The older I get the more unnecessary all the violence in entertainment seems. Not unnecessary for entertainment, just unnecessary for the situation being portrayed.
I usually have the opposite problem. In Dragon Age I wanted to be merciful but the game had a fixed amount of enemies, and I couldn't max level if I spared anyone. Gladly, I discovered I could level up by donating to allies.Paradoxrifts said:I like playing a stone-cold killer of men. But knowing that the game I'm playing would allow for a different approach and then saying fuck that noise before wasting face like a stony-faced murder machine is extra special. It gives helps give the choice of using a violent method extra weight and meaning. Although it is frustrating when a game plays an active judgmental roll by penalizing the player for their style of play. Getting short changed on experience points just because I want to see Adam Jensen turn some random NPC into a half-crushed pretzel is just annoying.
You couldn't have picked a worse example. First of all, The Walking Dead does EVERYTHING in it's power to make you care about the characters and a chance to bond with them, and deaths actually have an impact. And this shoot-out only occurred once in the game, and very briefly at that.GodzillaGuy92 said:This bothered me when I played The Walking Dead, actually, given that it's the type of game that normally treats life and death with the proper gravitas. I mean, I know they're bandits and they're shooting at us, but can't I just incapacitate them by aiming for their shoulder or something? Why must the game require me to headshot them? I'd accept the risk that leaving them alive poses me (and yes, even my group) if it means I don't have to descend to murder, especially in a situation where the value of human life is at a premium.
I agree with this. FC3 is a good example. Truly an astounding masterpiece, but when Jason goes from "baww I can't do this" when he and his brother kill guards to escape captivity, to wrestling tigers with one hand and mowing down pirates with the other, it comes across as a bit disingenuous, to say the least.StriderShinryu said:I don't know that I've grown weary of it. I do, however, wish for more diversity in that regard. There are some games where the violence, particularly the overdone overblown constant violence is at odds with whatever else the game is trying to do. Violence is just the unfortunate default and it ends up hurting games that clearly aspire to more.
Absolutely this. I was really, really into the game, absolutely immersed into it like I haven't been in years, and then... I shredded a guy's face with my hook-thing and started gunning down cops five seconds later, and I'm left with this feeling like "oh, yeah... that's what this game is." Still enjoyed it, but I wasn't ever able to recapture the immersion I felt at the beginning. Matter of fact, for the next 45 minutes I was kinda hoping 'well it's gonna go back to the way it was... right?'Luca72 said:What's really strange is I was loving Bioshock Infinite to death at the start. I was actually disappointed when the fighting broke out and I remembered it was an FPS. I still thought the game was great, but that initial reaction stuck with me. In Half Life 2, or Bioshock, I was ready to get whatever weapon I could find and join the party. But now, I kind of wanted to explore the scenery instead of fight.
And that's exactly the problem. There's no immersion. The killing feels more like running a pest control service, rather than taking a person's life, something that is supposed to have deep impact on anyone that isn't completely psychotic.Christopher Fisher said:No, because it's not remotely like killing an actual person. Hell, it's not even similar to killing an animal which you have no emotional attachment to (ie not a pet).
Perhaps I should clarify: I'm not saying that the game is providing me with a group of baddies that it expects me to kill simply for the fun of it or because it's somehow a given that video games must involve you killing people - or, for that matter, that the depicted situation isn't harrowing or desperate. Moreover, I hold nothing but admir-/adoration for the extent to which The Walking Dead was able to make me emotionally invested in the story and characters, and as I mentioned, almost the entire rest of the game does indeed do a superb job of giving death the proper impact. The shootout was a brief, one-time event located in an amazing game, but that doesn't mean that said event wasn't detrimental, however slightly.NearLifeExperience said:You couldn't have picked a worse example. First of all, The Walking Dead does EVERYTHING in it's power to make you care about the characters and a chance to bond with them, and deaths actually have an impact. And this shoot-out only occurred once in the game, and very briefly at that.
Secondly, in that particular situation it's in everyone's best interest to kill them. If faced with such a life threatening situation IRL, would you stop a second to think "hey, wait a tick! killing is wrong!" ? No, you definitely wouldn't. You'd have to make a split second decision; it's either them, or you. It's not mindlessly killing of hordes of faceless enemies for little to no reason (which is what this thread is about), you kill because you (and your group) have to survive. It's basic survival instinct, that fits in great with the rest of the game.
Nathan Drake isn't a sociopath, far from it, he's actually a fairly selfless individual (at least in the first two, I haven't played 3 and thus cannot judge it).j-e-f-f-e-r-s said:Nathan Drake terrifies the living shit out of me, simply because he's a charming, witty man who has no problem with slaughtering men whenever they cross his path- the very definition of a sociopath.
LoZ anyone?The Madman said:I'm sick of it. I really really am.
What I want is a game that treats death with the sort of reverence it deserves, even for those you're fighting. A game which doesn't glorify the combat but instead shows death for what it is: Cruel and ugly. Most games just use it as a statistic or worse, as points.
I still await the game where killing even one person will have an impact. Where my character feels the repercussions of that act, the weight behind having just taken something from the world which can never be restored.
It's not as though I hate actiony shooters mind you, but as graphics and quality gets better and better from the days of cartoony violence I do wish developers paid a bit more reverence for death. That's why I enjoy games like Red Orchestra far more than Call of Duty and its ilk, not just because of the supposedly 'realistic gameplay' but because it paints war as violent and miserable, not something to glorify. First time I was playing online and heard another player crying for his mother as he bled to death it genuinely shook me, that's just not something I'm used to in any sort of multiplayer game. And that's good! It sort of grounds the game and brings the perspective back to something more reasonable.