kyokoshouse said:
2. Far Cry 3 FOR weak-willed YOLO trust fund frat boy with Rambo-tier guerilla skills.
This isn't a problem with tone but rather the result of a disconnect between what is realistic and what is entertaining. Realistic is that he gets shot
once and spends weeks or months recovering. Realistic is he has the marskmanship of a Crimean War conscript fighting for the Russians.
The game does, however, maintain the notion that he gets
better at fighting an asymetric war as he gains experience though the tried and true system of a skill progression system. Thus, there is some level of symetry between mechanical concept and narative concepts.
kyokoshouse said:
3. Tomb Raider (reboot) FOR emotionally fragile wreck survivor with Rambo-tier guerilla skills.
There is some merit to citing Tomb Raider, but, again, the mechanical aspects aren't the problem.
kyokoshouse said:
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.
I don't think pointing to Mortal Kombat, a franchise largely known because of brutal violence, is the place to point out dissonant themes. The game is so full of such things that it is as meaningless as pointing out the various plot holes in Transformers.
kyokoshouse said:
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.
That moment makes a great deal of sense for both characters. At that point, they are out of options and clues. Seeking comfort with a lover in a time of immense crisis is hardly a new thing - hell, it's so common that observations of the relationship with love (and sex) and death is as old as writing.
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.
The story and protagonist work perfectly
fine for a single game. It fits well with the classic form of greek tragedy. The latter games undermine this greatly. But as a kernel of a story, Kratos in God of War really isn't all that different than Hercules.
kyokoshouse said:
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.
There were relatively few moments where such things were forced on you by the game. If you chose to spend your time doing such things, then you
as a player introduced the tonal conflict by
chosing to act in a way that was contrary to the observed character traits.
kyokoshouse said:
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.
Following a path of light or dark does not inherently make one choose
evil. Thus why we have the archetypal
anti-hero.
kyokoshouse said:
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.
This is not an example of thematic dissonance in the slightest.
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.
Yes, because people doing extreme things for love is an
unheard of thing.
kyokoshouse said:
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'.
Again, this is not an example of tonal dissonance.