When we set out to do Uncharted, we decided we wanted to tackle one of these beloved action-adventure games in the spirit of this whole tradition. Everybody’s a little bit of a caricature in most video games, a little bit stereotypical–exaggerated, or a little cartoony. Heroes and characters tend to be drawn large. To be honest, there’s a certain amount of a marketing challenge with a game like this, because what we’re trying to do is something that ironically sets it apart in the sea of video games. When people play it they have to tell their friends, and it’s almost like they’ve found this hidden gem, which I think creates a stronger sense of attachment where they’ve found it themselves instead of having it marketed to them. It really speaks volumes about the quality of the product.Įvan Wells: It’s actually still selling quite well today, and as Amy said, I think it’s largely due to the word of mouth it gets. It feels like even though this snuck into the marketplace and there wasn’t a lot of brand awareness, people told their friends about it, and it just sort of spread like that. I think a lot of where we succeeded with Drake’s Fortune was on word of mouth, which was great, because as a creator that’s vindication for us. Certainly when you’re making something, you don’t want to feel you’re trying to appeal to the lowest common denominator. Are you satisfied with the level of brand awareness Drake’s Fortune received?ĪH: I think you always wish there was even greater brand awareness. Looking now, the game’s actually sold something like 2.5 million to date, putting it in company with games like Killzone 2 or Fable 2. And, of course, if you own a PS3, you're going to buy a copy – it goes without saying.GO: Uncharted: Drake’s Fortune got a lot of great press, but I’ve had this sense that it was a sleeper hit, that it deserved to sell better than it did. Uncharted 2 provides the perfect means of reducing any remaining throwbacks who still insist on maintaining that games are mindless to embarrassed speechlessness – if you know any Daily Mail readers, you should make showing it to them your mission. And then there are the epic set-piece missions in which, seemingly, Drake's entire surroundings are blown to shreds yet, somehow, he always scrambles to safety. The result is truly epic, especially when you take into account the incredible graphics and fantastically intricate levels.
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Die, and there's no pause for loading before you resume at the last checkpoint.
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The third-person, cover-based shooting engine has been revamped and is now exemplary, a modicum of stealth-action has been added to vary proceedings, the climbing and leaping is unhindered by unhelpful camera-work (unlike Tomb Raider), artificial intelligence is much more convincing, and the virtual acting is the best that has ever seen in a game.ĭecent co-op and competitive multiplayer modes, meanwhile, keep you interested after you've completed the single-player game. Uncharted's gameplay mix of shooting, Lara-style swinging and climbing and epic puzzle-solving is once more to the fore, but pretty much every aspect of the game which could have been improved has been. Naturally, things don't go as planned, but most of the subsequent action takes place in Borneo, Nepal and the Himalayas. This time around, Nate Drake's darker side is on view, although he still comes across as an inherently decent chap, albeit one with some dodgy mates.Īfter a flashforward in which he has to climb a mountain to safety from a railway carriage hanging over a cliff, he hooks up with Flynn and Chloe (the new love-interest), who break into a thinly disguised Topkapi museum to steal an artefact which leads to Marco Polo's (alleged) discovery of Shambhala, aka Shangri-La. Which is something the games industry has striven to achieve for decades, but hitherto failed to pull off. The original exceeded expectations – dismissed pre-launch as a Tomb Raider clone, it proved to set new standards for action-adventure games.īut Uncharted 2 marries everything its predecessor got right with the technological maturity that comes with being a second-generation PlayStation 3 game.And the result feels, to a greater degree, better than any game that has gone before, like a film in which you play the lead character. Here, then, is the biggest PlayStation 3 exclusive of the year, and it has a big agenda: gunning for Hollywood, no less.