This is a fabulous game, one of the most entertaining things I've ever played, but I'm going to just look at some of the gameplay issues that are a bit rubbish in the name of constructive critcism (although in reality it's probably me just having a whinge). These are points I was talking with a friend yesterday, and we both noticed them.
Firstly and most annoyingly, the 'interactive movie' aspect is extremely frustrating. There are points in the game where you don't know what to do, and in fact there isn't anything you can do. The idea is you just waste time until a cutscene kicks in. I think actually you have to become a victim so you can be saved. In myu case I ran around for 10 minutes trying not to get hurt, as you would do, instead of letting myself get beat up a bit. Then you have other similar situations where you actually have to fight your way out. It's plain annoying to have millions of enemies you shoot until they die, but sporadically have other enemies where you have to find some preset course of action because they are immune to hot lead. I'd like consistency, and if there is to be a deviation from the standard expected behaviour (shooting people no longer kills them) I'd like a fairly logical explanation and pointer that gameplay needs to change. Although the end battle was obvious to me because I've played enough games to know to 'hunt the repeating combat pattern', it sin't to everyone. ND could have readily foreshadowed this in their story arc to identify a weakness to a particular thing that would come to play in the final battle.
The controls could also do with refining, although I'm not quite sure how changes would be implemented. Most of the times I died, it was either because I was being silly and running+gunning, or because I wanted to do something sensible but the controls did something silly. I'd sometimes look to duck into cover and end up fixing to cover on the side of the object rather than behind. And when you stick to cover, it's not intuitive to move around the cover readily but you either have to break away from the cover or remember to move into the prefered place. Which can place you on the wrong side. So sometimes I was 'in cover' in the open getting shot, which isn't really what Drake or I would do! And there have also been occassions where I wanted to grab a ledge but rolled off. Then there were occassions where I'd want to climb through a hole in the scenery to cover, but I was a fraction to the side so just jumped in the air instead. I think the AI could guess if you are getting shot from behind, you probably don't want to just jump on the spot, so that 'jump' press probably meant climb through the nearby opening.
Sometimes it's not at all clear which route is the predetermined one you have to follow, and I've wasted time looking for the right bit of scenery to climb or jump on. One case was a bar to swing from which was only viewable if you swung the camera round to a certain (unnatural) POV. I died lots there jumping at bits of scenery that technically Drake should be able to navigate but which weren't the prescribed route.
I suppose that leads to the annoying technical limitation of managed scenery. There are lots of places Drake should be able to climb but he can't. You then get drops that Drake has made in other cases but because they aren't the allowed route, he dies when you try them. Of course, without warning, and without any way on knowing they are deadly routes other than if you get into the mind of the game designers and appreciate they are having to plan a route. Clearly this gen is the problem here if you want U2's visual schwing and controlled story, as you can't have a completely open world. But next-gen I hope in the jungle I can climb any vine or root covered ascent instead of doing ridiculous exercise jumps!
All that said, I enjoyed my second play through, will take on Crushing, and continue to play online. Uncharted 2 is a fabulous creation and a must-have for PS3 owners.