Errant Signal: Adventures in Advertising
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I think you should have paid homage to text based lore which many devs have incorporated to serve the same story connecting purpose as the other mediums you mentioned. I think fallout 3 is a particularly good example of a game that uses this medium effectively. It made use of computer terminals throughout the wasteland which served as diaries for people of different backgrounds before the great war. This served to enrich the experience greatly and had me scouring for more.
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What was the game trailer at 1:04?
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I disagree partly. I think there are definitely games out there that have a strong message, an even if many don't, that doesn't mean they aren't art.
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We got more that "teabagging" in halo ODST. it was a story of a lone man, no hope, just trying to figure out what happened to his men before he died, and then towards the middle, you realize you might have a small chance if you do this right, and then at the end you get the adrenaline rush of being so close to your lost squad, and in the end, you meet back up with them and solve the mystery. Weak ending, but the story wasn't what made it good. It was the sense of alone-ness, and helplessness.
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Sometimes I feel like I'm the only one who didn't buy into the Dead Island hype.
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I like your other points, but I don't think it's bad for a game to cover more than one sort of theme or emotion over the course of the game. Having one scene where a characters has a depressing monologue, while having another scene show a character immaturely whine about wanting alcohol I don't feel are incapable of coexisting in the same game. Expecting a long, multi-hour game to maintain the same feel throughout its playtime can result in a really monotonous experience.
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@Otterrat Oregon Trail?
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holy CRAP, I would play the SHIT out of the game you described..
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IDK, when I got to that bit with the guy kneeling in the bloody pool, the corpses of his entire family surrounding him, I had to pause for a minute. There were a few moments in the safehouses that had a similar effect.
I mean, the game had some funny/weird stuff in it (the girl and her teddy bear), they mostly played it straight.
No, the commercial didn't really represent the game all that well. Still, I enjoyed it.
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Continued from: Yt445gh
I've been enriched and informed by games, of course. It's just that whenever I've been made to think about challenging topics, I've always identified the primary vehicle as more traditional narrative tools. i.e. Gameplay might prime or enhance the discussion, but it's the instances when I don't have camera control that I best remember.
Of course, it could be that I'm not as able to describe how game mechanics advance a narrative as I can with cinematography.
I posted this link on Reddit and got you some more views :) Enjoy
TamashiiHiroka 2 months ago 64
i agree with you all the way ! and it's funny to pay the full price for a brand new game, play 15 hours, finish it, forget it and never play it again... then you get a cheap indie game like bastion and remember every seconds of it + you can't wait for the finals to end so you can go trough it again.
Bopreduction 2 months ago 15