g.man wrote:However I am willing to concede that it's a dangerous view to condemn the game just solely on viewing a tiny bit of footage, rather than playing the actual game in it's entirety.
daviedigi wrote:i love games more than movies so if i could make either id pick game everytime. thing i really like about cage is that he try's to do something diffrent. everyone moans about militry style fps games all the time but at least this guys trying and taking risks. woulda loved to see what coulda become of 'kara' though being a massive g.i.t.s. fan.
hylian_elf wrote:Just watched a 7 minute gameplay video from E3, was that the one? Didn't seem bad to me, usual violence. Seems tamer than Manhunt, anyway.
Brooks wrote:Here is a contribution: The word "emotion" covers enough states for basically anything to qualify insofar as everything we do and experience provokes an emotion unless you're clinically psychotic.
dynamiteReady wrote:Imagine though, if it's an 18+ game, and you can go through the entire thing without killing a soul. Or perhaps you can play it as the demo suggests, in a fairly violent way, clearing a path for you and the kid's safety. Or perhaps you can slip up, and the girl is killed, but you can still fight through to the end. Or perhaps you  can even snuff the girl (accidently or otherwise) and everyone else... It's very well poised for something very interesting... I suspect that's the Director's intention...
I suppose when developers are talking about this sort of thing what they really mean is that they are trying to create a deliberate emotional response, for example trying to make the player "sad" or "scared" as opposed to just making the game difficult and then invoking emotions of rage or despair as a by-product.
The increased graphical fidelity meant it had a bit more impact on me than Manhunter. Less fun, more provocative. Provocative is usually good, but violence is a very tricky subject in videogames because it's so prevalent.hylian_elf wrote:Just watched a 7 minute gameplay video from E3, was that the one? Didn't seem bad to me, usual violence. Seems tamer than Manhunt, anyway.
I see a Resident Evil 4 level of attention to detail in there. If they can get the level design right, and let players make some big, proper choices, then it could be very good indeed.hylian_elf wrote:I don't see the appeal of Last of Us or what's different about it.
dynamiteReady wrote:@I_R - That's pretty much what G said about the length of the demo. But this is very much a 'what if' thread, and I thought the game to be quite relevant.
It certainly wouldn't surprise me if one of you died at the end of the game. Would it be any more interesting if you had to choose whether to sacrifice your character in order for hers to live?hylian_elf wrote:Putting aside my feeling that the game looks generic, it is perfectly possible that the devs end up using the girl as a "let's get some emotion in there" tool/MacGuffin. Like get you attached to her and kill her near the end.  But I don't see that as a problem. Some here are saying that deliberately trying to put emotional content in a game is an issue and detracts from the gamey game itself. On the violence, it may be somewhat graphic, but it makes me feel nothing. Maybe that says something about me.dynamiteReady wrote:@I_R - That's pretty much what G said about the length of the demo. But this is very much a 'what if' thread, and I thought the game to be quite relevant.
g.man wrote:It certainly wouldn't surprise me if one of you died at the end of the game. Would it be any more interesting if you had to choose whether to sacrifice your character in order for hers to live?
Spock wrote:Can someone tell me what the original thread title was! Shit got mums net!
g.man wrote:The Last Of Us footage is an interesting one. I found it quite distasteful, and that's probably a lot to do with the context, tone and realistic virtual human characters just being depressingly awful to each other
hylian_elf wrote:I think it would. If done correctly, such a choice towards/at the end of the game would enhance the experience for me. It would elevate the game from action shooter with good mechanics and gritty violence (assuming it ends up playing well), to something else that we can connect to better, or at least in a different way. See ICO. Last bit of the game was brilliant, and it wouldn't have worked if the whole game didn't lead up to it like it did. Without emo at the end, it would've been "just a little dungeon to escape".It certainly wouldn't surprise me if one of you died at the end of the game. Would it be any more interesting if you had to choose whether to sacrifice your character in order for hers to live?
Well, there's empathy with your own character in some cases (the feeling of fear when you step into unexplored territory in a horror game - it's not fear for your own safety, is it?), and also I think there are some examples where games have created empathy for other characters. Mass Effect has come up with some excellent moral dilemmas, and especially in the 3rd game, after you've spent a lot of time getting to know some characters and their detailed backgrounds, it can influence your decision. It's also probably good that these decisions aren't necessarily right or wrong in game terms, because of course you'd be tempted to go for the reward if that were the case. Anyway, I think it shows that if NPCs are well drawn enough they can make you give a shit.Shinji wrote:What they are aiming for is empathy, a far more complicated ideal than eliciting an emotion. As is, I'd prefer the game to be just that rather than some reverse engineered Voight-Kampff duper.
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