UNCHARTED 3 Beta Level Impressions

We preview the further adventures of Nathan Drake continue next month when Uncharted 3: Drake’s Deception arrives November 1st Stateside and November 2nd in Europe.

By Nathan Merchant /

The Uncharted multiplayer experience is moving along nicely allowing those lucky enough to experience the beta a chance to play a more expanded experience to what was on offer in the summer. In the last preview I went through all of the game modes levels that were available and main gameplay aspects of what to expect. This second Beta brings more to the table. As well as adding more customisability, a higher level cap and more Boosters and Kickbacks; Naughty Dog has added more levels. It is the levels in Uncharted that takes the multiplayer experience to another level. The variety within the level design means that different game modes require you t tackle objectives differently in a single map. In one level how you compete in a game of 2 vs. 2 vs. 2 has to be different than how you tackle Plunder. The new levels that have been added have continued that trend.

Desert Village

The Desert Village level is as the name suggests a map set in a desolate looking desert village. Where comparisons will be drawn with the Yemen map because of the similar colour palette on offer and sandy level design, the two levels are completely different. Where Yemen is a very vertical level offering looks of high spots and zip lines, the Desert Village map is built around various platforms. It is an almost rectangular level that makes use of structures that are close to each other with one overlooking the other. This creates lots of vantage points to fight from with players always looking for higher ground. With Most maps in Uncharted camping isn€™t possible as there is always access points to all areas and the higher you get the more directions they come from. What makes the Desert Village a great map to play is that during the course of the fight a sandstorm swipes into the map obscuring players view in a sandy haze. With the sandstorm in effect location the opposing players is difficult, only seeing them when you are on top of each other. This makes the fight hard and more frantic and definitely more exciting. The sandstorm last about a minute before subsiding and returning the map to regular conditions. It is a fast map and requires you to keep moving instead of camping in one spot.

London Underground

On team Deathmatch the London Underground opens in a similar manner to the Airstip. Where the Airstrip has you fighting from trucks and a plane hurtling down a runway, the London Underground has you fighting in from trains. Drawing the inspiration from the train segment in Uncharted2, the gun fights take place inside the trains as well as on top of and the sides of the train as they tear down the tracks side by side. The fight is precarious enough as is with one wrong move resulting in your own death but to add a little move danger to proceedings the tracks change elevation meaning one second you can have the higher ground then the next second you will not. This also makes jumping from train to train a more arduous task. Make no mistake this setup is harder than the Airstrip and many players will die more from their own mistakes and will dislike the opening because of it but it is challenging and more importantly fun. The level really map really begins when the trains pull into an abandoned station. This map is rectangle and almost symmetrical. At one side of the map is a high vantage point that looks down on a good second of the map at the other end is on the ground is a mounted gun. Between them obscuring the view for both is an arch and crates and a statue, respectively. On the flanks is stairs - leading up or down depending on which side of the map you are fighting from - sectioned off from the main area that lead back into it from above - complete with a pipe to swing across to reach the other side - or below. The level design is such that no one player really has the advantage and traversing the playing area from one side to the other keeps the players on a level field when it counts. The opening will divide people with you either liking or disliking it but once the level starts properly it is a intense map that is very tactical, one well suited to 2 vs. 2 vs. 2 and Plunder.

Syria

The Syria map takes place in what appears to be a courtyard in a fort. The map is a multilevel arena. In the centre of the map is a square structure that has multiple access points and openings (for quick exits). This centre structure leads out to the other sides of the map from different points all that have their own forms of cover yet leaves you exposed from a different area. The map has to main vantage points on different sides of the map that both come with a high powered rifle depending on the mode you play. One of these vantage spots has one access points so sticking to this spot for too long may have you hit with a shower of grenades. The other vantage spot is higher and surveys more of the map but has multiple routes to reach it. The rest of the Map is equipped with various nocks, crannies and cover points that create equal amounts of safety and dangers. Syria€™s level design allows you to play it fast or at a medium place and allows more camping and close quarter fighting. This is a map that excels at Objective and Plunder modes

Molten Ruins and Highrise

The last two new map are in fact holdovers from Uncharted 2 with tweaks. The Molten Ruins map was previously the Flooded Ruins. No longer flooded the map is now in a fiery volcano area surrounded by lava bathing the arena in red and orange hues and smoke. This doesn€™t affect the gameplay only the atmosphere crafting a more intense gaming experience. The big tweak that comes in this map is the high point that has been added in the centre of the map. This high point looks out over almost the entire map. The advantage is a handy weapon €“ scoped or high powered €“ and you can affectively mount the kills. The disadvantage is that there isn€™t anywhere to hide and if so grenades will come through and many openings means player will be at your feet looking to pull you down. The Highrise is the other map. This map was fairly large than and still is now. The two main changes come in the form of setting change and zip lines. Firstly, Instead of a daytime setting the map is now set at night. Again this works to create a better atmosphere as the gunfights and explosions contrast between with the night skies. Secondly, while the zip lines don€™t sound like much they are a very welcomed addition. Being one of the larger maps simply getting around €“ into or away from the fray €“ was a bit of a pain now the fight will come to you in an instant as well as providing you with a quick exit if you are feeling overcrowded and near to a zip line. Molten Ruins is a very open map with lots of obstacles and structures to run along and works well no matter the mode you play on. Highrise is a very good for team based game modes and is a very fast and kinetic map taking you from high points to low points with ease. More maps are definitely on the cards. Whether they arrive in this the second beta or show up on disk when the full game drops in November remains to be seen but at this point with the level of detail and variety within the new maps and as well as the older ones Naughty dog sure to keep us entertained. The further adventures of Nathan Drake continue next month when Uncharted 3: Drake€™s Deception arrives November 1st Stateside and November 2nd in Europe.