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As Naughty Dog themselves said, the "platforming" segments were the lulls to relax the player. There were the Gears of War shooting bits, and then the Tomb Raider "platforming" bits (although that might be a disservice to Tomb Raider). There were still very few portions where the combat and platforming mixed to give the game an identity. While level design and environments were more creative compared to the first game, that couldn't stop how this game had the same predictable structure of shooting and then "platforming".
UNCHARTED 2 CUTSCENES MOVIE
Because of the many great movie action scenes, the problems of the combat and platforming came to front and center. This had the benefit of reducing the amount of sluggishness Drake has, due to the reliance on player mo-cap animation (which was also a problem of Grand Theft Auto 4). In fact, I played through the combat and platforming sections, in fast motion. I felt like I was going through the motions of the generic gameplay just to get to those cinematic moments. Raising the cinematic expectations so high, I think Naughty Dog found themselves in a rut. Uncharted 2 is also a cinematic experience sometimes, with dazzling action setpieces that were more for the eye than the thumbs. Uncharted 2 is a 3rd person shooter with some platforming. However, I believe the game was being lauded more for its technological spectacle than for the game part of it. Everyone must have covered every angle, down to Chloe's creepy beady eyes. As a result, we decided to see how the in-game models compare to the cutscene ones in The Last of Us.For gaining such critical acclaim and winning Game of the Year awards, I didn't feel I'd have anything new to say on the title. So what will happen with their first game on the PS4? We have heard teases about how it might end up, offering visual fidelity closer to the cutscenes of The Last of Us, which were superb on their own. If they hadn’t done it, we would have gotten long load times between levels. On PS3, this was mainly due to the limitation of the hardware, especially its RAM. Since Naughty Dog games have a lot of focus on the story and character development, not to mention they also use these cutscenes as a way to pass off loading, it does make sense for them to use pre-rendered cutscenes. For an example, the polygon count of Nathan Drake in Uncharted 2 was approximately 37k, and almost double of that in pre-rendered cutscenes. They are often very high quality in terms of their visuals, the effects are all turned up a notch, anti-aliasing is applied and the models are also of higher quality compared to their gameplay counterparts. When it comes to Naughty Dog games, they use a different approach to in-game cinematics. This sounds pretty good, right? But how big of a jump are we talking about here? We can see this by taking a look through the gameplay and the pre-rendered cutscenes of The Last of Us on the PS3.
UNCHARTED 2 CUTSCENES PS4
A few weeks ago, we heard about how Uncharted on PS4 will offer the visual fidelity of the cutscenes of The Last of Us on PS3.