fell short and where DA3 will have to get the formula right — assuming, of course, that they really want to. I hope they do.

My chief complaint with DAII: Obviously and overly recycled levels. This has already been well discussed, but if you’ll indulge me, I’ll make a few points of my own. Whereas DA:O certainly reused the same maps, the effect was far less grueling and monotonous, particularly because paths through these levels were constrained much more artfully than in DAII.

In DA:O, paths were limited by huge boulders, trees, high fences or other insurmountable obstacles. The look of these didn’t stand out especially from the landscape, making the fact that they were blocking a particular path almost unnoticeable. The result was that players could be place on the same maps time and time again, but because portions were cordoned off each time and the landscape seeded with new obstacles and eye candy — spiderwebs, copses of trees; stones, boulders and such; fresh corpses and battlefield detritus, and so on — each experience felt to the player like they were visiting a wholly new region.
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