ThoseDeafMutes
Member
Like every action movie hero ever? It gets into some really subjective territory, like saying the morality of the situation isn't analyzed when the work isn't about moral reflection. It starts to miss the point.
Ludonarrative dissonance as applied to Uncharted is a critique that was focused mainly on the second game, at least as I recall it. This is because Uncharted 2's ending specifically draws attention to it by having the villain say "You're no different from me! How many men have you killed, just today?" and then Nathan is moved by this and is unable to kill him, instead leaving him to the Yeti monsters to finish off, as if that was some kind of mercy that makes him the bigger man.
Frankly, the scene made no sense regardless of which reading of Drake you take. If Drake was there to stop an evil warlord getting the power, and therefore morally justified, he should have shot him. If you think Drake is just a heartless plunderer, he should have shot him. In either case Drake has shown no signs of hesitating to kill these people before; as the villain says, he has indeed killed countless people that day alone.
The game also opens with the scene where Drake tells everyone he doesn't like guns and doesn't want to take it into the opening mission. Not wanting to kill civilian security guards makes sense, but this whole "I don't like guns" thing is divorced from the ease with which he picks them up and starts slaughtering later on.
If you're unwilling to take criticism for your character killing a lot of people, maybe don't draw attention to it in your own story.