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Videogame developers have big imaginations, but when it comes to storytelling there must be some kind of Manchurian Candidate-style switch in their head that forces them to put on some jet-skis and jump over a well-educated shark. It seems incomprehensible for a medium that is increasingly emulating its cinematic influences in an effort to gain mainstream acceptance, but in reality, it’s all down to a constant struggle between servicing the needs of the narrative and the involvement of the player through interaction.
Yet for no reason at all, even the most seemingly level headed games must push the extremes of plausibility when there is little need of it.
Take Fahrenheit a.k.a. Indigo Prophecy for example, the story involves an average office worker running from a ritual murder he committed while possessed. Eventually he dies and comes back as an un-dead guardian for some autistic, prophecy child. That’s all well and good, but all of a sudden some AI program in a glowing robot body pops up and wants a piece of the action. In the famous, albeit paraphrased, words of James Cameron on the set of Aliens:
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