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#1 |
Safety First
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So The Escapist has a new series of weekly videos you've probably heard of called Extra Credits. Which is all about game development as the media comes into it's own realization of how it's unique from other media.
So with that being said, what are your favorite areas where a game brings you into it's world with it's narrative? Personally I really enjoyed the way valve did it with Portal. The clean-room look to most of the test chambers was very well contrasted later in the game as you get to the end. Likewise, the only contact you have is a one way "conversation" with a creepy computer, even the observation areas are noticeably empty as you go through the game. All of that gives you a distinct feeling of being alone and abandoned. Metroid prime did a good job with that feeling of solitude as well by having there be almost nothing there that wasn't trying to kill you at least a little bit. Everything about the game made you feel like a stranger in a strange land. So what has been good for you guys? What's been bad? This is a fun subject to talk about and I hope we'd all like to see other's opinions on it. |
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#2 |
Regulator
Join Date: Feb 2006
Posts: 1,842
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I highly enjoyed several of Square's titles.
Vagrant Story, despite having a someone incomplete plot, was engaging and drew me in, and also gave that feeling of loneliness, but used the environment well enough, and set the stage nicely enough to make the world feel 'real', especially with little touches like bottles of wine in appropriate places, and the architectural elements (semi-accurate as they may be). Final Fantasy Tactics gave me the feeling of watching historical events unfold - some combination of reading a book and watching a movie. It did so with engaging conflicts and interesting - if poorly translated at times - dialogue*. Chrono Trigger was bright and colorful, but intriguing in the "deep" elements that it briefly touched on, and even contemplated lightly (though never fully explored), and managed to draw the narrative well enough and tightly enough that they created a cohesive story from a basic 'reformat all of reality' plot. I think one of the major elements that drew me into all three games was also the musical accompaniment - not necessarily all masterpieces, but well developed enough to carry the weight and the emotion of the scenes, battles, and feeling of the games in question. More later, likely. *This is the original PS version, not the War of the Lions, which was excellently translated, just disappointingly "faux-Shakespearean" (alternately "faux-olde Englishe") and sloppily tied into FF12's mythology. Seriously, keeping the names "holy stones" instead of renaming "auricite" would have been perfectly acceptable. Several thousand years had passed since the events of FF12, after all, and it's likely some elements of wording had changed.
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#3 |
Lamb of Hosts
Join Date: Jan 1970
Posts: 101
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I always dig it when the hero sacrifices himself for the greater good.
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To the hustlers, killers, murderers, drug dealers even the strippers Jesus walks with them To the victims of Welfare for we living in hell here hell yeah Jesus walks with them -Kanye West, Jesus Walks
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#4 |
oh, what fun we will have!
Join Date: Apr 2005
Location: Lafayette, LA
Posts: 1,773
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Speaking of Portal, Valve really likes subtle storytelling. Half-Life does it without cutscenes, just what you overhear and can figure out on your own. TF2 started out with an Excuse Plot that sort of snowballed, and you can even figure out some of story by just looking at the maps (spy bases with rockets/lasers concealed behind innocence facades).
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#5 | |
Regulator
Join Date: Feb 2006
Posts: 1,842
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Make the best decision ever. I look forward to seeing you there! You should watch this trailer! It's awesome! (The rest of the site's really cool, too!) I have a small announcement to make. And another! |
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#6 |
adorable
Join Date: Sep 2007
Posts: 12,950
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FFT's faux-Shakespearean stuff didn't feel out of place to me, actually. PSP version was the first version I played, and a lot of story elements, like the player knowing both sides to a story but the characters not therefore leading to a destructive conflict, felt in line with the sort of stuff you'd see in a Shakespeare tragedy.
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Last edited by Kim; 08-27-2010 at 11:05 PM. |
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#7 |
Super stressed!
Join Date: Feb 2007
Location: British Columbia
Posts: 8,081
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You said "narrative" and I was all excited to put down Max Payne, but you know. Whatever.
I like Dark Sector a bunch for this. An infection spreading all over Lasria; there's money and luggage spread around because of people trying to get out, there's body bags all throughout the cities with biohazard warnings because of people who didn't get out... Everyone's wearing gas masks and armoured soldiers are running around fighting infected... I could point out Soul Reaver, where Kain's decision at the end of Blood Omen 1 doomed the world of Nosgoth to filth-ridden decay that spans four more games, but that's too easy. Half Life does pretty good with this, telling the story of the enslavement of the human race without actually doing so. |
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#8 | |
Regulator
Join Date: Feb 2006
Posts: 1,842
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ANYHOO back on topic, ish... Red Alert (the first two and expansions) actually had surprisingly engaging narratives compared to my expectations for RTS's. Starcraft also. I enjoyed the way the cutscenes actually showed people reacting the way people would really react (notable and purposeful cheese in Red Alert aside), and granting a reason for your assaults rather than just "here's the enemy: kill". Mass Effect is pretty brilliant in it's character concepts and execution, and if my computer weren't so weak, I'd still be playing it. Freedom Force gave every element of Silver Age comic books distilled down to it's base essence and forged into video game fun - really, a near-perfect fusion of the two mediums. While I enjoyed NWN, the story, up until Hordes of the Underdark, was pretty weak, in my opinion. But it was really NWN2: Mask of the Betrayer, that showed that Atari (really Obsidian) could make a darn fine game and story and a fantastically believable world with richly detailed background characters and comprehensible ways of finding out the information you did. The visuals were okay, but really it was the narrative powered by incredibly characters you could relate to (despite their often alien nature) that drew you in and made you believe you really were somewhere in Rasheman.
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Make the best decision ever. I look forward to seeing you there! You should watch this trailer! It's awesome! (The rest of the site's really cool, too!) I have a small announcement to make. And another! |
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#9 | |
Safety First
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And despite that a lot of HL2's environment's seemed a bit brown, to seem dingy, it fit really well with the story. And to top it off, Ravenholm was creepy as all get-out like it was spoken of by the characters. |
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#10 | |
Archer and Armstrong vs. the World
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I think Half-Life 2 and all related media did the best job of using particular elements of a game to drive the narrative. Shadow of the Colossus drove the narrative by not telling you anything, really, that was pretty good. |
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