In creating Uncharted 2: Among Thieves, Naughty Dog strived to create an interactive summer blockbuster. The studio not only wanted you to play big, over-the-top action set pieces, but also wanted you to have an emotional investment in those sequences' outcome by establishing relationships with grounded, empathetic allies. This GDC 2010 talk from Naughty Dog's Neil Druckmann and Bruce Straley explores how Naughty Dog used The Active Cinematic Experience to parallel gameplay and storytelling in Uncharted 2: Among Thieves.
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