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Naughty Dog Broke a Golden Rule of Gaming
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The video explores Naughty Dog’s decision to slow the pace in Uncharted 2, despite concerns that players might lose interest. Earlier Uncharted scenes leaned into cinematic action: in Drake’s Fortune, shooting a red barrel flips a jeep into a bridge, while Uncharted 2’s train sequence delivers a dramatic action set piece. These moments exemplify Naughty Dog’s “in-game cutscenes,” which keep players close to the action and support the studio’s “playable movie” approach.
For the sequel, the team also wanted to create a quieter experience. Richard Lemarchand says the idea was inspired by The Graveyard, an avant-garde game by Tale of Tales in which an elderly woman walks through a cemetery. Its simple movement and atmospheric details suggested that a game could engage players through mood and reflection rather than constant action.
That influence helped inspire Uncharted 2’s peaceful village section. Instead of pushing players into combat or a major set piece, the level invites them to explore at a slower pace, taking in the birdsong, wind, clouds, and village life. The choice was controversial inside the studio, but the video presents it as a successful risk—and an example of games broadening their emotional and artistic range. Deliberately slowing players down has since become a recognizable tool in big-budget adventure games.
People and Sources Mentioned
- Richard Lemarchand, co-lead game designer on the original Uncharted trilogy
- Neil Druckmann, Amy Hennig, Bruce Straley, and Evan (surname not specified in the subtitles)
- The Graveyard by Tale of Tales
- Uncharted: Drake’s Fortune and Uncharted 2: Among Thieves
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