I’m almost hesitant to start this way, since, given everything you’ve heard about the Vita to this point, this should come as no surprise, but Golden Abyss looks good. It’s not on the level of Uncharted 2 or 3 - two of the best looking games of this console generation, in my humble opinion - but it certainly equals, or maybe even surpasses, how Uncharted: Drake’s fortune looked. By now, you know what to expect from an Uncharted game: Nathan Drake looks every bit the rugged, smartass hero we’ve come to know and love from the console iterations of the franchise, the jungles look lush, the ruins… ruined. It all comes together in a very nice package that you can take with you wherever you go. The hit here is that Golden Abyss doesn’t branch out a whole lot in terms of environment: you spend the entirety of the game looking at the jungle, crumbling ruins, there’s a dilapidated base that the revolutionaries call home within the jungle, it’s all very same-y. I know that Drake’s Fortune didn’t exactly span a whole lot of terrain, either, but Uncharted 2 had cities, villas and tundra, and Uncharted 3 had it’s cities, villas, and desert. I just felt I wanted a little more in terms of environment from Golden Abyss: something that truly showed how diverse the Vita could be. Then again, this is a launch title, and asking a launch title to push the limits of a console, even if it’s a handheld, is just the slightest bit ridiculous.
Overlooking the jungle... which is pretty much all you see for the entire game. |
Then there are the times when you're shooting and climbing. I call this 'cheating.' |
Wait, wait, wait... Who are these militia types? And why are they shooting at us? |
Tiiiiiiiiiiiiiimber! |
But the addition of the Vita’s features doesn’t feel forced. In fact, it feels as though the game was built around those ideas. The front touch screen serves several roles. When climbing, you can use your finger to trace the route you want Drake to follow, and then sit back and watch him move. I think most gamers will, for the most part, use the analog stick and buttons to climb, to make it feel more authentically Uncharted, but the fact that the option is there, and that it works as well as it does, is still really cool.
Using you finger to make Drake climb: for those days when pushing the analog stick is just too much. |
How he does this without tape, I have no idea. |
Front screen and rear screen working in tandem: it's actually quite touching. |
In hindsight, I suppose moving and keeping your balance may be pretty tough. |
Of course, if you don't have a light source handy, you're kind of screwed. |
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