• Uncharted 2 For Pc

    Uncharted 2 For Pc

    Uncharted 2: Among Thieves is a third-person action-adventure video game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation 3. First announced on December 1, 2008, and released in October 2009, it is the second game in the Uncharted series, following Uncharted: Drake's Fortune. Uncharted 2 PC Manager – is a program through which will allow the installation of full version of the game Uncharted 2: Among Thieves on your computer. Game Uncharted 2: Among Thieves.

    There isn't much time to relax when you live the life of a treasure hunter. The ever-imperiled Nathan Drake is at it again, traveling the globe, searching for a lost artifact, and trying not to get shot, all for the sake of his noble (saving humanity) and selfish (impressing a lady) ambitions. Uncharted 2: Among Thieves doesn't veer far from the great formula established by Uncharted: Drake's Fortune, but a few tweaks and a strong focus on details make this a better game in every way.

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    Your journey once again becomes an incredible adventure, constantly thrusting new obstacles in front of you that not only offer variety, but are also an absolute blast to overcome. The stunning visuals bring these exotic locales to life, giving you a scenic tour of a tropical jungle, crumbling ice cave, and dilapidated city, among others, while making every new place feel unique and welcoming. The gameplay isn't perfect-the cover mechanic is too sticky in tight places and there's some inconsistency when it comes to climbing obstacles-but these small problems are largely inconsequential. Uncharted 2: Among Thieves is an awesome game that continually surprises, impresses, and entertains.

    Treasure hunter Nathan Drake is off on another adventure, chasing an ancient artifact that is rumored to hold mysterious powers. After being lured into his latest adventure by his smarmy friend Harry Flynn, he quickly realizes the ramifications of his latest discovery. He then begins a new quest to thwart an evil warlord from grabbing this sacred object for himself and growing all-powerful in the process. The plot contains a number of not-so-surprising twists, but it stays interesting throughout because Drake and the supporting cast are so realistic and likable.

    His motivations are pure, but Drake takes on the formidable task with a roguish smile and sarcastic comments, making him inherently likable and rather funny. The playful back-and-forth with his friends also sounds realistic. Depending on what the situation warrants, the characters toss casual insults or helpful advice, and the ease with which they converse brings a feeling of authenticity to the action.

    This crisp dialogue, along with the finely crafted cutscenes and well-developed characters, helps the narrative of Among Thieves shine, making it a strong part of this excellent adventure. Drake doesn't take his duty as a world-class treasure hunter lightly.

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    He is well equipped to tackle anything that comes his way, whether he's fighting well-armed mercenaries, making treacherous leaps across near-bottomless pits, or using his noggin to piece together ancient puzzles. Taking down hordes of nameless soldiers is incredible in Uncharted 2 because of the wealth of awesome weaponry and the smooth shooting mechanic.

    Your arsenal packs a mean punch, and it's sadistically satisfying to let loose a deafening point-blank blast from a pistole or knock a sniper off a ledge with a perfect shot from your rocket launcher. The grenades are easy to aim, making it a joy to lob one right at the feet of a chain gun-toting madman and watch him soar with arms flailing into the clear blue sky.

    If you get close to your enemies, Drake isn't afraid to get his hands dirty. You can quietly snap the neck of an unsuspecting foe if you can sneak behind him unnoticed, but even in a face-to-face brawl, the fisticuffs are impressive. Mashing on the square button delivers powerful haymakers, but you'll need to avoid and counter the retaliatory punches of your enemies to finish them off. These killing blows are over-the-top, displaying your surprising power in slow motion as your enemies crumple to the turf. Given that Drake can't withstand a bullet barrage, cover plays a huge part in Uncharted 2.

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    While stop-and-pop action has been seen in other shooters, the levels in Among Thieves are designed to take advantage of vertical space to give these tussles a more dynamic feel. In many of these set-piece battles, you have the choice to stand meekly behind cover, peppering enemies from afar when you can risk sticking your neck out for a second, or to dance away from the action, strategically positioning yourself right where your foes are most vulnerable.

    This maneuverability adds a feeling of controlled chaos to battles, letting you constantly change your strategy to adapt to the different tactics your enemies will use to bring you down. Unfortunately, the controls are less than precise in cramped corridors, making it difficult to smoothly slide from cover to cover without mistakenly exposing your vulnerable backside. It's a small complaint, but it can be frustrating during some of the more intense battles if you find yourself sitting in the open air when you meant to hide behind a nearby desk. Nevertheless, the combat is explosive and unpredictable in Uncharted, and the huge variety in the levels forces you to constantly change your strategy. Drake hangs around the strangest places.

    Drake's impressive agility plays a major role during combat, but it's when he has the freedom to explore that his leaping prowess is fully revealed. You can climb up walls, swing from ropes, shimmy across ledges, and even leap from one moving vehicle to another during a thrilling chase sequence. The platforming sections do not demand that you be ultraprecise. Drake easily grabs onto any ledge he jumps near, so you need to worry more about what path you're going to take rather than how to land a ridiculous leap of faith. The environments you have to navigate are organic.

    You can climb a large variety of structures to continue on, whether it's a traffic sign in a war-torn city street, an icy rock face in a frozen cave, or a dangling branch in a tropical jungle. The only problem is that the platforming is pretty linear, so you often can't interact with surfaces that seem like they should be climbable. While this minor quibble chisels away a bit at the believability of your actions, the platforming sections are well designed and quite entertaining. And just when you get comfortable making your way across a treacherous precipice, a handhold will fall apart in your hands, making you quickly figure out a new way across and ensuring you never relax during these awesome sequences. The majority of your quest is made up of these combat or platforming sections, but there are thoughtful puzzles you must solve as well.

    These quiet moments are not as entertaining as the action sequences, but they have their own charm. Here, you must perform such tried-and-true tasks as reflecting a beam of light onto a specific surface or placing ornamental blocks onto the correct squares, but there is a twist to the formula that gives Drake even more personality. Drake’s journal contains everything you need to know to solve the puzzle at hand, and you must manually flip through the pages to find what you need. The book is filled with pictures and brief notes, and you must carefully analyze these diagrams to figure out the solution. The puzzles are far from challenging, but flipping through the book feels realistic, and piecing together the mysterious clues gives you a taste of what a real treasure hunter might experience. The doodles that Drake added to the journal are another cool aspect, although they don't have anything to do with your quest.

    One page depicts the various moods of his longtime friend Sully, and the goofy caricatures are pretty amusing. All of these different elements, along with the lighthearted story, are mixed together perfectly, providing an intoxicating pace that continually builds upon the previous section.

    The incredible rate at which Uncharted moves is staggering, seamlessly urging players from one incredible experience to the next, without ever staying on one mechanic for too long. This effortless pace is showcased exceptionally well during a stage that takes place on a train halfway through the adventure. It seems like your options would be limited onboard a narrow vehicle, but every new car you leap to has a surprise, and the sheer breadth of different actions makes this one of the highlights of a fantastic quest. Whether you're gunning down enemies in a tight passenger car, hanging desperately on to handholds on the outside of the train, sniping enemies way off in the distance, trading punches with a hulked-up mercenary, or dodging fire from a pesky helicopter, this section is an adrenaline rush. And the scenery is just as varied. You will fly past a wide variety of backgrounds, which gives the impression you really are onboard a fast-moving vehicle. From beginning to end, Uncharted 2 keeps up its brisk pace, creating an experience that is exhilarating, thrilling, and never boring.

    All of this incredible action is complemented by some of the most impressive visuals on PlayStation 3. As you travel through lush rain forests, into snow-covered wastelands, across the ruins of a crumbling city, and to the many other places Drake ventures in his quest, you will be treated to a huge array of breathtaking sights. It's easy to get lost in the atmosphere, swinging the camera around to admire the sights while briefly forgetting about the angry man with a gun shouting at you in the distance. The animation is particularly impressive. Drake moves and reacts with eerie believability, whether he's stumbling realistically after a long jump, quickly reaching behind his back to grab a weapon, or just walking up a long flight of stairs.

    The attention to detail during the cutscenes is just as striking. The characters move and interact with each other with subtle touches that make them seem almost lifelike. There are lots of little details that add even more to the experience. When you're in the jungle, you can see squirrels scamper up the towering trees, and you get wet when you wade through a river. And even with all this detail, the game runs smoothly, even during the most hectic fights.

    If you're hankering for some more treasure hunting after finishing the campaign, there's a three-player cooperative mode as well. This mode places you in modified levels from the main quest, and you must mow down a bunch of enemies on the way toward achieving your ultimate goal. The exciting combat makes the transition intact, and playing through these gorgeous locations with a few buddies is certainly fun, but it's not quite as engaging as the main adventure. Enemies swarm from all around you-throwing grenades from the front, sniping from above, and unleashing torrents of Gatling gun bullets from behind-and it can feel a bit overwhelming at times.

    The sometimes finicky cover controls don't always function during the heat of these ultraintense battles, and it can feel claustrophobic as you desperately roll out of the way to avoid a screaming rocket blast. Despite the small problems, this is a welcome diversion for people who love the main quest but crave sentient companions.

    Making insane leaps is one of the best aspects of multiplayer. The competitive multiplayer is even better. The levels are once again modeled after the environments from the main quest, but your impressive agility in battle combined with the powerful weaponry make for explosive competitions. There are a number of gameplay types, which are variations on such popular formulas as Deathmatch, Capture the Flag, and Territories. But the sheer thrill of battle raises these beyond the forgettable squall of other shooters.

    Your agility is the main differentiating factor. It is simply incredible to spring away from your vicious buddy who is happily wielding a shotgun, leap across a gaping ravine, and grab on to a far-off ledge with just your fingertips. Frantically slamming on the X button to hoist yourself to safety while your opponent comes storming after you is a heart-racing experience, and turning the tables on your pursuer as he tries to make the same treacherous leap is so satisfying. There is also a perks system that gives you rewards beyond mere fun for sinking time into this endeavor. These rewards increase your killing power and make the mode even more fun. Uncharted 2: Among Thieves is a complete package. The perfectly paced campaign is pure joy from beginning to end, seamlessly combining top-notch shooting, smooth platforming, clever puzzles, and a playful story into one of the most engaging and satisfying adventures around.

    Competitive multiplayer is just as compelling, displaying the same fun gameplay elements from the main quest in a chaotic battle against other players. The cooperative mode has its own unique pull, letting players merge their efforts to take down an unrelenting force of angry attackers. The few flaws-touchy cover controls in tight spaces and linear platforming sections-are so slight they barely stand out among the sea of fantastic features.

    Uncharted 2: Among Thieves is an incredible game.

    I want to be Nathan Drake, a sniper on a tightrope, fingertips that grip better than steel claws, a modern swashbuckler who's parlayed the half-tuck from design band-aid to video game vogue. He's wittier than I'll ever be, far better looking without a shave, and the playable linchpin in 's, the PS3-exclusive sequel to acclaimed 2007 action-adventure.

    Uncharted 2's out on October 13th and, so we caught up with Naughty Dog co-president Evan Wells and creative director Amy Hennig for an over-the-shoulder peek at the design process. This is Part One. (, ) Game On: The early buzz on Uncharted 2 is it's the reason to buy a PS3. What does that make it if you already own a PS3? Amy Hennig: Laughs A good justification for having bought one, I guess, right? A vindication for being an adopter of the PlayStation 3? It's great for us to hear how enthusiastic people are about the game, because you never know when you're working on it.

    You're just kind of up to your eyeballs and sick of it, and when you start seeing people's reactions, it's such a relief to know that what you were trying to do, you succeeded at, because you lose your objectivity, of course, but also to know you've given people an experience that they're loving that much. It's almost indescribable how cool that is, as a creative person, to know that you've provided that to somebody. 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.

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    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. Are you satisfied with the level of brand awareness Drake's Fortune received? AH: I think you always wish there was even greater brand awareness. Certainly when you're making something, you don't want to feel you're trying to appeal to the lowest common denominator. 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. 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.

    It really speaks volumes about the quality of the product. Evan 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. 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.

    AH: So it's sort of a double-edge sword, right? On the one hand I think Evan's right, it makes people feel like they have more of a sense of ownership, because they discovered it independently. But on the other hand, you'd love to think you have a blockbuster on your hands. That's what's cool about Uncharted 2. There seems to be a lot more brand awareness out of the gate this time. GO: I remember getting lots of requests for coverage by whoever was handling the original Uncharted at the time for Sony, and thinking okay, it looks lovely, but isn't this just another Tomb Raider-or as some said, Dude Raider-riff? I wasn't expecting to play it, finish it, and sit watching the credits spool thinking 'Finally, someone who gets the serial-homage adventure thing.'

    AH: It's kind of funny, because on the one hand, when there's a niche appeal-and I don't even mean it that way, because it sounds like it's limited in its appeal and I don't mean it that way-I think that you do get a fan base that's much more kind of in your corner. They feel like they're in the fight with you as the creators of the product. 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. Heroes and characters tend to be drawn large. Everybody's a little bit of a caricature in most video games, a little bit stereotypical-exaggerated, or a little cartoony.

    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. We knew that in order to pull it off, we had to have a hero who was completely relatable, just a regular guy. So when people saw him and said 'Why do I want to play a guy in t-shirt and jeans?' That was a deliberate move on our part, to say look, he's just a guy.

    He's just like you and me. Maybe a little bit extraordinary in the sense that he's got stronger fingertips. Laughs I think what we saw then, was that a lot of people, when they initially saw the game, because they were used to these exaggerated characters, is that they were like, 'What is this?' And 'I don't know what to expect going into this.' It wasn't until they played it that they fell in love with it. So now we have the foundation of the first game in place.

    Now people aren't looking at it and making comparisons to other games, or saying 'Who's this Nathan Drake guy?' GO: What didn't work in the original Uncharted?

    What did you start Uncharted 2 saying, 'Let's not do that again'? EW: One of the things that we wanted to address right away was to strike a really strong balance between the action and the adventure components.

    I think people's expectations coming into the first game were that there'd be more adventure and less shooting. While we didn't want to move away from the fact that we are indeed a third-person shooter, we wanted to make sure people felt there was more of that spirit of adventure you've come to expect from the genre. So it was a design challenge to honor the action elements, then pump the action up even more, without forgetting the adventure or alienating the people who wanted that sense of classic adventure. AH: Yeah, and just thinking about the question as you asked it, I don't know that we said, 'Let's not do that again.'

    I think it was more like what Evan said, how could we get a better balance between some of the game elements so it didn't feel like we were moving from mode to mode. I think it was more a matter of 'What did we do okay and could have done really well, if we put the effort behind it?' So, for instance, trying to draw the characters deeper than we did the first time.

    We were definitely playing off a lot of the traditions of the adventure genres. Some of the things I'd read on the message boards was that people loved the characters, but could also see they were drawn from traditional stereotypes. And although I never want to be heavy-handed with character development-I want to leave a lot to inference-I wanted to dig a little bit deeper into the characters at this point. I want people to say 'This isn't a story I've seen a hundred times' or 'This turns in a way I didn't expect it to.' That these characters, while being drawn from certain traditional tropes, aren't playing out exactly as expected. That they're coming off more like real people.

    You see what I mean? GO: Yeah, the sense that I had in the first game was that despite the relationship exposition and development between Nathan and Elena and Sully, it was a little more Allan Quartermain, a little more lighthearted romp. Uncharted 2 on the other hand has this curious marketing point, which reads 'An expanded cast of characters who reflect different facets of Drake’s character.' That's an unusually insightful thing to say in a marketing bullet point, the notion that the game's dramatis personae really shape who Drake is, sort of like the characters in Shakespeare's King Lear, or at the extreme end, the characters in David Lynch's Mulholland Drive. AH: I've talked to other people about this, about storytelling in games and how we go about it, or how we ought to. I don't think there's one right way of course, but the thing I'm always surprised about is, there's certain things that are obvious about telling stories in other media, like if you're writing a screenplay or film or whatever, and yet these things get ignored in games all the time. It's pretty darned hard to tell a story about a character when there aren't any other characters surrounding them.

    That's how we're challenged. That's where the conflict comes from. Otherwise the conflict's completely externalized, and of course that's what video games are about, right? A lot of it's the externalized conflict. But that's equally why they're so shallow.

    And that's fine, I mean you're defeating obstacles and such, but there's no why for the what. There's no emotional challenge, no emotional conflict, because you don't get that when you're this lone protagonist. We immediately knew that if were going to make a game that felt more like playing a movie, we needed to surround the protagonist with a cast of characters. We did that in the first one as well, but we wanted to up the ante in Uncharted 2, so that it felt like-not only having a cast of characters you cared about, or got to see some reaction to, but having characters that challenge you more, or pull you in different directions. So yes, the story's absolutely about Nathan Drake, but there's all these satellites around him now. The fact that he has relationships with all these different people says different things about him, and then when they come into his life and there's conflict and crises, the way he reacts and the way they react in terms of which directions he's pulled says even more about him and creates the tension that makes the game interesting. I think that's what's missing from games.

    You don't really care what's going on as long as it's viscerally exciting, but there's no emotional reason behind what you're doing. You have to have both, as far as I'm concerned.

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    Uncharted 2 For Pc