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Challenging Conventions 3: Unlimited, Unpredictable & Uncharted
Posted by Jeffrey Matulef, 245 days ago

In the last edition of Challenging Conventions, I wrote about a game that mixed and matched genres questionably. This time I’m talking about a game that combines genres more gracefully way, and that game is Uncharted 2: Among Thieves.

At its core, none of Uncharted 2’s gameplay styles are unique. Its cover shooting is reminiscent of Gears of War, its vertical cover of Infamous, and its exploration-based puzzle solving of Tomb Raider. Even its most distinctive set piece, a combat-free stroll through a village, has its rooting firmly in role-playing games where you explore a town and talk to everyone in it. What makes Uncharted 2 unique is how it paces its combination of all these elements, making it what a real adventure should be: unpredictable and thrilling.

Combining various genres in an action adventure game is nothing new. Batman: Arkham Asylum did that very thing only a couple months prior; switching styles between brawler, stealth, and Metroid-like exploration. Though, that game did so at a very predictable pace; the player was never doing one of these styles for more than 15 minutes before the gameplay switched up. The first Uncharted also followed this formula, only teasing notions of platforming and puzzle solving, yet lacking the conviction to fully develop any of these styles. Maybe there was fear of turning players off from the third-person shooting, which was the meat of that game. Uncharted 2, however, takes a major risk by switching up gameplay styles less frequently and expanding each set piece to its full potential.

"That was one hell of a train ride!"

There’s a series of sequences where you go from one kill room (area that must be cleared of enemies) to another. Just when this starts to get old, you’re thrown into an epic sequence on a moving train. The restrictive carriages change the way you play, then you hop from the train’s interior to its exterior, trying to get the drop on your enemies. It’s a rollercoaster, so much so that while you’re still killing dudes it feels different enough to make for an exhilarating change of pace.

Shortly thereafter, just as you need a moment of respite from all the shooting, the game strips you of your weapons and sends you to a gorgeous, quiet village. All you can do is look around and interact with villagers, shaking their hands, playing with children, and petting their yaks (as you do – Ed). The sequence makes for a brilliant breather, as does the hour plus after it of platforming and puzzling that’s combat free. By the time baddies show up again, you’ve forgotten that the game even had shooting in the first place.


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