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Joined 1 year ago
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Cake day: July 25th, 2024

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  • A better equivalent would be a GTA game giving you a mission with a tank and then the mission givers seriously, not for comedy, giving the player shit for doing anything but driving on the road avoiding all cars.

    My problem is with the tonal dissonance of giving the player weapons designed to be fun only for the game to complain when they’re used.

    The opposite being a Bond game. Really he should only be using sneaky spy weapons but he’s given a ridiculous arsenal and expected to use it. If you give me a machine gun then why would you expect me not to use it?





  • Much like in Spec Ops: The Line the player can just stop playing. I mean, you’re not wrong, but it seems silly to me.

    Some games handle this by making it the ultra-violent approach essentially non-viable but that’s not how Dishonored decided to roll.

    the narrative framing sets you up to be a highly-trained stealthy assassin

    I quietly took out guards rather than avoiding them. No alarms were raised, etc… Seems pretty stealthy to me.

    Ultimately I just didn’t appreciate the mixed messaging of “here are tools for extreme violence” and “why did you commit extreme violence?”. If non-lethal means were such a priority why was I given tools that heavily favour lethality?


  • I’m reminded of a show I was watching and lampshading. One of the characters is exhausting to watch and the other characters comment on how much the character sucks. That’s great an’ all but I’m still stuck watching this character suck. Commenting on it doesn’t make it go away.

    Similarly I could not use the tools the game gives me but they’re there for me to use. If I’m not supposed to use them then I might as well instead play something that wants me to play it!



  • I think I’m the only person who played through the entire game and didn’t like it. Yes, yes, I should probably have quit but I’m a bit of an optimist and hoped it would get better.

    It felt to me like the game really didn’t want me to kill anyone. However it had any number of fun ways to kill people and then scolded me when I was naughty enough to (gasp) use them!

    Also the rats were bizarrely low poly compared to everything else. Odd gripe, perhaps, but given how crucial they are to the setting it felt strangely shit.






  • Similarly the work I do, whilst not important, is quite dry and pedantic. I’m on international standards committees and jokes and silliness are commonplace.

    Internally my team are very silly, but we also produce tremendously high quality work. A positive and lighthearted atmosphere makes concentration easier and helps with cohesion too.