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As a game, Uncharted 2<\/em> is a dramatic, superbly paced action adventure thrill ride with tight cover-based third-person shooting and periodic bits of basic puzzle solving and platforming. But honestly, not much has changed with the gameplay since the first game, and the few new additions (propane tank tossing, riot shield, hanging cover points, basic stealth implementation etc.) don\u2019t really stand out as anything particularly significant. <\/p>\n The game also has a lot of little problems I think have been too easily forgiven in all the gushing reviews the game has been receiving. I\u2019m not saying the game doesn\u2019t deserve to be gushed over \u2013 hell, it\u2019s probably my current pick for game of the year and I’m about to gush over it myself right now \u2013 but certain things really did bug me about it.<\/p>\n AI companions, for instance, frequently get in your way, jumping into and knocking you off of ladders, clogging up nearby cover points and so on \u2013 one time a companion stood under me while I was dropping from a wall hang and I wound up floating on top of him before a forced death made it seem as if I\u2019d fallen off a cliff. The level designs \u2013 during moments of adventure and exploration, more specifically — are also way too linear and really require a determined suspension of belief to accept. Nate can scale walls and other obstacles with ease, but only walls and obstacles the developers have scripted out, and every step of the way a helpful box, grappling hook or whatever it may is always magically right there when it\u2019s needed. I couldn\u2019t help but roll my eyes at the absurdity of many of these scenarios \u2013 the developers even acknowledge such clich\u00e9s and unbelievable coincidences via Nate\u2019s many in-game quips, as if poking fun at such things somehow excuses them.<\/p>\n But while Naughty Dog failed to polish and flesh out these areas, they succeeded in producing what is easily the most cinematic gaming experience I\u2019ve ever played \u2013 the first video game that I think can hold its own against any Hollywood blockbuster action flick.<\/p>\n Games that emphasize the cinematic experience above everything else typically come with a certain stigma attached to them. However, unlike many other games with \u201cinteractive movie\u201d aspirations, Uncharted 2<\/em> makes you feel like you are watching a movie without actually making you feel like you are watching a movie, if you catch my drift. <\/p>\n I love the Metal Gear Solid<\/em> series, but its lengthy cutscenes do put you into a cycle of \u201cplay, watch, play, watch, play, watch\u2026\u201d that can be monotonous and off-putting for many players. Other recent games like Heavenly Sword<\/em> and even the first Uncharted<\/em> had a similar feeling (though obviously not to the same extent). But Uncharted 2<\/em> avoids this pitfall by flawlessly integrating cinematic moments with every phase of the gameplay and weaving every scene together with pitch-perfect pacing and a form of rolling narrative (characters constantly talk back and forth as you are playing and it really drives the story forward in a subtle but meaningful way) that keeps the game flowing along with an incredible sense of immersion and continuity. Yes, cutscenes are used throughout the game to deliver key scenes, but they never drag on too long, and generally flow so seamlessly in and out of gameplay that you never lose the feeling of control over what’s happening on screen.<\/p>\n With Uncharted 2<\/em>, Naughty Dog has also mastered the art of in-game cinematic moments. At the heart of every gun battle and every moment of exploration is an elaborate set piece that transforms ordinary gameplay sequences into signature moments that will stick in your mind forever like classic scenes from a favorite movie (or TV show). Numerous such scenes instantly flood into my mind, but one in particular really stands out. Fairly early on in the game, Nate must drag a wounded cameraman to safety in a harrowing escape sequence through the alleys of war torn Nepal. He has one arm lending support and one arm free to fire with as enemies swarm after you, all the while Chloe and Elena are providing cover fire and opening doorways to steer you out of harm\u2019s way. For me it was a signature moment that will resonate in my gaming memory bank forever, and there are many more just like it throughout the game\u2019s riveting 12-hour campaign.<\/p>\n It sure doesn\u2019t hurt that the graphics, animations, cinematography, and character portrayals are the best in the business either. Every bit as much as David Hayter is Solid Snake, voice acting vet Nolan North is<\/strong><\/em> Nathan Drake \u2013 seriously, whenever I hear him in another game I immediately say to myself \u201chey, that\u2019s Nathan Drake!\u201d North owns his role as Nate and, through his performance in Uncharted 2<\/em>, truly defines the character as perhaps the most iconic video game hero of this generation. The supporting cast is excellent too, with actors\/actresses like Emily Rose, Claudia Black, Steve Valentine and Graham McTavish putting memorable voices to the lifelike, emotion-filled virtual faces of Elena, Chloe, Harry Flynn and Zoran Lazarevic, respectively.<\/p>\n
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