Golden Abyss — weapons, controls and the Vita differences
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Golden Abyss still asks you to do the same basic thing in a fight: read the room, find cover, deal with the dangerous angle and keep enough ammunition to finish it. The difference is that the Vita also asks you to touch, tilt and move the actual system. Some of that is optional. Some isn't. If you go into it expecting every action to work exactly like the PlayStation games, that's where it starts getting awkward.
The guns
.45 Defender: Nathan's starting pistol. Straightforward aimed shooting, but not a reason to ignore better-equipped enemies and their dropped weapons.
PM–9mm: basic pistol. A usable backup when it's what you have, with limited stopping power. Aim carefully rather than trying to overpower a crowd.
92FS–9mm: practical semi-automatic sidearm. Useful for deliberate headshots and for keeping a long gun's ammunition in reserve. It still requires accuracy against armored enemies.
Micro–9mm: fast-firing machine pistol. Useful when enemies get close; the magazine disappears quickly if you hold the trigger. Pair it with something that can reach farther.
Wes–44: powerful revolver. Make the individual shots count. The tradeoff for that damage is a small load and fewer chances to miss.
Desert–5: heavy pistol. Another strong single-shot option, especially late in the game. Armor and difficulty matter; don't assume every enemy drops to one body shot.
AK–47: common automatic rifle. Use short bursts when targets are farther away and keep track of the ammunition dropped around you. A stream of shots is useful up close but wasteful if most are hitting stone.
FAL: burst rifle. Useful when you want several accurate hits on one exposed target. Keep the burst on him rather than dragging it between three enemies.
M4: automatic rifle for the later encounters. Flexible enough to handle different distances, but still not a substitute for changing cover when somebody flanks you.
Moss–12: pump shotgun. Useful for a close enemy approaching your cover. Poor choice for a target across a large gap, and you need space between shots.
SAS–12: faster shotgun follow-ups. Useful against an immediate rush; keep an eye on the ammunition instead of treating the faster firing as an endless supply.
Dragon Sniper: distant enemies and precision shots. Deal with the opposing sniper or exposed gunner, then leave the scope and check what's approaching. A scoped view is not a view of the whole fight.
M79: single-shot grenade launcher. Useful for a cluster or an enemy protected by ordinary cover. You have to reload after the shot, so fire from a position where that pause won't leave you exposed.
GP32–BND: Sully's launcher in the Chapter 21 boat sequence. Its identity matters for the trophies: those kills aren't M79 kills. Use the explosive effect against groups rather than aiming between enemies and hoping they move into it.
RPG–7: limited rockets, heavy impact. Pick a target worth the shot, and don't fire into a nearby obstacle. Chapter 32 is the practical trophy-cleanup opportunity.
GAU–19: sustained heavy fire at the expense of movement. Useful when a wave is coming down a predictable line; bad timing if you need to climb or get away quickly. Drop it when mobility matters more than keeping it.
Mk–NDI grenades: use them to reach behind cover or damage a group. Give yourself room from the explosion. The trophy counts kills, not throws.
Mounted guns: strong fixed-position fire, particularly during defense sequences. The drawback is the fixed position itself: watch incoming threats instead of staying on the trigger because the gun is there.
Getting the controls to work with you
Use the right stick for the main aiming movement and the Vita's gyro for small corrections if that suits you. That's the idea behind Intu-Aim: combine the two rather than trying to turn your entire upper body to chase every enemy.
You can use ordinary traversal controls for much of the climbing, or draw/tap the climbing route on the front screen. The touch route still needs reachable handholds. It isn't permission for Nathan to cross a gap with nothing to grab.
The rear touchpad can climb ropes and chains with alternating downward swipes. Do that at least once for Touch My Rear. Keep your grip clear of the touch areas when you don't mean to interact with them.
Melee sequences use touch prompts. Watch the displayed swipe direction and follow the whole motion; repeated random swipes aren't the same input. In the boss sequences, wait for the prompt instead of trying to force an attack during the opponent's animation.
For artifacts, rotate the object and clean the remaining dirty surfaces, not just the first side facing you. Rubbings need the whole pattern filled in. Torn papers and other puzzles use the touchscreen to move their pieces into the complete image.
When the parchment puzzle asks for light, it means a real light source seen by the Vita's rear camera. It isn't asking you to find another torch inside the level. Keep your fingers clear of the lens and use ordinary room light; there is no reason to point a device or your eyes toward the sun.
For photographs, line up the subject and adjust the framing/zoom until the game accepts the required view. A photograph being possible somewhere doesn't mean every angle in that area qualifies. The chapter collection guide gives the locations.
What isn't a skill system
There is no campaign skill tree to level here. The mysteries, photos, rubbings and bounty sets are collection/progression records, not ability points. You aren't making Nathan's gun do more damage by completing a mystery.
This guide is for the Vita game and its actual controls. It isn't a promise that a different device, modified system or emulator reproduces every required touch, camera and motion input. Check those requirements before assuming a setup that launches the title can finish the title.
Developer control explanation (https://t.co/abu4CT6buD).
Golden Abyss — weapons, controls and the Vita differences
· Games / Uncharted: Golden Abyss