Agreed. I never questioned why Nate killed those guys. They were out to kill him whether he wanted to kill them or not. So it was either going to be him or them. The only part of an Uncharted game that didn't make sense to me (at first) from the whole ludonarative perspective was at the end of Uncharted 2 whenstrumbore said:What are "they" talking about, exactly? What needs to change? I always assumed the reason Nathan Drake had to kill 400 men by the end of the game was that 400 men tried to kill him. The only thing I ever questioned about the Uncharted series was how a treasure hunter, a "UN-thinks-he's-dead" warlord, and a secret society, managed to recruit 400 mercenaries in the first place.
...
Also, how did Nathan Drake learn to kill 400 men so easily?
Oh yeah! I forgot about that! How the hell could those "lost cities" not have been discovered out in the open lack that? Even in the sand storm?JLink said:[Location, location, location!]
That may in fact be why I found the game so incredible the first time I played it. I didn't figure out how to disarm cops or use guns until my second playthrough. As a result, the weight of the police-state weighed down heavily upon me and I found myself much more connected to Faith.lacktheknack said:This is why I've been touting ghost runs in stealth games and pacifist runs in games like Mirror's Edge for years now.
Mirror's Edge:
Faith shoots all of the cops: They're on a manhunt for a crazy psycho woman who keeps shooting people.
Pacifist run (I'm down to 4 KOs with 0 kills): Now the "corrupt government" setting actually makes some sense, as now we have to ask why the cops keep opening fire on a girl who never did more than clunk a cop when absolutely necessary to not be shot.
Here is the thing though. Drake willingly went after these guys, knowing that it would result in violence. If I invade an army base I am not justified in killing the soldiers there just because they are shooting at me.strumbore said:I always assumed the reason Nathan Drake had to kill 400 men by the end of the game was that 400 men tried to kill him.
I'd say Bulletstorm got that down pretty well. It would be nice though, if developers didn't feel the need to make it like the characters are so hurt and upset by all the killing...Zachary Amaranth said:I'd settle for one where "kill the guy" didn't go completely against the cut scenes, even.SkarKrow said:I would totally accept a game where kill that guy is the reason provided you aren't trying to make it seem like my character isn't a murderous psychopath.
I agree with that. Bioshock Infinite's violence is needed to characterize Booker as well as to set the tone for this fucked up floating city.chikusho said:As has been mentioned in this thread, I think the criticism about Bioshocks violence is unfair and misses the point.
In fact, I put together a rather lengthy *spoileriffic* article on the subject.
http://monkeyphatt.com/ps3/why-bioshock-infinites-violence-is-necessary/
TL;DR
The violence is down-right necessary in order to define the setting, the characters, the themes, story and ultimately gameplay (from a narrative standpoint, not meaning that it has to be fun to kill people in the game).
Naturally, that needs to play into the kind of gameplay the game is going for.Karoshi said:I agree with that. Bioshock Infinite's violence is needed to characterize Booker as well as to set the tone for this fucked up floating city.chikusho said:As has been mentioned in this thread, I think the criticism about Bioshocks violence is unfair and misses the point.
In fact, I put together a rather lengthy *spoileriffic* article on the subject.
http://monkeyphatt.com/ps3/why-bioshock-infinites-violence-is-necessary/
TL;DR
The violence is down-right necessary in order to define the setting, the characters, the themes, story and ultimately gameplay (from a narrative standpoint, not meaning that it has to be fun to kill people in the game).
Yet in the larger picture, I would prefer if games would give me non-lethal options of dealing with enemies. Look at Mars: War Logs - it's low-budget game with many flaws, but at least they give you the option to spare your enemies! A minor detail that greatly improved my experience and which was the major reason why I bought it in first place.
Now imagine if most AAA titles would do the same. A girl can dream...
I wholeheartedly agree with that statement.sethisjimmy said:A lot of games heavily rely on the need to kill a lot of people, and I think it's getting to the point where it's just lazy.
I was actually thinking about MGS when writing that comment. What I love about the MGS series is that not only can you play the entire game using non-lethal tactics, you're often rewarded for doing so in the form of special items and equipment. You're even punished in some cases for killing too many people, such as the fight with The Sorrow in MGS3.Big_Boss_Mantis said:There are so many games that do it right, IMHO:
In Metal Gear Solid you kill some people, but you never engage in combat with a dozen of enemies simultaneously (or you'll probably die). And Snake is the perfect soldier, heavily trained and cloned from another perfect soldier. (ugh - spoilers, I guess)
Demon's/Dark Souls you have your ass kicked by a couple of enemies, and every encounter is relevant.
While I agree, FarCry 3 did at least present Brody as being initially hesitant about killing. It doesn't reflect in the gameplay, but it's in the narrative.josemlopes said:Well, I certainly asked a similar question in Far Cry 3.
"Why did I become Rambo the moment a got my first pistol?"
Like I went from zero to hero in a matter of seconds. Gameplay does need to compliment story and vice-versa.
No, ridiculous, that's not how it is. It's really irritating how critics keep jumping on this franchise just because they want to run with this "mass-murderer" joke.Tombsite said:Here is the thing though. Drake willingly went after these guys, knowing that it would result in violence. If I invade an army base I am not justified in killing the soldiers there just because they are shooting at me.strumbore said:I always assumed the reason Nathan Drake had to kill 400 men by the end of the game was that 400 men tried to kill him.
And why did he go after these people, knowing he would most likely have to kill a lot of them? For tressure. Sure later it turns out that the treasure is really a WMD but that is not something Drake knows until the last 30 minutes (or even less) of the game.
I absolutely agree with this. I'll even meet you halfway on Uncharted in that its campiness almost undoes itself when Nathan Drake, the lovable con-man and treasure hunter, starts throwing out one-liners while cracking necks and machine-gunning crowds of soldiers. But there is nothing of substance to suggest that he is a mass-murderer, or (more amusingly) a genocidal champion of the "master race".Tombsite said:When our games start using "real" people acting out in the "real" world I guess we start using real world morals to judge their actions. This in turn means game developers need to think more about character motivations if they do not want their protagonists to come of as monsters (In BS:I Dewitt is a monster so no problem there). Alternatively just put me on Mars and have me kill hell spawn. Nobody ever questioned that