I've heard no small amount of praise for how Lara isn't converted from a fresh-faced student into a hardened murderer instantly after her first kill. This acclaim seems very misplaced to me given how the game portrays her conversion (mostly through player-mediated cutscenes). Does it make the slightest difference to me if I have to sit through a few more of Lara's expressions of disgust over her actions? She still becomes a trigger-happy gun-killer by the end, and it's still as ridiculous as it was without these cutscenes, with the game giving the impression that after the first few kills, killing is incredibly easy and natural.
Now, I don't know whether or not this is true - maybe humans actually are natural killing machines. I'm not concerned with that. The problem is, the developers went to so much trouble to eliminate that idea, with Lara's transition extremely heavy-handed in the narrative. You could say that's what the whole game is about. They clearly wanted us to feel the traumatic effect killing has on Lara, that she's human and not a killing machine.
So why not go further and bring some of that into the gameplay? Give her some penalty for using the gun to kill instead of stealthing her way around or choosing not to kill. I don't know what. In turn-based D&D it would be a -1 on her to hit roll. In a real time game like TR it could be the screen going blurry for a second or something like that when she chooses to kill. One game I can remember that did this was the FPS Call of Cthulu. Yeah, I know everyone hates that kind of thing and I do too, but maybe that's good: it's annoying because it's an effect of Lara not being used to killing, and the traumatic effect it has on her. Maybe she could later put skill points into willpower or something like that. As it is, there's no reason NOT to kill. No benefit to a stealth approach, or merely injuring an enemy instead of shooting him in the head.
I'm sure others have better ideas, I'm just saying that if they want to feel the trauma they have to do more than write it into the story and show it to us. After all, the one thing we get to do in the game is kill. We can't even choose not to. Especially with the debates over gaming and gun control I saw some potential in TR's character setting for intelligently demonstrating to the media, NRA and everyone else that games (esp. shooters) aren't just kill kill kill. I don't know how. In the end, they're the game developers, not me. There must be something they can do. Be creative?
Now, I don't know whether or not this is true - maybe humans actually are natural killing machines. I'm not concerned with that. The problem is, the developers went to so much trouble to eliminate that idea, with Lara's transition extremely heavy-handed in the narrative. You could say that's what the whole game is about. They clearly wanted us to feel the traumatic effect killing has on Lara, that she's human and not a killing machine.
So why not go further and bring some of that into the gameplay? Give her some penalty for using the gun to kill instead of stealthing her way around or choosing not to kill. I don't know what. In turn-based D&D it would be a -1 on her to hit roll. In a real time game like TR it could be the screen going blurry for a second or something like that when she chooses to kill. One game I can remember that did this was the FPS Call of Cthulu. Yeah, I know everyone hates that kind of thing and I do too, but maybe that's good: it's annoying because it's an effect of Lara not being used to killing, and the traumatic effect it has on her. Maybe she could later put skill points into willpower or something like that. As it is, there's no reason NOT to kill. No benefit to a stealth approach, or merely injuring an enemy instead of shooting him in the head.
I'm sure others have better ideas, I'm just saying that if they want to feel the trauma they have to do more than write it into the story and show it to us. After all, the one thing we get to do in the game is kill. We can't even choose not to. Especially with the debates over gaming and gun control I saw some potential in TR's character setting for intelligently demonstrating to the media, NRA and everyone else that games (esp. shooters) aren't just kill kill kill. I don't know how. In the end, they're the game developers, not me. There must be something they can do. Be creative?