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It's a game about overcoming the odds, saving your friends, finding the treasure and getting the girl. It's a game of button-mash punch-ups that leave neither blood nor bruise, and conundrums whose solutions pop up if you take too long to unmask them.
UNCHARTED 3 AS ABOVE SO BELOW SKIN
It's a game in which the skin of your fingertips saves every rooftop leap, while each stonework puzzle solved in the belly of some inexplicably well-maintained tomb leads to another, yet more exotic continent. This content is hosted on an external platform, which will only display it if you accept targeting cookies.
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But at this point in the trilogy the designers have established a template of their own to follow. Its greatest debts are to Saturday matinee cinema, Indiana Jones puzzles and pacing, Jewel of the Nile romances born in the kiln of perilous adventure Han Solo quips. But in this, the third outing, it has settled into the kind of assured swagger that comes from finding repeated successes in a specific creative mine. The series has always had clear aims: an unapologetically mainstream Boy's Own romp whose primary interest is in creating unrivalled thrills through daring spectacle rather than daring design.
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Uncharted 3 is a game that has an unshakable sense of its own identity. No such respite for Drake, who leaps to grasp a window ledge with his fingertips then up and a dash to where a coat hanger turns a washing line into a 30-foot zip wire. Crash through a door and extras dressed as military police bark orders in machinegun-volley Arabic before retreating to the Green room for a sit down and a cup of tea.
UNCHARTED 3 AS ABOVE SO BELOW DRIVER
Into the road and a stunt-car driver accelerates ten feet forward out of the wings, braking on the director's signal in just the right spot to allow Drake to tumble over the bonnet. As he spills through a market stall, agitating chickens into a cloud of feathered squawks, the camera quick-pans to exaggerate the sense of kinetic drama. It's his sixth take ('life', in olde game parlance) in the most impressive chase yet seen in a video game, one directed with the kind of technical flair that wins Oscars. Nathan Drake, a blur of khaki and stubble, leaps from what must be the fiftieth rooftop high above the bustling streets of Yemen in pursuit of the be-suited villain.