Summary:
- The article explores a retrospective interview with Richard Lemarchand, a lead designer on the *Uncharted* series, regarding the development of the iconic sequel *Uncharted 2: Among Thieves*.
- It analyzes how the massive critical success of *Uncharted 2*'s cinematic set pieces created a "creative trap" for the development team, eventually leading to pacing and design flaws in *Uncharted 3*.