I was going to say True Crime: NYC because if you kill civilians you only get demoted. But then I remembered that's how NYPD actually does things.
go to war, get appointed to the front lines "holy shit I've never killed ANYTHING before. Oh crap a bomb car just exploded and we're being surrounded." After killing 24 enemy soldiers, I realized that when your life hangs in the balance you do what needs to be done. Even if you spent the next 11 years with night terrors, insomnia, and social issues, you still do what needs to be doneThe new Tomb Raider is basically the definition of this.
"oh no, I'm a poor lonely archaeologist, I can't do anything, oh killing this deer and this one guy was really hard I'm gonna go cry for a bit, now to go kill 500 men."
You do realize it's up to the player in these types of games to match the character in the cutscenes? The game gives you all the tools to do it.Avalanche91 said:Devil May Cry: Dante, semi-immortal bad-ass demonhunter with style, can't get past the second level in DMC3.
These seem to have more to do with cutscene em/depowerment though
Weren't that the point though innit? Another hollow excuse for killing more US soliders. Just like Walker himself! Awesome! I actually really like the gameplay in Spec Ops. It's the music and aesthetic I think. There's always some "America fuck yeah" type guitars in the background and if you want a game where it's all buildings, sand and horribly burned civilians but looks gorgeous it's Spec Ops. All gritty and realistic while also being colourful in its own way.Sniper Team 4 said:The only time I remember feeling this way was when I was playing Spec Ops: The Line, and it was because of trophies popping up. The game tells a very serious, very dark, very disturbing story that sucks you in and makes you--Trophy Unlocked! Twenty Head Shots! Good Job!! Yahtzee pointed that out in his review of the game too. Every other game I've played I've never really felt like gameplay and story don't mix well.
Well, I guess that one part in Assassin's Creed III where you go rescue you a certain someone from the bad guys in present times. Desmond goes on a murder rampage, killing guards left and right who most likely aren't even Templars, just people earning a paycheck, and then on his way out he reveals he had a way to completely avoid killing anyone but decided not to use it. Not sure if that counts though.
I thought it was good, too. A lot of people were saying the gameplay was bad "intentionally" but I don't think that was the case. It's pretty typical for a TPS in terms of both execution and quality and, well... I find cover-based shooters fun.The Wykydtron said:I actually really like the gameplay in Spec Ops.
Legion said:As much as I liked the game, I felt this was also the case. Vigors were the same, they were never really properly linked with the story. In Bioshock 1 and 2 the enemies were hooked on it and you needed them to level the playing field, but in Bioshock Infinite it felt like they were there "because it's a Bioshock thing".
It did not ruin the game for me, but I think if they'd put a bit more work into that section it'd have been a lot stronger.
4RM3D said:Writing stories can be difficult, writing stories for games that match the gameplay can be even more difficult. Especially if either the story is being developed seperate from the gameplay or the story writer doesn't know how to handle story telling through gameplay.
There are very few games that handle it well. I can't remember many. Maybe Bastion and Journey.
For now I want to talk about games that don't handle it well. The most well known example is probably Bioshock: Infinite. The Plasmids (that's what they are) don't fit in the world of BS:I. The gameplay itself is okay, but it just doesn't match with the story.
Yeah, it was pretty fun watching my trophy whore dad play through that trying to platinum it, whilst realizing that people doing horrible shit in games for pointless trophies was one of the things the game was actually getting at.wombat_of_war said:actually works for spec ops though i found. its questioning the player as much as anything. "why do you enjoy shooting people in the head?"Sniper Team 4 said:The only time I remember feeling this way was when I was playing Spec Ops: The Line, and it was because of trophies popping up. The game tells a very serious, very dark, very disturbing story that sucks you in and makes you--Trophy Unlocked! Twenty Head Shots! Good Job!! Yahtzee pointed that out in his review of the game too. Every other game I've played I've never really felt like gameplay and story don't mix well.
Well, I guess that one part in Assassin's Creed III where you go rescue you a certain someone from the bad guys in present times. Desmond goes on a murder rampage, killing guards left and right who most likely aren't even Templars, just people earning a paycheck, and then on his way out he reveals he had a way to completely avoid killing anyone but decided not to use it. Not sure if that counts though.
I would say that AC3 is certainly an example of the OP's story not matching gameplay, but for different reasons. Connor is supposedly trying (and if this is a spoiler... well it's the game concept, I guess stop reading?) to protect his people and keep their place on their land. Right. How does settling a bunch of Europeans and freed slaves on the older african american's land he has presumably inherited furthering that goal? The entire "mini-game" of building the settlement is directly counterproductive to the main character's motivation. That's... a problem of story vs. gameplay making no sense, at all.Trivun said:A lot of people say that the newer Assassin's Creed games are no good because they make too many changes, or focus too much on the modern-day plot, or whatever. Some grievances are valid, some aren't. Personally, I really enjoyed Revelations and AC3, and I think the series has continually gotten better, but again that's just my opinion. However, I have to say that where they definitely did right by gamers was by adding in the '100% synch' challenges to each mission or sequence from Revelations onwards.
Hear me out. It does tie in to this thread because my point for gameplay not matching story is the first few games of the series. Namely, you're supposed to play as a stealthy assassin who doesn't go around murdering civillians and stays in the shadows all the time until it's the right point to strike. However, it's far easier in the earlier games to just wade in and kill guards left, right and centre to reach your target, then stabbity-stab them in the middle of a crowded place full of people trying to kill you in turn. Some of the stealthy bits are easy I suppose, others are pretty difficult. And the games don't reward you in any way either for using the canon stealth approach. The first game is especially jarring because the combat is just so easy compared to any of the others.
That's where the sequels are better, because although it's more difficult to do the stealth, you're rewarded for effectively following the 'proper' way to do things. Fine, it's not perfect, there are still pelnty of times when fighting instead of sneaking is the apparently correct way to complete the objective, although this seems to be much less so by the time of AC3 (for example, the extensive stealth approach required if you want 100% synch during the Battle of Bunker Hill). That becomes a case where gameplay and story do actually match, thus becoming a stark improvement on the series origins...
Exactly what I was going to say. All of R*'s games this gen have had this problem.Able Seacat said:GTA IV had this sort of problem. There was that sort of moral choice system, shall I save this guy or spare him. But it was a bit pointless if the very next thing you did was run over a bunch of civilians.
Yeah... death happens at your hands in a lot of games, and the who is often left unaddressed... but Dragon Age does cover this to more of an extent than most people realize (probably because we are used to games not looking at it). Thedas is a violent place. People - pretty much everyone you see from the farmhand to the King and all those in between - walk around armed, be it with a knife or a sword or a club. You might notice the distinct lack of "police" and legal system. There's the Arls and their soldiers, who dispense justice and keep order in some capacity, but it seems largely on the individual (or the community if they form one) to protect themselves, avenge wrongs perpetrated against them, and basically get along. That drastically reduced the amount of "innocent civilians" you actually encounter right there.Rariow said:Hell, even more plot-oriented games like Dragon Age fall into this type of trap. You're a hero who's saving the world from evil demons? Let's kill people whose only sin is that they're starving and want something to eat for an hour!