Now that I'm done with the game, I'd like to express my (few) complaints. They're spoiler free, so have no fear when reading them. I'll start with the only one that isn't nit-picking.
They REALLY need to separate the roll/jump down button from the take cover button. This issue didn't show its face as much in the single player due to the less aggressive AI, but it's a giant problem in the multiplayer. A million times I've tried to roll out of the way when I'm under fire or a grenade is lobbed my way, and my character will just stick himself to a wall. Once I'm on the wall, I'm stuck and I can't keep running. So when I desperately need to get my ass AWAY from where I am, I'm often times stuck to a wall and left as a sitting duck. And good luck trying to do a roll while you're near a cliff; your character is gonna jump off and grab the ledge.
Getting rid of Triangle as the "dodge" button is completely sensible, as it rarely came up in the single player, and is not even included in the multiplayer. If circle did rolls and jumped down ledges, while Triangle was a dedicated "take cover" button, the problem would be completely solved, and would even allow for more finite control in certain other aspects of the game. Imagine, if you will, a stone pillar that you want to take cover behind. You're currently stuck to one side of the pillar, at say, a 6 o'clock position, and suddenly the enemy is coming at you from 9 o'clock. What you really want to do is move from 6 o'clock to 3 o'clock so you'll be standing on the opposite side of your enemy. Currently, this is impossible to do without either taking your sweet time, or else catapulting yourself off the pillar in a somersault and then scurrying back to safety. It would be much better if Left Stick + Circle would let you roll away from a cover object, and Left Stick + Triangle allowed you to move to a different surface of the cover object your stuck to.
I really don't feel as though the melee combat is (or should be) complicated enough for it to require two different buttons.
And here's the rest of my complaints. Take them with a grain of salt because they're really nitpicky.
First off, why the fuck did Sully get swept under the carpet for this game? He's a cool guy who doesn't afraid of anything, and I think he and Drake play off each others' personalities very well.
Secondly, I feel like Naughty Dog was trying way too hard to make me laugh throughout this game. Certain bits were hilarious and well placed, but some of it started to wear on my nerves after a while, and this is coming from a guy who derives great enjoyment from Spider-man comic books. Not every word out of Drake's mouth needs to be sarcastic and hilarious, although I really like how the dialogue was kept up the entire time you played. While I'm on the subject, Drake says "shit" and "crap" waaaaay too much. :lol
Third, the grenade arc. Oh god, what a hassle this is. The camera always aims at the top of the arc, so if you wanna lob the grenade a long distance, you're not gonna be able to see where it's gonna land. I tried the motion sensor throw, but it's finicky, and the thing still travels farther if I aim further up, which will again stop me from seeing where it will land. At least I can aim it from behind cover, but still, it's a big pain. The analog stick should aim the landing point, NOT the camera itself.
Lastly, there was not enough puzzle solving for my tastes. Gunfights and platforming are all well and good, but puzzle solving is the final piece of the holy trinity, and it was grossly underused in Uncharted 2, and in Uncharted 1 for that matter. They even had a great concept like Nate's journal in this game, but they just threw away all that potential and asked you to use it like two or three times throughout the game. And the puzzles that WERE there were piss easy, even if Drake wasn't holding your hand and telling you how to solve the puzzle. Most of it was just "climb this ledge and pull this switch, then shimmy over to that ledge and pull that switch." It was just an excuse to do more platforming. I'd really like to see some challenging stuff in the future, such as Zelda style moving block puzzles, or even just really tricky classic adventure game puzzles. You know, the kind you'd find in games like Monkey Island or Indiana Jones. I'm not saying that I wanna be carrying around a sack full of context sensitive items, but something that makes me scratch my head would be nice.
Sorry for being long winded. These are my thoughts. What do you guys think?