20 games which throw out tonal consistency like Nathan Drake throws innocent Turks from rooftops.

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kyokoshouse

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1. Uncharted (series) FOR playfully sarcastic banter played out amidst a bloodied landscape of bullet-riddled ethnic corpses, as well as wanton destruction of myriad cultural artifacts.

2. Far Cry 3 FOR weak-willed YOLO trust fund frat boy with Rambo-tier guerilla skills.

3. Tomb Raider (reboot) FOR emotionally fragile wreck survivor with Rambo-tier guerilla skills.

4. Mortal Kombat FOR a story mode which asks us to believe an alleged good guy would stab the eye sockets out of a friend in a playful sparring match.

5. Final Fantasy XII FOR making a bland and uninteresting sidekick the main character in an apparent display of audience antipathy.

6. Heavy Rain FOR a protagonist who wastes time getting his Nat King in a passionless sexual liaison while his son, who he had until this point been frantically searching for, slowly drowns in a cage.

7. Fallout 3 FOR an altruistic Schindler-voiced father reacting to his child's decision to nuke an entire town for profit with the horror of someone who had just caught them smoking for the first time.

8. God of War FOR delivering the most unpleasant, one-note mass murderer of a protagonist since Civilization allowed players to pick Genghis Khan, then having the gall to expect us to sympathise with the death of his family.

9. Grand Theft Auto IV FOR a sympathetic Balkan veteran attempting to atone for his traumatic past by spending his spare time running over grannies, dealing hard drugs and beating hookers to death with baseball bats. Which is probably just PTSD, so that's ok.

10. LA Noire FOR its vague interrogation options which often lead to wild and unexpected mood swings from one Cole Phelps. Which is probably just PTSD, so that's ok.

11. Dragon Age II FOR its similarly vague conversation options, leading to inadvertent porn plot flirtations and sarky sub-Whedon jib.

12. Star Wars: Knights of the Old Republic FOR allowing your character to stringently follow a path of light or darkness throughout the 30 hour+ adventure, only to allow for a binary choice in the last 5 minutes of the game which not only makes the entire process redundant, but is also implemented so awkwardly you'd think George Lucas wrote it as a primer for Revenge of the Sith's awful Anakin switcheroo.

13. Mass Effect 3 FOR similar offences to the above-mentioned Knights of the Old Republic, but over a trilogy as stretched out as Caligula's favourite slave.

14. Bioware in general FOR all these things and more.

15. Valkyria Chronicles FOR attempting to tell a dark story of opression, racial segregation and war, then failing to explain the presence of an incongruously chibi flying pig.

16. Journey FOR the insinuation that your Arabesque Red Riding Hood figure either (a) dies at the end, ascending to Heaven via jellyfish made of carpets, or (b) goes back to the beginning as a starry reincarnate, which renders the entire venture a depressing and purgatorial Bernoulli loop.

17. Shadow of the Colossus FOR Wander, a man willing to kill off the very last eagle, gorilla, leopard, rhino, elephant, lion, tiger, orangutan, chimpanzee, snake, crocodile, turtle, bison, whale, bear and dolphin left on the planet...for a girl.

18. Modern Warfare/Black Ops/Battlefield 3/Medal of Honor (reboot) - For their tasteless glorification of imperialist butchery, and consistent stigmatisation of Asian, Russian, South American, African and Middle-Eastern peoples.

19. Killzone 2 - The warped ideals of Killzone 2 are summed up most effectively by inelegant poopy-mouth Rico Velasquez; supposedly a devil may care hero figure, who in actuality channels all the sociopathic tenets of a 24th century Tom Berenger, single-handedly setting in motion a vengeful fervour among the guttural space Cockneys of Helghan which would have been simply avoided had he learnt to follow the ever unappreciated Narville's orders.

20. Pretty much any MMORPG ever made - to paraphrase The Incredibles' precociously prophetic Dash, if everyone in the world is special, that's just another way of saying 'no one is'.
 

G-Force

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People keep referring to that scene where Drake "kills" the security guard in the first level. While he does pull someone off a ledge. However people keep forgetting that Drake and Sully jump from a cliff of a similar height and walkaway no problem.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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*22

If we count the points, that is, rather than the games - 4 and 12 occur twice each.

I can't add more to this topic.

CAPTCHA: sudo make sandwich

Damn it, CAPTCHA! Ah, got it
make: command not found
That would teach you.
 

Chimpzy_v1legacy

Warning! Contains bananas!
Jun 21, 2009
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kyokoshouse said:
8. God of War FOR delivering the most unpleasant, one-note mass murderer of a protagonist since Civilization allowed players to pick Genghis Khan, then having the gall to expect us to sympathise with the death of his family.
Depends on which God of War we're talking about. The first game was pretty much consistent with the tone and themes common in much of ancient Greek myth and folklore. In GOW1, Kratos is not meant to be pleasant or sympathetic, but a hero (by the ancient definition) similar to Herakles, far from a paragon of virtue himself. The other games though ... not so much.
 

IGetNoSlack

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kyokoshouse said:
16. Journey FOR the insinuation that your Arabesque Red Riding Hood figure (a) dies at the end, ascending to Heaven via jellyfish made of carpets, or (b) goes back to the beginning as a starry reincarnate, which renders the entire venture a depressing and purgatorial Bernoulli loop.

First of all, "and", not "or".
Secondly, the devs have confirmed that yes, your character DOES die.
Thirdly, This is like saying "In the Flesh?" is a horrible song for its tonal inconsistency.
The beginning of the song is completely different from the end because it completes "The Wall"'s loop.

And "In the Flesh?" isn't a horrible song.

kyokoshouse said:
17. Shadow of the Colossus FOR Wander, a man willing to kill off the very last eagle, gorilla, leopard, rhino, elephant, lion, tiger, orangutan, chimpanzee, snake, crocodile, turtle, bison, whale, bear and dolphin left on the planet...for a girl.
*That he loves. It's a retelling of the "man goes on quest to revive dead love" story. Except that this time said love may be unrequited.
 

Delerien

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5. Final Fantasy XII FOR making a bland and uninteresting sidekick the main character in an apparent display of audience antipathy.
FF X did that too ;)

11. Dragon Age II FOR its similarly vague conversation options, leading to inadvertent porn plot flirtations and sarky sub-Whedon jib.
Ahh yes i remember quick saving before every dialogue because i never knew what i was going to say... good times.

20. Pretty much any MMORPG ever made - to paraphrase The Incredibles' precociously prophetic Dash, if everyone in the world is special, that's just another way of saying 'no one is'.
To be fair i see really no reasonable way to prevent this without sacrificing too much.

Really nice list, i wish i could add to it but right now i honestly can't think of anything.

KarmaTheAlligator said:
Didn't know Bioware was a game. Who made it?
EA *rimshot*
 

Legion

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Oct 2, 2008
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I am sorry but I don't think you entirely understand what tonal inconsistency is.

Most of these have nothing to do with tone at all. Tonal inconsistency would be when the game is dark and gritty but then randomly has slapstick humour in a scene. Or when you get something that is light hearted but then suddenly gets dark without any obvious reason.

Most of the examples you used are more about "This doesn't make much sense" or "this isn't very realistic" which doesn't necessarily have anything to do with the consistency of the tone.
 

IllumInaTIma

Flesh is but a garment!
Feb 6, 2012
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Legion said:
I don't think you entirely understand what tonal inconsistency is. Most of these have nothing to do with tone at all. Tonal inconsistency would be when the game is dark and gritty, but then randomly has slapstick humour. Or when you get something that is light hearted but then suddenly gets dark without any obvious reason.

Most of these are more about "This doesn't make much sense" or "this isn't very realistic" with tone consistency being irrelevant.
Yeah, I think what he meant to say was, GASP, "Ludonarrative Dissonance". And now I'll get a hell away from here before Rob Rath and Russ Pitts come after me!
 

Exius Xavarus

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May 19, 2010
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G-Force said:
People keep referring to that scene where Drake "kills" the security guard in the first level. While he does pull someone off a ledge. However people keep forgetting that Drake and Sully jump from a cliff of a similar height and walkaway no problem.
Neglecting the fact that you watch him land in the water(and I think you get to watch him swim away, but I can't rememeber).

Legion said:
I am sorry but I don't think you entirely understand what tonal inconsistency is.

Most of these have nothing to do with tone at all. Tonal inconsistency would be when the game is dark and gritty but then randomly has slapstick humour in a scene. Or when you get something that is light hearted but then suddenly gets dark without any obvious reason.

Most of the examples you used are more about "This doesn't make much sense" or "this isn't very realistic" which doesn't necessarily have anything to do with the consistency of the tone.
This is what I wanted to say. But much better said. So I'll echo this because it bears repeating.
 

kyokoshouse

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Jun 19, 2012
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G-Force said:
People keep referring to that scene where Drake "kills" the security guard in the first level. While he does pull someone off a ledge. However people keep forgetting that Drake and Sully jump from a cliff of a similar height and walkaway no problem.
Try to imagine what is going through Nathan Drake's head during this moment, and it becomes pretty funny.

Legion said:
I am sorry but I don't think you entirely understand what tonal inconsistency is.
All inconsistencies noted in my post are simply in tribute to the moral barometer of Sony video game protagonists.

DoPo said:
*22 If we count the points, that is, rather than the games - 4 and 12 occur twice each.
Good shout, my numeracy skills are fairly appalling in that instance (fixed that), but on the game count I'm not exact because I'm just being tongue-in-cheek, like those 'Movies in 5 Seconds' videos on YouTube which are never 5 seconds long. I actually like most if not all of these games.

IGetNoSlack said:
First of all, "and", not "or".
Another good shout, thanks for pointing this out - my mistake however was that I should have slipped an 'either' in there (fixed). The reason I wanted to say 'either a or b', rather than 'a and b', is because I truly believe the ending is left open to analysis. Journey isn't jarring or really tonally inconsistent at all (the thread title was largely written in fun), but I'm just trying to explain how I feel its ending could be considered sad or happy depending on how the player interprets it.

IGetNoSlack said:
Secondly, the devs have confirmed that yes, your character DOES die.
Then that is their interpretation. Ridley Scott believes Deckard is a replicant - it's not set in stone. That's one of the great things about art. I actually wrote this lsit a long time ago, just after I finished Journey for the first time, but after two more playthroughs I have veered more toward the idea that the protagonist is repeating his/her actions in a kind of resurrection cycle that is largely without respite.

IllumInaTIma said:
'Yeah, I think what he meant to say was, GASP, "Ludonarrative Dissonance".'
Those are the magic words! Didn't bring this up, because I thought somebody else might eventually (it would be like an 'are games art?' thread without mention of Fumito Ueda). I think ludonarrative dissonance in still an interesting concept though.

Addendum: I genuinely like Bioware games, esp KOTOR, ME2 and the Baldur's Gate games. The post makes it sound like I hated ME3 but I didn't, and I actually felt it was a defeat of sorts for the ME3 team to change the ending just because it was unpopular.
 

RyQ_TMC

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kyokoshouse said:
15. Valkyria Chronicles FOR attempting to tell a dark story of opression, racial segregation and war, then failing to explain the presence of an incongruously chibi flying pig.
Was it really supposed to be a "dark story"? Hans really felt unnecessary and plain irritating at times, but to me the game's story was more of a fairy-taleish military-themed romp with occasional dips into some of the more serious topics (they come up for one scene - like the dying Imp - and the characters discuss them, but then the next chapter comes and its like it never happened). The characters really don't feel like they're bothered in any way. The cell-shaded colourful graphics, while really nice on the eye, strengthen this "non-serious" feel. Hans was pretty consistent with the general atmosphere, I think.

DISCLAIMER: I like Valkyria Chronicles. There's no hate on the game on my part. I just didn't see the theme as particularly serious.

But then again, I'm from Eastern Europe and almost any attempt at dealing with these subjects in fiction is sunshine and rainbows compared to the stories our parents and grandparents tell us.
 

Altorin

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kyokoshouse said:
17. Shadow of the Colossus FOR Wander, a man willing to kill off the very last eagle, gorilla, leopard, rhino, elephant, lion, tiger, orangutan, chimpanzee, snake, crocodile, turtle, bison, whale, bear and dolphin left on the planet...for a girl.
The feature you're describing is called ludonarrative dissonance, but this one doesn't really count. That's the plot of the game.. And it's revealed in a great way.. you start out feeling like a hero on a valiant quest, but as the game goes on you get darker and darker as it becomes clear that you're doing something very wrong by completing the tasks you're set forth, especially for so selfish a reason. The game has a tonal shift, but it's always consistent.

that's the whole point. I don't understand how it's inconsistent. You could argue perhaps that it's a bit cliche, but one certainly could argue against that assertion. I think it's pretty brilliant.
 

Woodsey

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G-Force said:
People keep referring to that scene where Drake "kills" the security guard in the first level. While he does pull someone off a ledge. However people keep forgetting that Drake and Sully jump from a cliff of a similar height and walkaway no problem.
True, but they aim and they're not falling head first.
 

Kiwi the Tortoise

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kyokoshouse said:
1. Uncharted (series) FOR playfully sarcastic banter played out amidst a bloodied landscape of bullet-riddled ethnic corpses, as well as wanton destruction of myriad cultural artifacts.


15. Valkyria Chronicles FOR attempting to tell a dark story of opression, racial segregation and war, then failing to explain the presence of an incongruously chibi flying pig.
1. Nathan Drake is a pretty self-rightious sociopath. In U2 he rather casually murders hundreds of hapless Mercs (they aren't inheritly evil you know, they work to feed their kids) and in the end claims moralic superiority because he did it for "Fame & Fortune" which is of course a much better motive than "power".....

15. VCII is far worse in this matter, because genocide and bikini pool parties match so well in tone.
 

bartholen_v1legacy

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Jan 24, 2009
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I get that it's supposed to be tongue in cheek, but picks #8 and #17 are just wrong. God of War, for better or worse, has a very consistent and serious tone to it, while Shadow of the Colossus... yeah, it was all explained already. You also had a myriad of reasons to include Borderlands 2 on this list, but saying what they are would be spoilers, so I'll leave it at that.
 

RJ 17

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kyokoshouse said:
10. LA Noire FOR its vague interrogation options which often lead to wild and unexpected mood swings from one Cole Phelps. Which is probably just PTSD, so that's ok.
The mood swings weren't inconsistent with the tone...seeing as how they're actually established as the norm: this guy is a frickin' nut-job when it comes to asking people questions.

The true tonal inconsistency is when Cole just ups and decides that he's going to go from being a straight-laced, by-the-book, "I refuse to do anything bad" type of character to being a cheating husband who brings shame on himself and his family by fucking some ugly, strung-out lounge singer. It made absolutely no sense, there's no backing for why he'd throw away all his supposedly iron-clad morals to cheat on his wife with that woman. It literally betrays everything that the game had established as his character up to that point. And that's why the final act of that game sucked more donkey balls than a Tijuana prostitute.......which coincidentally is exactly what the lounge singer looks like.

......well that and the "epic" flamethrower chase through the sewers. >.>
 

Altorin

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May 16, 2008
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Spoony's most recent review for Minority Report: Everybody Runs is certainly an example of this. The whole point of the game's story is that the character is trying to prove that he's not going to commit "future murder".. by committing hundreds of acts of "present cop murder".. All of it unmentioned in the dialogue of the game, but every cop you kill is necessary to beat the game.

It's... kind of like a huge joke.
 

FoolKiller

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Because you assholes don't use spoilers on some things that are

[spoiler='In Borderlands 2 when you meet Roland'
]he dies because Jack shoots him, yet he should be revived at a NewU station based on all given information[/spoiler]
 

drummond13

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G-Force said:
People keep referring to that scene where Drake "kills" the security guard in the first level. While he does pull someone off a ledge. However people keep forgetting that Drake and Sully jump from a cliff of a similar height and walkaway no problem.
The guard also lands safely in water and can be seen swimming to shore after the fall, clearly quite alive.