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Uncharted 2’s brilliance isn’t just about guns and trains, it’s about people

The PS3’s legacy may very well be the perfection of the tightly focused 10-hour story campaign. If you define it that way, then Uncharted 2: Among Thieves could claim to be the game of that generation , not the best game, but the one that is emblematic of tightly bound adventures built on the thrills of big worlds and bombastic set-pieces. Naughty Dog‘s matinée revival has moments of technically astounding action , a lead character capable of carrying an almost unheard-of tonal range of tension, comedy and tragedy, where comparable blockbusters do anger as one long machine-gun burst , plus it embraces ideas of storytelling and entertainment that trigger a rare investment in its cast. It is, in other words, a beautiful game that is also very good at people.

Indeed, it’s accomplished at almost everything. Uncharted 2’s opening displays a casual confidence of craft and an eagerness for experimentation, breaking in at the story’s halfway point and reintroducing us to hero Nathan Drake with snapshot characterisation: he’s battered (“That’s my blood”), blithe (“That’s a lot of my blood”), and, suddenly, he’s upside down, a perspective yank turning a stationary train carriage into a vertiginous shaft. Drake plunges past seats and into the first of many hyperbolic translations of cinematic devices – here, the teetering mountainside vehicle, but later a moving train, the unpinned grenade, and last-gasp fingertip handholds.

(Image credit: Naughty Dog)

There’s something overtly cinematic in that opening: the formalist interruption, a trick instinctively taken from the splice-and-join of film editing , the precariousness of the train, a literal cliffhanger. And it’s generally agreed there’s something overtly cinematic in Uncharted 2 itself. The game is sandy adventure and sunset romance as seen down the sights of a pistol or on flickering screens since long before Indiana Jones, harking back to the time of Gunga Din. It is also the problematic culmination of Hollywood’s decades-long flirtation with games in the obsessive search for synergy.

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All of which is to say that Uncharted 2 not only bears highly visible influences from the movies, the basic colour of its world taken from the themes and tokens of big-screen romantic adventure, but that Naughty Dog’s reverence for story might have produced the closest thing to convergence between film and games that doesn’t involve a cabinet spinning a LaserDisc to create a cartoon dragon. The studio has embraced the craft of storytelling as taught by the film industry, and emerged with a new production process that devotes a sustained, expensive amount of time (the irony of that synergistic urge – there is no shortcut to convergence) to performance capture, to workshopping and rehearsal with actors on a digital soundstage.

The opening section with the train in Uncharted 2

(Image credit: Naughty Dog)

The result is not a revolution. Uncharted 2 does not solve the inelegance of the cutscene, and still needs to interrupt itself to tell a story. And it does not broaden the corridors of that tightly focused 10-hour experience – the game is relentlessly linear, a gilded cage of invisible walls and beautifully textured boundaries. This is where Uncharted 2’s cinematic-ness slides from cool observation to criticism. Is it even a game, really? It’s so on-rails.

Clickety-clack, Oh crap!

Nathan Drake climbing across the side of a train in Uncharted 2: Among Thieves

(Image credit: Naughty Dog)

Let’s talk about trains, since we seem to be back on one. Walter Murch, editor of Apocalypse Now, once drew a link between the railway and film, between clickety-clack technologies that run along tracks and their shared sense of perception and mechanical possibility. It is, he said, to do with a way of seeing the world. “There is the idea of the voyage. Every voyage is a story.”

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