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The player can direct Drake to take cover behind corners or low walls using either aimed or blind-fire to kill his enemies. Drake can pick up weapons, automatically replacing the existing weapon he was using, and additional ammunition from slain enemies. Drake can be equipped with up to two firearms – one single-handed and one two-handed – and a limited supply of grenades. Drake is physically adept and is able to jump, climb, and scale narrow ledges and wall-faces to get between points. Uncharted 2 is an action-adventure platform video game played from a third-person view, with the player in control of Nathan Drake. ĭrake climbs a hotel in Nepal as he attempts to locate a temple. The game was followed by a sequel titled Uncharted 3: Drake's Deception in 2011, and was re-released on PlayStation 4 as part of Uncharted: The Nathan Drake Collection. It also enjoyed great commercial success, with over six million copies sold worldwide. It received Game of the Year accolades from numerous publications and award events, and is considered to be one of the greatest video games ever made, and among the most significant titles for the seventh console generation. Uncharted 2: Among Thieves received critical acclaim for its elaborate set pieces, character design, storytelling, graphics, technical innovation, and gameplay mechanics. This allowed the developers to record extensive motion capture and more in-game cinematic sequences, as well as include an online multiplayer component a first for the series. Naughty Dog also aimed to improve the game's proprietary engine, creating the game to run exclusively on the company's Naughty Engine 2.0 system. The development team drew inspiration from explorer Marco Polo, and specifically, from his expeditions through archipelagos and eastern Asia. Set two years after the events of Drake's Fortune, the single-player story follows Nathan Drake, who partners with Chloe Frazer and Elena Fisher, as they search for the Cintamani Stone and city of Shambhala, whilst battling a mercenary group led by war criminal Zoran Lazarević.ĭevelopment for Uncharted 2: Among Thieves began immediately following the critical and commercial success of the first entry. It is the second game in the Uncharted series, and was released in October 2009 for PlayStation 3. They are fun, but they are also important because the design of the spaces we spend time in have profound effects on how we feel, think and move.Uncharted 2: Among Thieves is a 2009 action-adventure game developed by Naughty Dog and published by Sony Computer Entertainment. The video games in this list create space to notice, reflect and try your hand at architecture.
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Whether it's the atmospheric lighting of Control, the climbable buildings of the Uncharted series or Shadow of the Colossus vast cathedral-like structures, video games often create original spaces that stop you in your tracks. From the Escher-like Manifold Garden to the scale-confounding Superliminal, these games can play with perspective and movement to not only confuse the player but open new possibilities in perceiving buildings.įinally, there are games with breathtaking architecture. Then there are games that build spaces that would be impossible in real life. Then there are games like Animal Crossing, that offer a social context in which to apply your architectural and landscaping skills. Games like Townscaper allow you to easily create series of buildings and consider how one structure relates to those around it - like a street-scene generator. Then there are games like The Legend of Zelda Breath of the Wild, Biomutant, Enslaved or The Last Of Us that drop you in a once-great but now ruined architecture.Īlong with these pre-built spaces, there are also games that invite you to affect and rebuilt the architecture of a world. Others, like The Witcher, Legend of Zelda Twilight Princess and Eastshade, create their own cities and buildings. Some, like Assassin's Creed, Grand Theft Auto and Forza Horizon recreate virtual versions of familiar places. Video games mirror and magnify this built environment in different ways. Our homes, offices, shopping malls, cathedrals, stations, bridges and even public toilets have all been designed. We spend our lives in buildings every day.