It was sad sure but I can't say that I cried. I don't think I have ever cried due to a Video Game. Hell not even the best movie makes me cry. Although I am emotionally jaded.
loudestmute said:I can't exactly call myself late to the party, though one of these days I've gotta man up and finish my evil playthrough. Can't let everyone here ruin that moment for me, now can I?
Whether or not you were emotionally moved by the ending (I'll admit to tearing up), you have to give some credit to Sucker Punch. In an era of sequels and balooning budgets, capping off both karmic paths with a definitive end to the series is a pretty bold move.
I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Well I'm feeling silly with my sole 360 now, don't I.rob_simple said:I know it's a bit late, but financial strains mean I take a while to get through the latest batch of new games.
I just finished both endings of Infamous 2, and I have to say I was absolutely blown away. Sucker Punch are an offensively underrated developer in my eyes but the quality of story craft in this game was incredible. I was genuinely moved by the good ending, and had the horrible hollowness in the pit of your stomach feeling with the bad ending. It was probably the first game with a morale choice system where I actually, personally regretted my actions.
This brings me to the question: Has a game ever made you cry or, failing that, what game has brought out the strongest emotion in you (being angry at bad design doesn't count)?
And the thing is, Quo's heel turn is believable, because I wouldn't want to die either.Casual Shinji said:I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Throughout the game you knew that Quo represented the GOOD path and Nix the BAD path, and this made for a somewhat predicable interaction with these two. The final mission actually shock things up a bit and added a bit of depth to both characters.
OT: The thing that really shocked me about the ending was that it was an actual ending. No sequel bait since every new game franchise needs to be a trilogy or more these days, just a good clean ending that wraps everything up.
God-damn, playthrough B of Nier is so depressing. It also makes the fight against the shades in the fields near the start (which, if memory serves, you don't play in playthrough B) make a lot more sense. They don't attack you and the first time through and it seemed odd... after the second playthrough it becomes horrifying.JasonKaotic said:Snip
Nice to see I'm not the only one who's played it. There are not enough hugs in the world to make us feel better about what we've done.ScrabbitRabbit said:God-damn, playthrough B of Nier is so depressing. It also makes the fight against the shades in the fields near the start (which, if memory serves, you don't play in playthrough B) make a lot more sense. They don't attack you and the first time through and it seemed odd... after the second playthrough it becomes horrifying.JasonKaotic said:Snip
"Please! They're just children, they don't know any better!"
i second this, i loved the mixup right at the end, felt it really added something.Casual Shinji said:I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Throughout the game you knew that Quo represented the GOOD path and Nix the BAD path, and this made for a somewhat predicable interaction with these two. The final mission actually shock things up a bit and added a bit of depth to both characters.
The problem was that it didn't come naturally from the character's respective development. There was nothing to suggest that Nix would care about saving regular people or that she would rather die than be just another super person in a world full of them. While Quo being scared of dying is fair enough, there was nothing to suggest that she would be totally okay with murdering 99% of the world.Casual Shinji said:I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Throughout the game you knew that Quo represented the GOOD path and Nix the BAD path, and this made for a somewhat predicable interaction with these two. The final mission actually shock things up a bit and added a bit of depth to both characters.
I don't think we're playing the same game. "Dry and clinical"? What are you SMOKING?Zhukov said:Yeah... I never really got into Planescape Torment either.ScrabbitRabbit said:[snip]Zhukov said:To answer the question, no, no game has ever made me cry. The combination of nigh-universally lacklustre writing and the uncanny valley prevent them from having that effect on me. It's kinda strange considering that movies can make me tear up at the drop of a hat.
The remark about the uncanny valley does bug me about many games, though. It makes many of them less believable when you're just staring into the character's dead eyes during what's meant to be a heartfelt moment. I feel this is another strength of Planescape: Torment; it relies on text, not animation, to convey most of it's story. This goes for actions as well as dialogue and most of it is very well written. As a result, the "cut-scenes" happen in your head, helping to largely avoid the dreaded uncanny valley.
That old-school RPG format just doesn't do it for me. There's no voice acting and the little sprites can't emote in the slightest, so there's nothing there for me to "connect" with. The written text was too dry and clinical to make up the shortfall. No flair or imagery. The characters all felt too wooden and soulless for me to care much about them.
Sure, the writing and story was pretty good, but it was good in a "Huh, that's interesting" kind of way, as opposed to an "Oh, the humanity!" sort of way.
suitepee7 said:i second this, i loved the mixup right at the end, felt it really added something.Casual Shinji said:I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Throughout the game you knew that Quo represented the GOOD path and Nix the BAD path, and this made for a somewhat predicable interaction with these two. The final mission actually shock things up a bit and added a bit of depth to both characters.
OT: yeah, infamous endings made me pretty sad, i also shed a manly tear at (ME3 spoilers)mordin sacrificing himself while singing. seriously, that was haunting...
agree 100% with this. the role reversal was simply done for shock effect, seeing as the whole game you were siding with one of the girls in your missions, but then all of a sudden they become enemies, to appeal to a sense of betrayal I guess. Didnt like how it was pulled off though, made the girls appear irrational.Zhukov said:The problem was that it didn't come naturally from the character's respective development. There was nothing to suggest that Nix would care about saving regular people or that she would rather die than be just another super person in a world full of them. While Quo being scared of dying is fair enough, there was nothing to suggest that she would be totally okay with murdering 99% of the world.Casual Shinji said:I actually quite liked this and I feel the game would've benefited from more of such moments.Zhukov said:The two female characters were undermined by their rather contrived 11th-hour role reversal.
Throughout the game you knew that Quo represented the GOOD path and Nix the BAD path, and this made for a somewhat predicable interaction with these two. The final mission actually shock things up a bit and added a bit of depth to both characters.
It was just a surprising 11th hour role reversal for the sake of having a surprising 11th hour role reversal. That's not how you add depth to characters.
Ya got to foreshadow that shit. Show that Nix is benign rather than malevolent towards the general population and places ridiculously high value in being "special". Show that Quo has a ruthless streak. Then pay that off in the reversal.
They didn't do that. They just went, "BAM! Role reversal! Because role reversals are cool!" Sure, it was surprising, but it just undermined the characters.
No reason to cry at the good ending of infamous 2. Or am I the only one who saw that lightning bolt?rob_simple said:I know it's a bit late, but financial strains mean I take a while to get through the latest batch of new games.
I just finished both endings of Infamous 2, and I have to say I was absolutely blown away. Sucker Punch are an offensively underrated developer in my eyes but the quality of story craft in this game was incredible. I was genuinely moved by the good ending, and had the horrible hollowness in the pit of your stomach feeling with the bad ending. It was probably the first game with a morale choice system where I actually, personally regretted my actions.
This brings me to the question: Has a game ever made you cry or, failing that, what game has brought out the strongest emotion in you (being angry at bad design doesn't count)?