I’ve finished Uncharted 2 and loved it (bias note, I’m friends with one of the game designers, but mine is hardly a unique opinion). Since the game has been out for a while and has been well reviewed I’m going to skip the consumer advising part of this post and instead give a link-fest: great, if familiar, characterization and writing; an example of the potential of authored, as opposed to self-authored, narrative in game; and polish that gets so many little things right. Instead I want to focus on the “Active Cinematic Experience,” to use Naughty Dog’s term. Brainy Gamer Michael Abbott mentioned an interest in doing a post on that topic, but if he did I’m not finding it (it may have come up in the podcasts; I listened to some of the Uncharted 2-relevant ones before playing the game). I don’t have his theater training, but I hope to have an interesting thing or two to say. I don’t know to what extent this was true of Uncharted 1; I just got my PS3 (Thanks Kate’s parents!) so I haven’t yet played the original and thus can’t compare them.
I think the main innovation of Uncharted 2 is keeping the player in control over the vast majority of set pieces without resorting much to quick time events. In the past days of gaming, many of the awesome things your character did occurred in cut-scenes or didn’t use the main mechanics of the game. One of the most common solutions was quick time events, basically making cut scenes more interactive by requiring the player to place a certain button when it flashed up on the scene. In the past year I’ve played Shenmue 2, a series known for originating the term, and in a given cut scene you may have to duck and weave around a crowded market, disarm someone as they draw a knife on you, or make a difficult jump to a distant rooftop. I enjoyed what I played of Shenmue 2, but I got stuck in part because of the reliance on quick time events. I’m bad at brawlers and the game gave me relatively little practice with the core fighting system. In some ways, quick time events were an advance over just watching a video, but as game play goes they’re pretty thin gruel.
Uncharted 2 doesn’t completely avoid quick time events. They show in a few of the boss and special enemy fights when you go to fisticuffs, but they rely on them far less than say, God of War, in combat. More important, the game has a variety of crazy sequences: fights on trains, gun fights on a truck convoy, escaping a collapsing building, etc. that allow for full control while doing things that would be cut scenes in other games. I think the hand-to-hand combat is also an example of this phenomenon.
Against unaware enemies you can pull off visually entertaining stealth attacks with a single square button press. In other cases you mash the square button to attack an enemy but need the triangle button to break out of grabs. The game helps you some, more with weaker enemies, by slowing down when you need to break out of a pin but this doesn’t break the organic feel in the same way that quick time events do.
So how did they pull this off?
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