Really, give a clear description of what you want them to say. Not everything's going to be "TEH MOST ORIGINAL THING EVA" and general consensus usually dominates. Yes, art is subjective, but when people have similar viewings then it can seem like they have no opinion of their own. I for one, like these analysis's for they really make you question the limitations of a disk and if it can really be a whole new life.
I skipped over the Nier part though, because I still might pick that up, I hear its good in spite of itself.
Just for clarification's sake, in Nier, is it on your forth and final playthrough that this descion to delete your save file, or is it somewhere in the middle, therefore not allowing you to see the other endings. I mean, either way is bold, but that would just be evil.
Anyways, great read again, keep up the good work!
You still get all the achievements.
@Handy: I don't think it had any affect on how Jack acts. I think it is just limited to stats, but don't quote me on that.
@Doctor m3ds: Zethis nailed it, but just to expand a little, you're offered that choice, and if you're achievement hunting, you can choose to kill Kaine, watch that ending, then go back and do the other choice. And the game asks you five or so times if you're sure before it allows you to delete your save game, which actually lessens the effect. Imagine if they just dropped that on you without warning!
It blows away almost every game out, and I played through it to ending 4 all in a row, so it was hardly a chore for me to get through 1 playthrough.
I'm glad that some people are finally starting to see all the good in there, but honestly, this final choice highlighted in this article really is only the tip of the iceberg. The entire story is loaded with major parts that are crazier than this. The gameplay is totally solid, the bosses are excellent, the soundtrack is amazing, and the main character is very original.
SquareEnix should have had a huge success with this game, but instead it will be the very definition of a cult classic, unfortunately.
Why are you pointing this out? The interesting part is where your daughter harvests or saves the little sisters. This reflects much better what you are trying to say. It doesn't tell you "You were bad" or "You were good", it simply reflects your choices without condemning/approving them.
The Red Dead Redemption comment is definitely an afterthought. While it's a neat detail, this game does nothing to push interactivity as a tool in storytelling. It's still force-feeding you with story chunks as a reward/introduction of a mission and does not redeem itself by a cleverly named achievement.
Cavia deserves the sales, and thus maybe they can make a sequel or another new IP with more polish.
i didn't mean to troll, just saying this was the first thing I thought of when I read this
http://www.youtube.com/watch?v=uXXHGno1vAA
As for games using specific video game techniques to work in ways film can't:
Shadow of the Colossus is great at weaving the point of the story directly into the gameplay itself, any reasonably astute player will understand that what the player is doing is really wrong, well before the character does, but it being a game it must be played to be experienced so the ending works in a way that a film never could. Futility, not just for a character but for the audience(the player) , to participate you have to play it 'til the end. Holding down a single button has never been more visceral than holding the onto the steps towards the end.
Deadly Premonition is also really good at weaving at least one part of its gameplay into its story. Greenvale might be the best open-world in a game I've ever played, not because it was the funnest or prettiest or coolest but because it was used not only to give the game more content but to actually flesh out the experience and the characters. By playing the part of York to the fullest, talking to everyone during different parts of the game, spying on them, learning your way around town due to the bad map, you get connected to the place on level that doesn't happen very often. It can also fuel the story, it kind of gives back whatever you put into it in a way.
On to 'death', games have always had a problem with it in particular, the point of the game is to finish it after all, so any death of meaning or worth comes strictly from the author and if choice happens to be involved it tends to break down into a rather lame binary choice. Death is the end or at least a dead-end, naturally, and a game has a designated endpoint removed from that, so the two are always in opposition. Kill a character and that is another piece that can't be used for the story. Make a game where you can pretty much kill anyone and think of how many of those characters are actually fleshed out, I can level Megaton, sure, but it is just full of (barely) 2 dimensional people.
The stronger the character/character death/twist/plot point/storyline the more the author's fingerprints are on the whole of the experience and the less the player gets to fill in. Or rather the stronger the narrative(and thus the creator's control over how you engage it) the weaker the 'player as co-creator of the experience' is.
Got on a bit of a tangent(s) there...um, good article!
No matter how many random thugs you shoot, kidnappings you don't (or do) stop, times you cheat at poker, etc...John will always be honorable to the core; unless you've wronged him or his family.
Jack is just like his father.
While riding around town with Jack I saved, and I wondered how HE would respond to the Prostitutes; John always refused because he was married. He simply said "No thanks ma'am, I'm trying to be a good boy."
Also a lot of his random quotes are something along the lines of "What have I become?" when doing something 'bad'. Looting a dead body he killed, particularly that of a woman, committing a crime, etc.
You can rush through and think that you've seen the full story, or you can take your time and uncover all the information available. What you learn can completely change your perspective on every single character in the game.
I'm going through as a Veteran now (which opens after completing Recruit), and the main character seems to be having flashbacks of the first playthrough. It's pretty amazing how they put it together.
I havent and don't intend on playing Neir, but that choice sounds really ambitious. I commend them for doing something new.
Or am I just weird?
I didn't think about the Nature vs. Nurture thing in that way in RDR though. It seemed more like it fit the entire theme of the game. Marston always trying to be one thing while either his nurtured nature or mankind's society never let him.
Then there are the (side)quest characters I suppose. The Natives adjusting to a new nature of civilization while being forced to release the way they were taught to live with nature itself. The professor and his ridiculous theories about savagey. I guess getting the achievement after doing the Jack mission ties more to the way he is like his father, although even though you spend more than an hour to identify with Marston's son, you never really have a chance to decide how he ends up.
Maybe if your decisions for honor/dishonor actually meant something in the game, they could have made the townsfolk give little comments like: "Oh you're Marston's son, he was a good man" etc?

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