Off the top of my mind, I'd say
Fallout - Mark Morgan's incredible ambient soundtracks not only set the tone, but are impressive and chilling on their own.
Planescape: Torment - And Mark Morgan strikes again.
Castlevania: Symphony of the Night - Excellent music all around and the best in...
I'm not big into online fragfests but with the buzz going 'round this one I might have to give it a go. Finding people who can work as a team is tricky. So's getting the moolah for now. Hmm.
Been there, done that. But it's nice to see someone else at least knows the game enough to recommend it.
I did bring up Planescape: Torment as an example of good, classic storytelling.
On the contrary, I think story is a powerful tool in videogames. I just don't enjoy the concept of story as it is commonly applied in videogames because it's often disassociated from gameplay. Final Fantasy springs to my mind repeatedly because I find it's one of the worse methods of...
Then that kind of developer should stick to Final Fantasy and leave my role-playing games alone, thank you very much. Either he wants to give me the ability to role-play or wants to me to suffer some concept of story - fine. Do one or the other, not some middle ground which can't decide which...
I think the waste comes from ASSuming things, seeing as I never stated I don't enjoy a story - just when it gets in the way of a more freeform, player-controlled character development. Which, as I stated previously, is the main advantage the videogame medium has over other mediums which use...
These "circumstances" are anything but that - they're roadblocks, the storyline equivalent of invisible walls to stop your progress because beyond what was designed, there's nothing there. They exist because that's how the developer wants things to happen, not because they need to happen like...
It's not an issue of having the story revealed to me at the writer's pace, it's of having the story shoved down my throat regardless of whatever character I'm role-playing. What does it say about your role in the gameworld that your only choice, as a would-be debonair socialite, is to kill...
How is removing control of the character and making him spout out-of-character lines, or forcing him to fail at a choke point in the story so the character must chase the bad guy for yet another ten planets, one hundred quests and seven boss characters making players believe they are a part of...
This greatly depends on what you're trying to achieve. Some games tell a story strictly through predetermined relationships between their characters and events. In these games, your actions only serve to guide a character, or cast of characters, across a scripted story that is told through...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.