The difficulty level of
Uncharted is actually an interesting point: I found that on the Normal level it was actually quite a steep curve and it could be disheartening. So, I swapped into Easy to get a feel for the game. But in Easy mode, once you are a little way in you will be easily capable of winning every battle.
In a traditional game, you'd have to start again from the beginning in a new difficulty level, and that can be tedious.
Uncharted enables you to load your saved game, select a difficulty level and continue with your existing progress. This superbly handles the prospect of starting the game on the ‘wrong’ difficulty level.
The climbing aspects of
Uncharted are fundamental to your progress and it is during these that the game really shows its strengths. The control method is so smooth and fluid that almost all of the scrambling and climbing sections are a joy to play. Where similar games place hurdles in these sections to make the game seem more difficult where basically it's just booby trapped,
Uncharted takes no such easy shots.
What it does do is use what I’m calling "
Dragons Lair Sections". This is where a cut-scene dumps you back into the game with the demand that you press a certain button. This style of gameplay was massively mocked in the 1990s (e.g.
Dragons Lair), so it's always a disappointment to find it nudging its way back into today's games. Fortunately,
Uncharted uses it rarely, so it doesn't become annoying.
What does become annoying though is that often, when in constricted spaces, the ability to move the camera is wrested from your control. This was probably done to save time handling depth sorting and transparency but it often feels as if it's been done to prevent you seeing into the next field of action and as such it's unnerving.
Very often, you emerge from these constricted tunnel sections into an open playfield, and it is typically here where battles take place. Typically, if there's a decent amount of ordnance lying around, you can take that as a warning that there's gun-play afoot.
As I’ve already said, these battles are usually best fought using a duck and cover style of play. Sometimes, however, the storyline leads to the non-playable Elena character being with you during these shoot-outs - this is invariably to your advantage. Elena is no shrinking violet and, rather than cower meekly behind a nearby ancient artefact or piece of architecture, she gets out there with all guns blazing. Unlike your character, she seems impervious to bullets and explosions. So, she acts like a sort of little killer drone and she's invaluable in a tough spot. Unfortunately, for most battles, she's not there.
During a battle, awards are given for certain (to use a word with no connotations) achievements. These include: number of kills with a given weapon and number of headshots. For stats fans there are also artefacts to collect along the way. These are displayed as small glinting points of light on the ground, usually in far-flung and difficult points of the map, so they are easily missed.
There is little chance of spotting and collecting these items during a battle, so the collecting completists will find themselves finishing a battle and then spending large amounts of time painstakingly combing the level for collectables. These pick-ups don't seem to have any value other than to increase your treasure-hunter ranking and their inclusion seems like nothing more than an easy way of increasing the game’s play-time.