Audio Logs are terrible.

Recommended Videos

Loonyyy

New member
Jul 10, 2009
1,292
0
0
I tend to like them when they don't interrupt the game for me. Dishonored felt onerous because you're meant to stand there listening to the recorders, in completely safe zones. If I have to wait in a menu to listen, I'm bored.

If I can hear it while I'm playing, it's a fair way to distract me from an exposition dump, and some voice actors have a fair go hamming it up. F.E.A.R. had some really good ones where there were phones with voice mail littered around that you could listen too, which expanded on the back story, what happened to people, and about the brutal deaths many of the workers experienced. Most of them were fairly short, and since I was huddled up crawling through the tense environment, it didn't hurt the pacing too much.

While I don't think Dishonored did their logs and other lore dispensing well, they did have some good writing (The only good writing, really) in the logs. Pendleton in particular was one I always listened to.
 

Pulse

New member
Nov 16, 2012
132
0
0
I will probably skip a dumb cutscene, but I will listen to an audio log while I continue to look around. If they're short texts I'll skim over them too. I'd prefer it if money spent on non-essential cutscenes was diverted towards other more important aspects anyway.

Many games get it right. Dead space 1, batman games, halo...

And even in games where they are somewhat contrived/oddly placed, it's just a bit of additional extra content. Nothing that ruins my suspension of belief any more than things like health mechanics. If anything they're a neutral or a plus and completely avoidable if you don't like them.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
porous_shield said:
Treblaine said:
Just another example, the Big Daddies. Great concept from design to animation.

The problem: all that is undermined by how their AI is programmed, how you can run right up to one and they'll almost completely ignore you. They are easy to kill from how you can set up all sorts of traps and everything and they won't be in the least bit aggressive till you attack them.

I mean how cool would it have been if you were terrified one was going to walk in and as soon as he sees you would destroy you on sight... and all the other Splicers would scatter when they notice one coming. But I get it, the artist didn't want people running away and not seeing their creation, but that could have been solved by saying "their vision is based on movement" when cornered you have to stay still and dare that it doesn't get close enough to see you and be threatened. Then running away is the main way you survive big daddies, running away and finding a hole to squeeze through smaller than they can follow, and not somewhere they can throw a grenade in.
I think you completely missed the point of the Big Daddy. They were made to protect the Little Sisters while they went around collecting Adam, they weren't meant to slaughter everything in sight. The trigger to enrage the Big Daddy, that Suchong gave them, was hurting a Little Sister, so if you attack them, they attack back and if you don't do anything they won't bother you. I think it's somewhat ironic in a way. I mean everything else in Rapture is trying to ruthlessly murder you and the only thing that minds its own business and doesn't bother you unless you bother it, you ruthlessly murder for its Adam.
Yeah, but it's not "ironic" for a creature that is supposed to be intimidating to be as irrelevant as background clutter till you attack them. It's not ironic that it's so easy to kill them by obviously setting up traps right in front of them. I feel like an utter jerk setting up malicious pranks for a mentally impaired person.

The first big daddy you meet is in a first person cutscene/scripted-sequence, when the splicers hear it coming they immediately run away in fear. It seems the only reason you aren't attacked is because the BD thinks you are dead but the Little Sister doesn't. Yet later in the game splicers wander around totally oblivious to Big Daddies and little sisters, bumping into each other as they walk along corridors.

The trigger for the big daddies was - in practice - attacking the big daddies, the "Harvest/Save" option is not available till big daddy is dead and you'd have no reason to hurt the Little Sisters.

The big Daddies SHOULD work by the threat of killing anyone they meet to make everyone give them a wide berth to do their job of collecting Adam and, of course, killing the odd person would leave a body of Adam to harvest.

They were made to protect the Little Sisters
That's done best by attacking anyone they see till they retreat, and hunting down and destroying anyone who dares attack them.

And once you've taken a Big Daddy's Little Sister... he does re-spawn in the game when he does... he should HATE YOU! He should be out for your blood and you are gong to have to run, hide or fight for your life.

Not shoulder check them later as they wander around alone. That's not "ironic", that's simply incongruous.



Dear Diary (it's from the tvtropes page on Apocalyptic Logs)

The most plausible audio logs I've come across, that I can remember, are the Arkham Asylum ones. They're in the right places in the asylum and it makes sense to record the meetings with the patients. I thought they were absolutely insufferable though and I hated listening to them. Other than a few good lines I thought they were very hammy.

I actually thought the Fear messages were done quite well too (voice messages left on phones), some were quite long, but they made sense and I didn't see them as exposition chunks. They just seemed natural to me.

I wish they took the time to make them make sense in the context of the story like Treblaine has been saying. I know I've come across audio logs in strange places and places where someone wouldn't leave an audio log. Like they've been there for five minutes and they probably won't be coming back and they just leave an audio log behind. It just doesn't make sense why they would do that.
Akrham Asylum had the unique advantage of being set in a mental asylum, it's not a stretch for important conversation between Psychiatrists and patients to be recorded for deeper analysis.

Plausibility isn't my only concern. After all, Bioshock is a game where you inject yourself with some concoction that lets you shoot lightning from your fingertips. It's a matter of whether it fits within an established in-game logic or not and whether that logic is even conducive to making a good game.

Big Daddies, I think were inconsistent in their depiction and their final de-facto depiction as you having no reason to avoid them undermined their character. I mean how would Darth Vader's reputation be if Luke and Han hanged around with him for ages, Vader bumbling around aimlessly and the heroes knowing Vader wouldn't make a single violent move unless they attacked him first.

I thought FEAR messages were well done, but by gawd, why were SUCH LONG messages left on answer-phones? For things like that, brevity is the key. I think the problem for FEAR was outside of those phone messages there were very few other opportunities to give insight into the story.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
Devoneaux said:
SPOILERS FOR BIOSHOCK

Well when you consider that all he needed you for was to assassinate Andrew Ryan, then why even bother with this whole convoluted plan of stealing your fetus, sending you to the surface with fake memories and then bringing you back down? Why not just hire some assassins from the surface? What makes the protagonist guy so special and necessary for this task? I don't know if I missed something or not, but Fontain's plan makes no god damn sense anyway!

Edit: After having played the game recently myself, the strength of the game isn't in it's narrative. It's in a well built atmosphere. (which unfortunately goes out the window around the second half of the game.)I also really like Andrew Ryan as a character. My favorite part of the entire game is the protagonist's face to face confrontation with him.
Yeah, it comes across as very much as "what a twist" moment where the twist is there just for the sake of having a twist.

You know what it seems a lot more like, it's a lot more like some lie that Jack is foisted with just to fuck with his head and it's something that on reflection Jack would have been informed "hey, that's obviously bullshit, why would he create false memories of being a normal guy in you if he just wanted a killer?"

It's like they took the plot twist from Total Recall, but forgot why Total Recall had that plot twist, it was because they were trying to infiltrate a group of psychics, anyone who lied would be found out by mind reading, they needed someone who genuinely believed in their cause and their cover story. Jack never has to infiltrate anything and psychic mind reading isn't brought up.

The genetic link it pretty contrived, after all Jack hacks everything else he comes across and it's not like the security systems really hold back. And it's obvious that people don't use the Vita-chambers to survive multiple dead, they use the

The bathysphere gene link is undermined by all the other people who interfere with or use the Bathyspheres without having any Ryan gene link. Like Cohen blocking you from using the Bathyspheres and Atlas clearly communicating around via them. Hell he sent a bathysphere up to the surface to get you.

So many audio-logs were put in and not fitting with the rest of the game.
 

Pipotchi

New member
Jan 17, 2008
958
0
0
Moridinice said:
one of the best audio logs i have EVER heard was the snuff one from System shock 2. u know full on guy getting killed and screaming. system shock 2 was as far as i know the first game to properly do audio logs and majority of them was good. sometimes just background chatter complaining about something and ect.
This guys speaks the truth, System shock 2's audio logs were amazing and mostly they made sense, i.e you could see why they were being made, messages to other crew members etc. One of the early ones is an autopsy report thats amazing, "hold hold him down" etc.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
George Francis Gaspar said:
Yeah, I'm tired of audiologs too...but what are other alternatives that would add to the world in the game? If you could answer that, then they wouldn't need audiologs.
I did point this out in the OP but I don't seem to have made it very clear:

-Conspirators would have their phones bugged, find those recordings and learn about their plans.
-Evil organisations would have evil meetings, they'd probably be recorded for evil minute keeping.
-Intercepted radio communications from between a duo of adventurers, where you can discover their characters long before meeting them.
-An informant might wear a wire and searching a body for loot you might find their recording device, along with their last few conversations... the one's leading to their death.
-Recordings of the interrogation of a prisoner by some sort of authority.
-Journalist's raw recording of an interview with an important person

These are all ways tape recordings can be used to articulate a story and characterisation other than them flatly telling you through the contrivance of an audio-diary.

I always found audio-diaries weird, as the whole point of diaries are secret records. But when speaking into a dicta-phone you could so easily be overheard. Also unless your diary is named, you can have a certain amount of plausible deniability if the diary gets out but with a tape recording it's obvious from the voice who it is.

If you are going to have tape recordings, makes more sense recording candid conversations.

Conversations are a much more natural form of characterisation and compelling exposition, people have a reason to tell people things to tell them know what they know and their opinions.

My problem is audio LOGS, which is people just flatly logging what has been happening like a dry of awkward synopsis.
 

Hjalmar Fryklund

New member
May 22, 2008
367
0
0
First, something I forgot to respond to last night.

Treblaine said:
One solution I'd have is collect the tapes as items, and play them using walkman you have found. You have to combine the tape with the walkman using inventory crafting table, equip the walkman, fast forward, re-wind, play, etc. You could have a lot of fun with that, give tapes as proof for dialogue, hell you could find music tapes. I wonder how many people would enjoy just the concept of using a tape-player.
I actually had the same idea. In Bioshock specifically you could perhaps even have a special plasmid that allows you to fuse the tape bits on your own. It would have to be a plasmid that doesn't take up any slot space though (much like the save-little-sister-plasmid).

Treblaine said:
"Discussion with himself" I think hits the nail on the head... that information Sullivan is trying to get out, it would more naturally come out if it was a recording of dialogue he was having with someone else, another engineer or some sort of inspector.

Developers seems to have missed the real trick with audio recordings, now a written text document must be consciously recorded and it doesn't easily contain the information or information from two different people, hard to interject when one person is holding the pen. But with an audio recording people can be recorded secretly, and not knowing they are being recorded will be much more candid, and two people can easily add information and opinions.
That more or less sums it up.

On a side-note, I came up with an idea that combines the elements of someone recording other people´s conversations without their permission and piecing together the tape bits. The player character would find tape pieces that detailed conversations between two NPCs that had secretly been recorded by another character (using a device similar to Joseph in Amélie). You would occasionally find snippets on the tapes where the spying character would complain about how the two NPCs just wouldn't get to the point and talk about the information the spy wanted to hear about.

Yes, that is very handy. I don't remember if that was in Bioshock 1 though. And if it was, I'm not sure if you had to have listened to the recordings first.
I'm pretty sure the PC version didn't have it. I have a vague memory of seeing some footage from the console version with that feature included, but I can't confirm it. It also had some fairly low resolution which means I might have confused it with the sequel.

Well it's odd when tapes are so often left around as messages and hardly ever a simple note is found.
Sure is.

Seeing as the "text logs < audio logs" argument has come up, and (as usual) gets conflated with the idea of having massage in the form of notes as opposed to audio logs, I would like to point out one thing: Just because a written message is used instead of a tape player doesn't mean the the former can't be an audio log.

Phone messages need to be brief. People leave messages only after expecting to have an actual conversations. It's not supposed to be major exposition, just little snippets, a tiny piece of the puzzle to piece together. Like establish two people are in communication, that's it.

it was really awkward in FEAR I fond a blinking phone and got some messages they went on for almost 5 minutes! It's interminable listening to such forced one sided exposition.
Okay...that sounds a bit over the top for message length. I was thinking of 30 secong long messages myself.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
Hjalmar Fryklund said:
First, something I forgot to respond to last night.

Treblaine said:
One solution I'd have is collect the tapes as items, and play them using walkman you have found. You have to combine the tape with the walkman using inventory crafting table, equip the walkman, fast forward, re-wind, play, etc. You could have a lot of fun with that, give tapes as proof for dialogue, hell you could find music tapes. I wonder how many people would enjoy just the concept of using a tape-player.
I actually had the same idea. In Bioshock specifically you could perhaps even have a special plasmid that allows you to fuse the tape bits on your own. It would have to be a plasmid that doesn't take up any slot space though (much like the save-little-sister-plasmid).
Hmm, I don't know if it's just me but that seems awfully silly. Plasmids are for things you couldn't do with other devices.

In retrospect I haven't cared much about the nature of Bioshock's plasmids. Getting the electro plasmid just isn't different enough from finding a tazer or some other electro-gun and just using it in the left hand. I see the utility of plasmids in enhancing the body: like an ability to heal quickly, be physically stronger, a kind of matrix "slow mo" ability. There are all things you cannot do with tools. I mean telekinesis, very similar to HL2's gravity gun. Inferno functioned very like a flare gun I've seen in a few games.

I don't know why the game can't just have a comprehensive inventory. One thing I've seen in few games is a kind of "filing system" you can find a loot sack for WITHIN your loot sack. It should be obvious, when you are packing a bag you don't throw your toothbrush and soap loose with everything else in your bag, you have a sponge bag.

Equally an inventory could have a bag within, click on the bag and that'll inventory will open like a file system on a PC and inside you'll find smaller items like the tapes and the tape-player. Tape player would have other uses, as it can record a computer code and play it back, you could just play some music.


On a side-note, I came up with an idea that combines the elements of someone recording other people´s conversations without their permission and piecing together the tape bits. The player character would find tape pieces that detailed conversations between two NPCs that had secretly been recorded by another character (using a device similar to Joseph in Amélie). You would occasionally find snippets on the tapes where the spying character would complain about how the two NPCs just wouldn't get to the point and talk about the information the spy wanted to hear about.
That's something that can work. As if it is being recorded for someone else (like the spymaster) they may appreciate the spy giving context. But I'd be careful just to avoid having the characters simply tell the story rather than let it come out more naturally.

Well it's odd when tapes are so often left around as messages and hardly ever a simple note is found.
Sure is.

Seeing as the "text logs < audio logs" argument has come up, and (as usual) gets conflated with the idea of having massage in the form of notes as opposed to audio logs, I would like to point out one thing: Just because a written message is used instead of a tape player doesn't mean the the former can't be an audio log.
Well, an ode to the note as a storytelling device:

They add a certain sense of mystery, by removing the author's voice it's not immediately obvious who wrote it: if a man or woman, young or old, local or foreign. But you can discern other things.

Particularly whenever a message is sent that seeks anonymity, it makes a lot of sense for it to be text rather than audio.

And bioshock has the messages, it has things painted on wall, often in blood. Though I'm such a killjoy I think it's red paint as I happen to know that within a few hours blood stains turn brown as the blood cells die.

Okay...that sounds a bit over the top for message length. I was thinking of 30 second long messages myself.
Well FEAR have something like 7 back-to-back 45-second messages from apparently the same person. It would have been really nice if I had some way of constructing the messages on a timeline. As it is, it came across as an information dump that was hard to sift through.

That's the thing, I believe information dumps are best relayed with Text than audio.

Audio should be reserved for telling a story, establish a scene or character's mannerisms.

If you just want to get info out, Tex has the advantage of being easy to skim and re-read and so on.
 

Hjalmar Fryklund

New member
May 22, 2008
367
0
0
Treblaine said:
Hmm, I don't know if it's just me but that seems awfully silly. Plasmids are for things you couldn't do with other devices.

In retrospect I haven't cared much about the nature of Bioshock's plasmids. Getting the electro plasmid just isn't different enough from finding a tazer or some other electro-gun and just using it in the left hand. I see the utility of plasmids in enhancing the body: like an ability to heal quickly, be physically stronger, a kind of matrix "slow mo" ability. There are all things you cannot do with tools. I mean telekinesis, very similar to HL2's gravity gun. Inferno functioned very like a flare gun I've seen in a few games.
Eh, the chemical thrower can more or less replicate Electro Bolt, Incinerate, and Winter Blast. Besides, if you ask me, most of the attack plasmids come off as rather silly (particulary the mind control plasmids which looked like rotten fruit with Tron lines). They give me kind of a cheesy sixties vibe, if you will.

I don't know why the game can't just have a comprehensive inventory. One thing I've seen in few games is a kind of "filing system" you can find a loot sack for WITHIN your loot sack. It should be obvious, when you are packing a bag you don't throw your toothbrush and soap loose with everything else in your bag, you have a sponge bag.

Equally an inventory could have a bag within, click on the bag and that'll inventory will open like a file system on a PC and inside you'll find smaller items like the tapes and the tape-player. Tape player would have other uses, as it can record a computer code and play it back, you could just play some music.
At the end of the day the game was fairly bare bones. Sure, the plasmids and the weapon upgrades added a few extra levels of depth, but otherwise there isn't much else gameplay-wise that makes an inventory all that necessary. The one thing I could see being useful to have an inventory screen for would be the U-Invent items.

I'd say an inventory would have been very neat to have if the game(s) had more emphasis on RPG aspects which would make having an overview of your stats and other items more of a necessity.

Well, an ode to the note as a storytelling device:

They add a certain sense of mystery, by removing the author's voice it's not immediately obvious who wrote it: if a man or woman, young or old, local or foreign. But you can discern other things.

Particularly whenever a message is sent that seeks anonymity, it makes a lot of sense for it to be text rather than audio.
Yes, but consider this:

Player character picks up a letter adressed to him/her. When the letter is picked up you hear the sound of unfolding paper and then a voice starts reading the letter aloud for you, the voice belonging to the author of the letter. Just have the letter funtion like an audio log. You can do the same with a regular diary as well.

And bioshock has the messages, it has things painted on wall, often in blood. Though I'm such a killjoy I think it's red paint as I happen to know that within a few hours blood stains turn brown as the blood cells die.
It gets particulary silly when the blood is supposedly several years old. It's like someone is adding more blood/paint to it, like they're trying to maintain a crime scene.
 

MammothBlade

It's not that I LIKE you b-baka!
Oct 12, 2011
5,246
0
0
I like them when they actually add to the gameplay, perhaps containing useful clues or information that can be applied in game. Not a lot of games seem to do that these days sadly. I like story as much as the next person, but it should be well thought-out.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
Hjalmar Fryklund said:
I don't know why the game can't just have a comprehensive inventory. One thing I've seen in few games is a kind of "filing system" you can find a loot sack for WITHIN your loot sack. It should be obvious, when you are packing a bag you don't throw your toothbrush and soap loose with everything else in your bag, you have a sponge bag.

Equally an inventory could have a bag within, click on the bag and that'll inventory will open like a file system on a PC and inside you'll find smaller items like the tapes and the tape-player. Tape player would have other uses, as it can record a computer code and play it back, you could just play some music.
At the end of the day the game was fairly bare bones. Sure, the plasmids and the weapon upgrades added a few extra levels of depth, but otherwise there isn't much else gameplay-wise that makes an inventory all that necessary. The one thing I could see being useful to have an inventory screen for would be the U-Invent items.

I'd say an inventory would be very neat the have if the game(s) had more emphasis on RPG aspects which would make having an overview of your stats and other items more of a necessity.
Looking back... I know thins may sound ungrateful for being given a game like Bioshock that tries so hard in an age of 2-weapon-limit, rebounding-health, linear corridor shooters... but I don't think the plasmids really added much.

I mean beyond how they all appear to be coming out of his wrist and they could just as easily be different weapons. The only significance of the plasmids is they all used the same "ammo" of Eve and these weapons were limited by what Adam you could get from Little Sisters/Tenenbaum.

But the result of that is a lack of experimentation. If you had a separate "bee resource" and "battery resource" you'd not worry about using the bees for how you might not have batteries later, as would be the case with Swarm and Electro-Bolt both using the same eve pool.

So as a result the Plasmids just became something that looks cool, that I think is the huge problem with Bioshock, a lot of good stuff going on at first appearances and it promises depth but there is nothing beyond that.

And of the Gene tonics only Natural Camouflage and Drill Dash (of Bioshock 2) really changed gameplay. Drill/Wrench lurker changed it quite a lot as well. Things like Wrench Jockey, not much different from simply getting a better and more damaging melee weapon.

-Elecro Bolt = A tazer or zapper gun
-Incinerate = flare gun
-Decoy/Target Dummy = Duke Nukem 3D (1996) had this with Holoduke grenade
-Winter blast = vial of liquid nitrogen
-Telekinesis = gravity gun
-Sonic Boom = a powerful forward "kick" ability
-Cyclone Trap = this is just a non-lethal land mine
-Hypnotise/Enrage = Dart gun delivering some crazy drug
-insect swarm = a jar full of killer bees
-Scout = I saw this in the N64 game Perfect Dark, it's a small remote control spying insect.
-Security command = something like HL2's pheromone pods

Well, an ode to the note as a storytelling device:

They add a certain sense of mystery, by removing the author's voice it's not immediately obvious who wrote it: if a man or woman, young or old, local or foreign. But you can discern other things.

Particularly whenever a message is sent that seeks anonymity, it makes a lot of sense for it to be text rather than audio.
Yes, but consider this:

Player character picks up a letter adressed to him/her. When the letter is picked up you hear the sound of unfolding paper and then a voice starts reading the letter aloud for you, the voice belonging to the author of the letter. Just have the letter funtion like an audio log. You can do the same with a regular diary as well.
Yeah, but either it's a game that plays fast and loose with both perspective and time, or they have some sort of psychic link capability with a note.

I don't think we should be too afraid of a bit of reading. The problem is not the reading, the problem is the content being so boring that so many don't have the focus to even read it.

I think any voice over be there as an option but should not be voiced by the writer, but by the reader - the playable character - for the benefit of those who can't read it very well. If a mute protagonist is somehow required, have it read out by a third party narrator or a kind of "inside voice". Actually, Jack did speak, during the opening cinematic we hear him speak very briefly but never again after that.

And it should be there as an inverse of subtitles.

And bioshock has the messages, it has things painted on wall, often in blood. Though I'm such a killjoy I think it's red paint as I happen to know that within a few hours blood stains turn brown as the blood cells die.
It gets particulary silly when the blood is supposedly several years old. It's like someone is adding more blood/paint to it, like they're trying to maintain a crime scene.
Hmm, but I suppose this should be taken for how naive and innocent most gamers really are they haven't seen any significant blood spilt in their life.

This could work to a game's benefit as someone notes

"My gad... painted in blood, and it's still red... the killer can't be far"
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
CrossLOPER said:
What do you mean audio logs are terrible? I DO THEM ALL THE TIME. I record my voice on audacity and then encode the audio so that it can be read on a CD by any standard CD player and scatter them one by one all over the place.

You don't do this?
I don't always record audio diaries and scatter fragments of them randomly over my town in an easy to listen to format...



But when I do, I always make sure to clearly state important passcodes and reveal my most fiendish plots with no hint of ambiguity.
 

sabercrusader

New member
Jul 18, 2009
451
0
0
I really have no problems whatsoever with Audio Logs. Seriously, I can't think of a single time where it's been a major problem for me. It was kinda annoying when some of the passcodes were only on the audio logs in Bioshock, but beyond that, I enjoy them immensely. I love the backstory they give.
 

Hjalmar Fryklund

New member
May 22, 2008
367
0
0
Treblaine said:
Looking back... I know thins may sound ungrateful for being given a game like Bioshock that tries so hard in an age of 2-weapon-limit, rebounding-health, linear corridor shooters... but I don't think the plasmids really added much.

I mean beyond how they all appear to be coming out of his wrist and they could just as easily be different weapons. The only significance of the plasmids is they all used the same "ammo" of Eve and these weapons were limited by what Adam you could get from Little Sisters/Tenenbaum.

But the result of that is a lack of experimentation. If you had a separate "bee resource" and "battery resource" you'd not worry about using the bees for how you might not have batteries later, as would be the case with Swarm and Electro-Bolt both using the same eve pool.

So as a result the Plasmids just became something that looks cool, that I think is the huge problem with Bioshock, a lot of good stuff going on at first appearances and it promises depth but there is nothing beyond that.
True, a lot of it is very much style-over-substance that ends up feeling hack-neyed or shallow when you look at it more thoroughly. Not that it can't be enjoyed on that level, but it isn't all that deep or meaningful.

Amusingly enough, the sequel seems to take the opposite tack; it doesn't feel very meaningful or inspired, but it did something interesting with the concept of Big Daddies as adoptive parents when you start to take a closer look at it.

And of the Gene tonics only Natural Camouflage and Drill Dash (of Bioshock 2) really changed gameplay. Drill/Wrench lurker changed it quite a lot as well. Things like Wrench Jockey, not much different from simply getting a better and more damaging melee weapon.
Well, I do know you can do a very wrench-heavy build that turns it into the most powerful weapon of them all. It places a lot of emphasis on stealth (in order to take advantage of Wrench Lurker) and can appearently be used with Electro Bolt to one-shot a Big Daddy. On Hard, even.

Yeah, but either it's a game that plays fast and loose with both perspective and time, or they have some sort of psychic link capability with a note.
Why is that?

I don't think we should be too afraid of a bit of reading. The problem is not the reading, the problem is the content being so boring that so many don't have the focus to even read it.
While it is true that the prose quality in most text logs is fairly abysmal, I can see a way to combine both of them: Giving different characters different levels of writing quality in their logs. This would add an extra layer of depth to the writing and characterization, as it would show the different kinds/levels of writing competency that the text log authors possess(ed).

Actually, Jack did speak, during the opening cinematic we hear him speak very briefly but never again after that.
Which is a bit unnecessary, since his movements kinda show what he feels and what the significance the objects (like the photo) hold to him.

This is one of the (rather few) things I appreciated about Bioshock 2, namely that the protagonist (Subject Delta) has a solid in-story reason to be silent by virtue of being a Big Daddy.

And it should be there as an inverse of subtitles.
Why?

Hmm, but I suppose this should be taken for how naive and innocent most gamers really are they haven't seen any significant blood spilt in their life.

This could work to a game's benefit as someone notes

"My gad... painted in blood, and it's still red... the killer can't be far"
And then perhaps it turns out that the blood was actually paint, and the killer/blood bank abuser put it there as a red herring, while they themselves were long gone.

EDIT: Removed some unnecessary fluff.
 

Treblaine

New member
Jul 25, 2008
8,682
0
0
Hjalmar Fryklund said:
Well, I do know you can do a very wrench-heavy build that turns it into the most powerful weapon of them all. It places a lot of emphasis on stealth (in order to take advantage of Wrench Lurker) and can appearently be used with Electro Bolt to one-shot a Big Daddy. On Hard, even.
That's an example of OP'ness and poor design. I mean the game doesn't tell you that it has damage boosts of 350% and then 550%! Or that stunned/unaware enemies take 4x melee damage.

Wrench may look right as a starting weapon... but then it just became silly how powerful it got. The animation for the swing didn't even look any different. It seems like it might have benefited from weapons upgrades or "side-grades".

Yeah, but either it's a game that plays fast and loose with both perspective and time, or they have some sort of psychic link capability with a note.
Why is that?
Because they would be hearing their voice when they only wrote the note when they likely never spoke a word of their note and they are long gone anyway.

The best way this is done in film is with a flashback AND narration, back to them writing the note and a voice over narration of what the note says as if thinking what they are writing.

I still think if you want to hear their voice say it, then just have a tape recording in that case.

Written notes exist for a reason of distinction. They don't have to be long, they can be concise and still profound.

While it is true that the prose quality in most text logs is fairly abysmal, I can see a way to combine both of them: Giving different characters different levels of writing quality in their logs. This would add an extra layer of depth to the writing and characterization, as it would show the different kinds/levels of writing competency that the text log authors possess(ed).
Well it's simple things, like does the first sentence of a text log both grab the reader's attention yet promise more. It doesn't have to have good spelling nor grammar, Mark Twain famously had very poor ability in that area and by any modern standard Shakespear has incorrect spelling and even grammar that would be technically "wrong".

That's what I'm talking about with "good writing" it's not how you english teacher might have marked your essays.


And it should be there as an inverse of subtitles.
Why?
Well not an inverse.

The point of subtitles is for those who want better ability to discern dialogue, especially when the dialogue is in the same language as the subtitles. It gives the content in a different form.

Reading out a document serves the same function but the other way, easier to take in being heard spoken, rather than read.
 

nykirnsu

New member
Oct 13, 2012
88
0
0
Baron Tanks said:
nykirnsu said:
Baron Tanks said:
Let me throw this in there, while I agree with the overuse/bad execution points, I really enjoyed them in the Arkham games... So whether that's rule or exception, I'm leaving up to everybody else.
The Arkham games are how they should be done. They record the conversation of multiple people and give an obvious reason why such a conversation has been recorded, rather than just having a villain explain their plan and record so the hero knows how to stop them (which makes no sense at all). All audio logs should be done like this.
Yes that's right, it's not a, let me make a record of all of my devious plans so the protagonist can find them. They're just patient-doctor sessions that go on record. I especially liked Harley Quinns tape, where she effectively goes from doctor to patient in the course of a number of sessions.

Another game where the audio records work, at least to some extent, is Borderlands. Here the recordings are of someone who is bats@()* insane (Patricia Tannis) or audio logs of field communications. Or just wilfull mocking taunts of your nemesis (Handsome Jack). Additionally, that game is not to be taken too serious anyway, so that helps.
Haven't played borderlands, but yeah, if the characters are given a logical reason to monologue then the monologue has a chance of being quite good. Harley Quinn's tapes were pretty well-done too, one of the few times where I actually sort of liked the character.
 

Epic Fail 1977

New member
Dec 14, 2010
686
0
0
I haven't read the thread yet, but I totally agree with your OP. Except of course that one bit about Bioshock. ;)