I guess I can't speak for the touch implementation in anything outside of what was shown in the demo -- which amounted to tediously swiping the screen. I don't have any problems with touch mechanics, but they tend to annoy me when shoehorned into gameplay that's working fine without them. If a game is entirely designed around a touchscreen, I generally am cool with it.
Yes, I feel that the quick swipes don't really add to the gameplay. Some of the touch puzzles are more meaningful (e.g., completing a jigsaw puzzles with touch control). Doing the puzzle with dual sticks would be unwieldy.
I'm very glad to hear that, but the weird thing is I'm not really sure that was my concern. The "claustrophobia" was more a result of never really feeling that I was able to see this world as I wanted to. When playing the PS3 Uncharteds, there was always a sense of awe, like I'm being enveloped by the environment.
While playing the UGA demo, I think the best analogy I can come up with is being trapped in a closet, peering past the slightly ajar door into the game world. It's like being forced to squint to see where I'm supposed to go, or what I'm supposed to do, versus looking out at the game before me.
I just don't know that holding this great, big world of Uncharted between the palms of my hands is the way I want to play this game.
Then again, who knows, maybe this is in fact all just a result of the cramped demo sections, and I'm misinterpreting my own feedback. It's really hard to say.
That was my concern initially. I went ahead and got U:GA during a B2G1 promo. When I played in short sessions, I didn't really get into the game. But when I played it over an extended period in my kid's bedroom, I forgot about the screen size. I was drawn into the game because of the enemies, puzzles, and other side quests in the game (e.g., Photo op).
EDIT:
Yeah, when you pull up the level selection screen, look for the blob icon. That's the bonus level.
Cool ! I missed that level.