"You look like you got some herpes there. Did you get that from kissing your wife's ass... after I put HERPY in it?"
post #151 of 192
11/24/09 at 1:26pm
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All I know is at the end of whatever fight actually was final, Cody couldn't stop hitting people, so they put him in jail. Then in Street Fighter Alpha 3, he broke out of jail so he could hit more people.
YOU KNOW WHAT, GAMES = ART. |
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And the common theme with a lot of top choices-Fallout, Bioshock, and Uncharted (Though I disagree with it as great storytelling, though good writing), seems to be the consistent and excellent atmosphere that the game world creates.
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I agree. While narrative might be a weakness, world building is a strength of video games. Certainly in open world or adventure games there's a lot of scope to explore your surroundings. My main memory of Final Fantasy XII was not the actual story during the game, but the history of the cities and locations.
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I've never met a person who has owned up to thumbing through the thousands of pages of background glurge present in many RPGs. Codex entries in BioWare and Bethesda games are just experience point fodder, and such world-building would be (slightly) more convincing if you weren't met with invisible boundary boxes everywhere you turn.
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Planescape is sort of like a really convoluted choose-your-own-adventure more than it is a game. I've never really understood the hype. There's so many better books you can read.
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Originally Posted by Brad Millette
I'm beginning to think this thread should be called "We Don't Read Books".
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Originally Posted by Spike Marshall
However the macro-Narratives found within the fetch quests, in particular Dr. Tannis’ increasingly unstable rants, are actually really well done, and go a long way to injecting some personality into the sparse gameworld.
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As somebody else has pointed out I think, all the examples of 'good storytelling' cited so far have simply been aspects of a game that serve to add a layer of atmosphere and immersion into the game world rather than advance some kind of narrative. No matter how fun it is to pick up discarded logs or messages throughout Bioshock or Metroid, they're not essential to your enjoyment of the central storyline.
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Oh god, seriously, it's a fun game, but don't try to use fucking BORDERLANDS as an example of good storytelling in the medium, because it is objectively garbage. There's some funny jokes in it, but again, the found object stories are just the same thing that's already been done (and better, and still not that great since it's a pretty lazy device) by many other games. Beyond that, there's practically no story to speak of whatsoever. I mean there's a thing in a tomb and a lady in a satellite and some aliens and absolutely no explanation why any of this should matter.
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Tragically, I realized that if someone made a Final Fight movie, I'd go see it with no hesitation. It would kind of be like Taken, I suppose.
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