Keela said:
To me, it adds a huge sense of weight when my wingman gets murdered, and there's nothing I can do about it.
That particular situation got me thinking of an example where I didn't care in the slightest that the "wingman" died. In Killzone 2 that exact thing pretty much occurs, and I just found it to be cheesy as hell the way the game seemed to have been created that I should feel "sad".
I mean in the same game, the group of protagonists are soldiers in an all out war wih the helghast empire. Up to the point where one of them dies, I (as the player character) along with my companions hade already killed scores of the enemy pretty much without breaking a sweat, and even taken down several pieces of super-dangerous combat vehicles, and also seen several NPC allies die at the hands of the enemy... And suddenly im supposed to feel "sadness" over the fact that just another soldier dies in a friggin WAR? Come on!
Call me cold hearted if you like, but I sort of, kind of consider death to be an "occupational hazard" for soldiers engaged in warfare, and I found it severely ridiculous when this NPC character dies in a scripted event and the game just wails on with this sad sounding orchestral score in the background.
I think I would have appriceated that particular event in the story if the game had treated that event in a rather blunt and "as a matter of fact"-manner, although perhaps depicting the main character suddenly coming to the realizaion that people actually die in wars, a fact that he'd probably distanced himself from a little too much up to that point due to the fact that he and his buddies had merrily run around slaying scores and scores of enemy combatants and treating the risk of death as something that just happens to other people.
But in turn that the universe and the game setting mercielssly ignores the loss of that single trooper, the way real life does.
THAT would have been a way more effective depiction of the death of an important NPC character, fitting to the grim nature of warfare, and if I could have seen the main character coming o terms with the loss of his comerade in a mature and adult manner instead of acting like it was a otal surprise, I might have admired the main character a little more as well.
But sadly, Guerilla opted for a cheesy, over the top, and hollywoodesque stereotypical handling of the situation.
Oh well, at least the game has a wicked cool character design when it concerns the helghast.