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The wrong thing: You pointless Samurai: Agent of Chaos photo
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During my 48 hour binge of Way of the Samurai 3, I ended up with only a few "roll credits" endings, against several "You suck at games/don't we have a cool death screen?" endings. My best involved self sacrifice and followed a specific stream of decisions and compromise through the branching storyline. A little sad, a little unfortunate, and the result of playing as a hero and a lifesaver within the context of the fictional world. I was told throughout that I was unique for a samurai, but I was also a good person for making the decisions that I had. Though there are several ways to reach a reasoned and rewarding ending, its clear to me that I played by the rules and gained exaltation among at least some of the people of Amana.

Then there was my last playthrough.

While I had started with every intention to be an obedient soldier of the ruling faction, something in me snapped. I didn't want this run around life. Delivering secret messages and quelling reasonable uprising of the disgruntled villagers. No sir. Not this time. The Ouka Clan had sent their portly leader to receive a secret message. Are you really risking the life of your leader to accept a clandestine letter from a shadowy sub figure of the ruling govern. With no guards? 


Be honest, you want to bash his stupid face in too!

The worst of it was, this was no brazen villainy. I had worked for these guys in another life: The Ouka Clan is destined to fall under the weight of their own hedonism. Fueled by drink and excess, this was pure witlessness. If you, the head of a rebellious and dying clan, think that you're untouchable enough to walk the streets, unassuming of danger or betrayal, you deserve whatever brave attack falls upon you. I killed him, stole his massive sword and assumed the rule of his charges. A pawn of the Fujimori Clan had just become the king of his opposition.

Gaining a tribute for my crapulence (through the clan mission vendor) was nice, but I was king of the losing team. Further still, I still had free allowance to roam about the Fujimori grounds. And that smug Shuzen Fujimori does nothing. "Come at me, vile dogs!", I thought, but they never recognized my station. Something about the absurdity of the situation hoisted my disbelief onto the saddle of a blazing demon horse, from which it would raze the landscape of Amana and spill the blood of innocents and defilers alike. I snapped, and slaughter ensued.


Not pictured: The person actually talking to you. How rude!

Its been said before, in terms of game design, that the player herself is an agent of chaos. No matter how finely crafted a world is, its limited by the extent to which the player is willing to work within your rules. Considering narrative, one can have as many HUD-less first person visages and heartfelt line readings from the finest actors in the most gorgeous of scenes, but, given the freedom, a user can just as easily walk off to a nearby NPC and try to shoot it in the face. To account for villainy, or at its extremist insanity, would be impossible without wresting control away from the player and forcing them to watch your story. For better or worse, of course. And so, we find game design working feverishly to wrangle this chaos. At bare minimum, good design keeps you from breaking the game entirely. At best, the game is able to respond to the chaos when it arises.

Way of the Samurai 3
seemed to ignore my bloodlust. I killed the Fujimori. I killed the Ouka. I killed the village leaders and frightened its children. I even killed the Save Game minstrels. I spared only the children and that old man with the hoe.

That dude looked ornery.


Not a blade to be trifled with

With all the major players dead, and with ruler Shuzen Fujimori locked away in his tower (I killed his doorman), I searched for a way to force an endgame. What does WotS3 do now, when all is chaos and you have no more actors for the final act? All you have are unkillable children, and that's where we find our ending. A single child in the main village has a few final cutscenes with you, calling you out on being a man without reason. Threaten that child as you may, the game has already calculated your final score.

The ending? You're described as a pointless man, and made to look foolish. The epilogue background panel suggests a strange man that, in his insane stupor, tiptoes quietly among daylight butterflies, leaving Amana in disarray without rhyme or reason. "What was the point of that?", the game asks in the context of a story ending. In more words than that, the player is chastised for trolling the game. If you're not going to establish a reasonable agenda and play largely within the context of the setting, then what are you doing here?

Then there's demerits for villainy, wherein your total "Samurai Points" are diminished for killing beyond a reasonable explanation within the samurai code of honor. Killing the innocent, the unarmed, the surrendered, or the unjustifiably provoked is simply not classy for even a masterless samurai, and the game makes sure that you feel a tiny sting for it. Ultimately, the Samurai Points are a method of unlocking features and many different ways to legitimately freak out the game world, without incurring a penalty for anachronistic cosmic behavior. You can be a semi-invisible cat-person-demon if you like, but you still can't stab women for no good reason without a garnering a slap on the wrist.


What do you mean you can't justify my thug?

Way of the Samurai 3
provides a unique, if janky, approach to a player's ability to exist in villainy. Rather than to coddle and bend to the player's penchant for anarchy, the game throws up its hands and allows the user to thrash around the world, like a bratty child, until the user tires of the play. While you could just as easily walk out of the world at anytime, via the road out of town, the game presents a "Cool Story, Bro." ending for those players still seeking narrative validation from their tirade. If I can't have calculation of infinite scenarios, I think I can settle for a condescending "I see what you did there ... " from my code based game master.

What about you Dtoid? Have you ever been patronized for your in-game chicanery? Is a virtual pat on the head a decent substitute for a response to every possible detailed situation?








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21 comments | showing # 1 to 21
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Tubatic's Avatar - Comment posted on 11/10/2009 11:55
Tubatic
I win at colons: the separating!
Tubatic's Avatar - Comment posted on 11/10/2009 13:03
Tubatic
@mkshiranui

Mmm, it is kind of a rough, from-the-hip article and it shows, I guess. Tweaked a few things for clarity!
T-rav's Avatar - Comment posted on 11/10/2009 14:52
T-rav
I really liked the paragraph on design as a means to control chaos, very good article.

I, too, got this ending in an attempt to throw the game off. In another attempt to be as blood-thirsty as possible I got a cutscene that, in response to me killing the main actor in it, replaced the actor with a nameless thug that just carried out precisely the same actions and lines. This was a bit disappointing to me. Instead of the game responding to my actions, it completely ignored them--something a video game should never do to the player. But this occurence has only happened once to me personally in WotS3.
Elsa's Avatar - Comment posted on 11/10/2009 14:54
Elsa
Excellent blog!
... though I think the "bad" ending is rather humourous! :)
Krow's Avatar - Comment posted on 11/11/2009 01:49
Krow
In the same vein that unangbangkay, now a Destructoid Editor, was labeled as the guy who only wrote blogs about Persona games, you are now the guy who only writes blogs about Way of the Samurai.





And I like it that way. Fapped.
BahamutZero's Avatar - Comment posted on 11/11/2009 03:06
BahamutZero
this is the most well-written article I have ever seen on destructoid. and I was here when Ron was around.
snoogans775's Avatar - Comment posted on 11/12/2009 02:00
snoogans775
when that "you just killed a pretty important guy" screen came up in Morrowind, I was pissed that the game was telling me I had made a mistake, but I was happy that it was willing to let me continue my meaningless adventure without any promise of story progression. I suppose it's a fine compromise for a game like that.
manasteel88's Avatar - Comment posted on 11/12/2009 12:03
manasteel88
I didn't read this because its too long a post about a game I haven't played, but that last pic is epic sauce.
pedrovay2003's Avatar - Comment posted on 11/12/2009 19:35
pedrovay2003
This makes me really want to play this game.
Josh Tolentino's Avatar - Comment posted on 11/12/2009 19:36
Josh Tolentino
Ah, the Pointless Samurai ending. It feels best with the loincloth outfit though. And the Tuna.
DR EGG's Avatar - Comment posted on 11/12/2009 21:20
DR EGG
At least it gives you the chance to kill NPCs, even if they are important to the plot. It sucks that NPCs are untouchable in most games until they reach some dramatic cutscene where they die / are hurt / react to weapon fire. When I fire point-blank into an NPCs skull and they don't blink, it ruins the idea of immersion. The most you can usually do to annoying characters is bump them (or hit them with a butterfly net).
JynxShot's Avatar - Comment posted on 11/12/2009 21:20
JynxShot
I liked reading this. Ilove WotS's freedom more than that of GTA sometimes.

Tubatic, if I loved WotS1 (and have WotS2 but have only played for a few hours, liking it thus far), will I like WotS3?
KapitanFiggs's Avatar - Comment posted on 11/12/2009 21:50
KapitanFiggs
@JynxShot - If you dig the first 2, WotS3 will be right down your alley and up your street. All of the old neat stuff, with new neat stuff thrown in.
And Tubatic, you are a crazy man. A lovely, brilliant crazy man, and I agree with you.
Qraze's Avatar - Comment posted on 11/12/2009 22:08
Qraze
that was brilliance in a written form. great job.
i bet you got a semi when you were killing everyone. oh the sweet bloodlust.
Tubatic's Avatar - Comment posted on 11/12/2009 22:19
Tubatic
Oh man, promo'd! Neat!

@Jynxshot

Like KapitanFiggs said, you most likely will. This latest one makes everything bigger without really compromising the pace. For a fan of the first, highly recommended!
Joanna Mueller's Avatar - Comment posted on 11/12/2009 22:31
Joanna Mueller
Glad this hit the front since I missed it the first time around. Great write-up and it sucks that all your evil deeds are rewarded with scathing mockery. Some days it just doesn't pay to be the bad guy.
Wedge's Avatar - Comment posted on 11/12/2009 22:54
Wedge
Ha ha ha. Awesome. I have this coming over Goozex now.
CthulhuFtaghn's Avatar - Comment posted on 11/13/2009 08:45
CthulhuFtaghn
I have never wanted to play this game before, until now. Great article.
Neo Rena's Avatar - Comment posted on 11/13/2009 13:16
Neo Rena
@JynxShot
Make sure you have an HD TV though, as it doesn't play as well on an SD -_-

Also, GREAT article! Made me all fired up to get back into WotS3!
(even if part of the HUD is cut off :p)
Batthink's Avatar - Comment posted on 11/14/2009 15:35
Batthink
Interesting article, I really liked the analysis of your resultant carnage. :O)
Paindexter's Avatar - Comment posted on 01/29/2010 16:59
Paindexter
Very good post. I too often get frustrated when it feels like a game is ignoring my intentions. It's good that this game at least comes out and says "We're not dealing with your crap, just do the storyline". I'm willing to accept games are not ready to anticipate the actions of the player thoroughly enough to figure out what we're going for, but I am always angered when a game gets lazy about it.
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