I can point you towards Discworld 2, a game in which you play Rincewind (voiced by Eric Idle) filling in for Death as he goes on vacation in a not-quite rip-off of Reaper Man. The game is still playable through the likes of ScummVM as well.canadamus_prime said:How about a game where you can play as Death from Discworld? Esp. if you had Ian Richardson as the voice of Death.
Oh man. I loved those games as a kid. Which makes sense as I love the Discworld books.Grouchy Imp said:I can point you towards Discworld 2, a game in which you play Rincewind (voiced by Eric Idle) filling in for Death as he goes on vacation in a not-quite rip-off of Reaper Man. The game is still playable through the likes of ScummVM as well.canadamus_prime said:How about a game where you can play as Death from Discworld? Esp. if you had Ian Richardson as the voice of Death.
Yeah, my school years echoed to the damnable sound of: "That doesn't work!". Point-and-click adventure games always had pretty obscure logic, but when combined with the Discworld? Ssoooo much trial and error.Blunderboy said:Oh man. I loved those games as a kid. Which makes sense as I love the Discworld books.Grouchy Imp said:I can point you towards Discworld 2, a game in which you play Rincewind (voiced by Eric Idle) filling in for Death as he goes on vacation in a not-quite rip-off of Reaper Man. The game is still playable through the likes of ScummVM as well.canadamus_prime said:How about a game where you can play as Death from Discworld? Esp. if you had Ian Richardson as the voice of Death.
Nice summary, but I don't see how it counters what Yahtzee is actually saying. Yahtzee is complaining about how he couldn't connect with what he found to be a boring and confusing character - one who lacks an interesting characterisation, a relatable goal, and all the crazy powers you'd imagine the personification of death to have.RJ 17 said:snip
It's the standard way to tell a story. Take an ordinary-ish person and have them fall into a fantastical adventure. It is used because the ordinary-ish person acts as an audience surrogate. He thinks like we do, he responds like we do, and he needs everything explained to him like we do.Porecomesis said:That introduction feels rather familiar...
In Mogworld, the main character sort of stumbles onto his adventure by dying.
In Poacher, the main character stumbles across a ghost woman who then gets him deep into adventure.
Here, the main character, through some "unfortunate twist of fate", gets into his own adventure.
I'm sensing a recurring pattern here.
That's true but my point is that it seems to be Yahtzee's MO.maninahat said:It's the standard way to tell a story. Take an ordinary-ish person and have them fall into a fantastical adventure. It is used because the ordinary-ish person acts as an audience surrogate. He thinks like we do, he responds like we do, and he needs everything explained to him like we do.Porecomesis said:That introduction feels rather familiar...
In Mogworld, the main character sort of stumbles onto his adventure by dying.
In Poacher, the main character stumbles across a ghost woman who then gets him deep into adventure.
Here, the main character, through some "unfortunate twist of fate", gets into his own adventure.
I'm sensing a recurring pattern here.
It is possible to tell a story the other way around too, in which the person is fantastical and the world is ordinary-ish (Fear and Loathing in Las Vegas, any of the Marx Brothers movies etc), but you can't make both fantastical. Readers need something familiar, so that they can put things in perspective. If you create a world where nothing is familiar, and both the hero and the situation is fantastical, you risk the audience not relating to the situation and becoming dis-interested.
Perhaps, but nearly all of his pitches are on a AAA scale or very nearly so. And definitely a much bigger scale than the games he's actually produced. He can't exactly crank out, for example, Mankind Has Yet to Recognize My Genius with Game Maker or whatever he's using these days. The last time he even tried making something with a third dimension (Fun Space Game: the Game), he gave up after only a few weeks of work.The Random One said:Oh come on. The AAA game industry is the only thing that exists now? Yahtzee has released quite a few games independently, and while he's no Edmund McMillan, he's a lot better than most of the overpriced stuff that you're talking about, simply because he has room to experiment.
Are you thinking something like a dialogue puzzle based Mass Effect/Investigation game where you play a shapeshifing god who has to help confused spirits achieve catharsis and accept their fate? That sounds ridiculously fun.The Random One said:My thought on a game about death would be a supernatural Dinner Dash. People are dying and you have to show up and convince them to cross over, and you choose how you'll appear to them, how you'll approach them etc.
You're not. This whole reimagining by Yahtzee in fact sounds an awful like what I spent 3 Legacy of Kain games doing - killing enemies, then reaping (reaving?) their souls. The primary difference being in LoK, you did this to regain energy, to survive. There was no upper management saying "You have to reap every soul you kill". That would get boring reeeal fast.demoncub1990 said:Am I the only person that thinks that Death kinda looks like Raziel from Soul Reaver?
I am?
okay..