one of the best games for the gamecube. i highly recommend it for any survival horror fan, one of the few game cube only m rated gamesinfernovolver said:I am now a lot more interested in Eternal Darkness: Sanity's Requiem all of the sudden.
I think they did some other stuff too, like when one of your party members leveled up he would say something like "I feel as if I've passed some arbitrary barrier and increased in power." And another, when you made him move a lot, would go "*huff* Need...more...action points..."end_boss said:Fallout 2 (I think) had a great way of breaking the fourth wall to the player, but not to the characters. If you take on a side quest to track down somebody, you ask for a description, and they say something like "brown hair, brown jacket, blah blah." One of your dialogue choices is something to the extent of "that kinda describes half the people around here," in reference to the fact that the game re-uses generic sprites for most NPCs.
You clearly didn't play the one on the gamecube. It was constantly making references to your saved games and using and auto-pusher.Eagle Est1986 said:Metal Gear Solid is the only series of games that I appreciate it in, it just annoys me in other games.
There was a great example in MGS4, Otacon contacts Snake and begins to tell him that he needs to change disc before he corrects himself saying that they're now on Playstation 3 and using Blu-Ray discs, so there is no need for a disc change.
That's actually not breaking the fourth wall. In the game, the Prince is re-telling the story; what you are playing is a flashback as he describes it. When you die, it is explained as if the Prince told the story wrong. When you save, he's saying that he'll continue telling the story from that point later. It's actually a very clever way of NOT breaking the fourth wall, while at the same time justifying game conventions.Saphatorael said:Can't really think of any wall-breaking games, except one dubious case.
That game being Prince of Persia:SoT.
Each time you'd save, you'd hear the prince ask 'Would you like me to continue my story from hereon onward?', or something like that. Or, when you die 'No, that's not how it happened!'
Right before the final bossfight, you'll discover that he wasn't actually talking to you (I won't spoil it in case someone still wants to play that game; if you see it in a bargain bin: GET IT)
Yes, that's why I said 'dubious' -.-end_boss said:That's actually not breaking the fourth wall. In the game, the Prince is re-telling the story; what you are playing is a flashback as he describes it. When you die, it is explained as if the Prince told the story wrong. When you save, he's saying that he'll continue telling the story from that point later. It's actually a very clever way of NOT breaking the fourth wall, while at the same time justifying game conventions.Saphatorael said:Can't really think of any wall-breaking games, except one dubious case.
That game being Prince of Persia:SoT.
Each time you'd save, you'd hear the prince ask 'Would you like me to continue my story from hereon onward?', or something like that. Or, when you die 'No, that's not how it happened!'
Right before the final bossfight, you'll discover that he wasn't actually talking to you (I won't spoil it in case someone still wants to play that game; if you see it in a bargain bin: GET IT)
Actually, that's because of a cloning accident a number of years ago. One of the mafia quest givers tells you this when you tell him that everyone looks like that. I think there are a few more people that says similar things as well.end_boss said:Even better is when a game finds a clever way to NOT break the fourth wall.
In Quest for Glory 2: Trial By Fire, somebody gives you directions to a location, in terms of how many "skareen lengths" you have to walk. It's treated like "skareen lengths" are just a unit of measurement in the game world.
Fallout 2 (I think) had a great way of breaking the fourth wall to the player, but not to the characters. If you take on a side quest to track down somebody, you ask for a description, and they say something like "brown hair, brown jacket, blah blah." One of your dialogue choices is something to the extent of "that kinda describes half the people around here," in reference to the fact that the game re-uses generic sprites for most NPCs.