KeyMaster45 said:
AceAngel said:
That's actually just a poor localization and is more than likely the result of no effort being put into the process of it. You could easily blame the west for mucking that game up by hiring poor voice actors and doing a shitty job of translating the story. (and possibly changing bits because they're afraid the west won't like them; see Nier [http://en.wikipedia.org/wiki/Nier_%28video_game%29]) It's entirely possible that before the west got it's hands on it the game's story played out quite well.
Of course the story could have been crap from the get go and localization may have made it worse or couldn't help it at all. Garbage in garbage out, as a comp science professor once told me.
True, true, I agree, but the thing is, while I do give the benefit of the doubt for voice-overs and clunky animations, I cannot do that for (personally speaking) the way the story unfolds.
Zone of the Enders for example had this very same issue of which I speak ("It's not time to face him now, we will get our chance"). In most Eastern games, they pull the cliches off, but the thing is they don't stick in the story are too well. It's sounds too cut and dry, it takes ages for the next chapter to address the previous, which usually amounts to nothing more then "Hey, remember that part where you dropped the Vial full of blood? Well, now you become monster, FNAR!" and the pacing is usually mangled up. It almost feels as if they're trying to tie up loose-ends as quickly as possible, with out any type of foreshadowing elements, memento-mori replays or even coherent idea of how two things are linked other then simple words to connect one event to another.
Animations, Dialog, Plot, all of these unfold together, most eastern games cannot seem to be able to focus at one thing at a time, which is shame really. They have interesting monster design and some really clever spin-offs on game ideas (Vanquish is another example) but the way everything is given out so 'stiffly' and without the ability to shine through puts the entire things through the wringer abit.
Think about it, Mass Effect was pretty cliche near the end (Shepard survives and stands up on his own, yay) but the thing that made it stand out was the follow up of when Shepard is asked who he wants to be the new Human Council Head, that is PURE cliche, as if to say "The fight will still go on, we will get our chance" yet it simply feels better because of the way it's given out of the player...the small follow up, and actual explanation of whats to come in a more 'realistic' and stark manner as opposed it being simply and 'idea' or predefined premonition served to quickly shadow as to how bad the war can be if one Reaper was able to do so much damage.
ME2 was also in the same field. The last mission ending of 'running away' from the Collectors was pretty cliche and samey, but the way they were able to make the dire combat and discovery in the previous scene, followed by the combat and followed by the second scene with the finale added some life to it, giving it a grounded reality within the game world.
I know my examples aren't the best (my text-of-wall has many holes in it) but hopefully it gets the idea across fine.