Although personally I found that me and my friend slightly went off Soap, once we'd seen/heard his character.
Then again, I also went off Price, which I had previously thought impossible. I'm still ready to like him again, but only when the script-writers decide to stop writing terribly clichéd war-poetry.
This is like the Empire Strikes Back of the Modern Warfare games. So i think that's why by the end of the game you're left with a sour feeling, because it obviously is going to take a whole new single campaign in a future game to give you closure about a bunch of stuff that happened in the game: Makarov, the russian invasion, etc.
Also thanks anthony for not rehashing your old points on (read: shitting on) the game this time.
You don't buy an XBLA game expecting 20 hours of gameplay. You don't buy a $60 release title expecting 4-6. That's just how it works.
Screw that! Why narrow our creative possibilities? Thief 1&2 are among my favorite games ever, and I love the fact that Garrett speaks during the game. The lines flesh out his personality and add character to the experience.
There's no rule that says "if you're playing a first-person game, you have to play as YOU", and there SHOULDN'T be. I WANT to be able to step into the shoes of a character that is not me. Sometimes I WANT to have another persona impressed upon me, rather than project MY persona into the character I'm controlling.
The base assumption here just really bugs me. If you have any imagination at all, the supposed disconnect should only bother you at first, after which (in a good game) you accept it and step into that other character's shoes. When well done, it only adds to the experience. Not every first person character needs to be a blank slate like Freeman. I'll take more creative variety, thank you very much.
Hey Burch, I live in Ahwatukee. Want to grab some beers and wax philosophical about gaming?
Were Spec-Ops and MP blocked in the last 5 hours I haven't touched the game?
Great points, Anthony. The name of the mission "Just like old times" where Soap and Price are together again was a really nice touch too.
Anyway...I completely agree with the Rev today because I felt similar to him while playing the game. When I first fought alongside Soap, since I played MW1, it gave me a warm fuzzy feeling almost like seeing an old friend or something. Sure MW never had the greatest character development or well almost any, but since I was once "him", I felt like my memories and his were shared. Throughout the rest of the campaign I was always hoping that I would get to step back into Soap's shoes now that we were grizzled war vets. I thought it would be cool to be that character again, and hoped it would happen. And wouldn't you know it they did! (SPOILERS) near the end of the campaign just felt so AWESOME. After all the crap that happened in the story and I saw the text giving me the heads up that I was Soap Mactavish again, and it was just us against the world, I didn't feel the least bit powerless. I felt like there was no way I could fail Even though the game gave me no special stat boosts or anything at this point, I just knew that me as soap = win, and that's it. And I got through that section with no deaths either! It was a crazy feeling and I loved it. Good stuff...all right, back to improving my K/d Ratio in multi-player now!
I actually despise the concept of the silent protagonist, and when I changed back to Soap in MW2, the transition felt incredibly disjointed in relation to the rest of the story that Infinity Ward had created. Instead of feeling like the badassed, cigar-smoking, mountain climbing sniper of the earlier game, I was once again relegated to the role of a lackey, a voiceless grunt. I believe that if the dialogue of a main character is not in tune with what the player is likely thinking, then it should either be due to a deliberate attempt to alienate the player from the character in order to flesh out the story as the game's creators see fit (i.e., the deliberate choice of a powerlessness Allen in No Russian), or it should be simply considered poor writing.
I cannot, however, properly attach myself to the role of a mute protagonist when I am fully able to converse and express ideas (with words) in real life. Also, it makes the character, who is inherently meant to possess some modicum of intelligence as a representation of the player, seem absolutely brainless in his inability to verbally address the the chaos, betrayal, and destruction that occur throughout the course of his story.
If I am meant to believe that Gordon Freeman is an extension of myself, then how can I do that when he can't verbally respond to what is going on around him? My own verbal and emotional responses to the game cannot be said to represent his in the game(for instance, my thoughts or verbal expressions considered as what the silent protagonist would think or say in a given situation), because in an instance where I might say "Fuck you" to one character, Freeman, the Charlie Chaplin of videogames, says nothing.
I'd rather a writer look at the situation, attempt to anticipate what I might be thinking in a given situation, and then express that as best he or she can through some type of dialogue, then be relegated to a character struck utterly dumb by lazy or poor writers.
I don't care if anyone reads this, I'm just glad that possess the ability to say it.
/rant
I think it would be better to have it the other way around: Gordon meets Shepard, who talks and thinks and acts on his own. He could make references to things from Opposing Force ("Hey, you're Freeman? I saw you jump into a giant portal, mang!").
I'm going to call the idea brought up in this Rev Rant "Multiplication of Awesome". You play as Roach, and think "I am awesome." Then you see Soap, and think: "Wait... that is ALSO me... I am twice as awesome!" And anything awesome Soap does is really YOU doing it. So your awesomeness multiplies.
Gordon Freeman does appear in half life when you're not controlling him. In Half life Blue shift, although his appearances are on a Video monitor, he can be seen doing his work. Does he really need to speak? I always thought the reason he didn't speak was so that the players personality is supposed to be that of Gordon, he is a blank slate to perceive their universe by.
Millions and millions of people.
I'm a bit irked that Gordon Freeman can not say anything and be lauded as such an amazing entity. What's the difference between him and a faceless, nameless person? Is that the point? Then Gordon Freeman is an idea, not a character.
Once Price appears, Soap becomes almost relegated to a subordinate again, regressing from hardened vet to standing in another guy's shadow. I think it gives a nice contextual explanation as to why Soap's personality diminishes when the player takes control. Price kind of dominates his character in a way.
Nathan Drake feels a lot more natural to me, and he is on the opposite end of the "blank slate" spectrum.
Soap felt perfect to me RIGHT UP UNTIL he stopped talking. Soap was a great character with a lot of personality, and then when you step back into his shoes, he just shuts up immediately. I didn't feel like "I am Soap," I just felt like I was intruding on Soap, that he would've been saying things and cursing Makarov and bitching out Shepherd and talking about important stuff with Price, but he couldn't. I was there. Awkwardly.
On the other hand, having a silent protagonist feels lazy on the developer's part sometimes and like everyone wants to be just like Half-Life. I think many first-person games could benefit from the avatar actually having a personality.
Both have their strengths, but also their weaknesses.
I like what the creator of Indigo Prophecy said about the limitations of games and agency. You're not playing as you. You're playing as Soap. You, like any actor, should be limited to doing what Soap would do - and Soap, as we've seen earlier - definitely talks. That said, the writers should do what was so effective in Gears of War, what Susan O'Conner talked about in her GDC '08 presentation and what Uncharted 2 did so well: mirror neurons. These characters should say what the player is thinking.
Do those things well and there's no reason why FPS protagonists shouldn't talk.
Good job! You've finally had your first true rant(of course I couldn't be bothered to watch all of these but from what I've seen this is the first genuine rant).
To stay on topic I felt the bizarre changing from character kind of screwed the narrative a bit and taking a voice away from someone who did really made it out of whack more. That's just me however the game had some faults with it's storytelling and it seemed to just use certain aspects for certain cinematic moments that were amazing but weren't necessary. IMO.
I kind of feel that if Roach had been killed early in the game, then probably wouldn't have felt as proper. I guess that's why only the last part is played through his eyes, but I think after seeing how far Soap has come most people wouldn't complain about controlling Soap.
Also, when you & Price are attacking Shepards lair, unlike the mission with Roach & Price, I didn't wait for the old man to give me orders, I did my own thing, sometimes ignoring him completely. So, even though he didn't talk at that point, the game made me want to continue his persona when I took control.
In the over-the-top alien shooter that is GoW, it is fun to use character POVs as catalysts for storytelling. For instance, when playing as Dom, I tend to kick ass, take names, and use that chainsaw-attached-to-a-penis-attached-to-a-gun whenever anything so much as blinks at me. However, in Co-Op, playing as Dom, I traditionally played it safer, needing to keep me and my character safe so that we could make it to Maria. This changed at the plot shift, at which point I killed with no mercy harder than ever.
In a sense, this comment agrees with you. Perhaps character development and connection with the player best occurs when you see the character through the eyes of another. However, I disagree that the characters we play should be mute, as when used well, the developers can really weave a very interesting narrative within the first person.
I do believe this new rant and the stuff you have going on with your game character relations cements you are well and truly mentally unstable.
Not that it's a bad thing. Stay nutty, world is more interesting with the nuts than the sane. Just saying, as this weeks rant ended I found myself saying with a laugh (and not as an insult, I'll repeat) "Damn! This boy is mental!" To which I then called my wife over, who is a nurse, and she just looked at me and went "Wow."
Be proud. Reality never got a firm grip on you! And it's for that reason I keep watching your rants.
You could almost see it as a character trait.. kinda.
Personally, I thought the transition was super clumsy.

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