Anything Drake can do Lara can do better!
For a game called Uncharted, it sure does seem like your path is completely mapped out for you. Levels are designed to simply get you from point A to point B, with perhaps a few simple puzzles sprinkled in to add some small amount of break in the monotony.
I’m not saying that Uncharted’s level design is complete crap – it’s actually rather technically savvy in a cinematic kind of way – but it doesn’t offer the player much in the means of choice. You’re always going forward.
In a way, Tomb Raider does this as well. The island offers a very clear and linear path from the beginning to the end, but where it does differ is the ability to go back and explore anytime. With the island split up into zones, the development team was able to offer more variety and a break from linearity. Each zone has a challenge that can be completed at any time. Optional Tombs can be raided – some requiring you to return once you’ve acquired a new piece of equipment in order to complete.
The point is Tomb Raider gives the player both the linear story driven experience, and the freedom of exploration. The game is far from a sandbox, and as such the possibilities are more limited, but this offers a tighter experience in my opinion. It is my hope that the next Uncharted allows for greater freedom and exploration. After all, what’s the point of being an adventurer if you can’t stray from the beaten path?
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