↳ Favorite Video Games - ICO
In The Pines - Janel Drewis
I have to say so far I am enjoying The Walking Dead Season 2 a lot more than The Wolf Among Us. It has better characters with more sophisticated dialogue in my opinion. Clementine is far more compelling than Bigby. Also The Wolf Among Us feels more linear. Although The Walking Dead for the most part is linear too, the developers do a superior job of giving the player plenty of decisions that hide the linearity.
Help! I’m trapped in this crystal ball!
Gotcha! I was free all along!
they’re too cute T_T
LIKE CALORIE MATES AND RAMEN NOODLES AND MOTHERFUCKING TREE FROGS.
I always figured, realistically, he’d taste fucking terrible. He hasn’t brushed for days and eats dead animals.
And so when this part always pops up, I scream “I BET HE TASTES LIKE ASS.”
Again I would just like to point out he is wearing the poop camo.
Brothers: A Tale Of Two Sons | Evoking Emotion Through Gameplay Mechanics
I’ve been thinking about Brothers: A Tale of Two Sons lately. So many games nowadays tell the majority of their emotion filled narrative through cutscenes. Brothers: A Tale of Two Sons has very sparse, purposefully inaudible dialogue while still creating a story that make sense. There are few cutscenes but the way in which it evokes emotion from the player is even present elsewhere.
Brothers: A Tale of Two Sons is one of the few games that would not have the same effect emotionally on someone if they were to simply watch a playthrough.
A somewhat relatable post I made a while ago regarding the way in which Assassin’s Creed III presents its narrative, I made mention of the fact that without the physical act of playing a game, the same emotional resonance was there. I wrote:
"…but most games seem to focus more on creating an interesting narrative than an interesting gameplay experience. Most video game narratives can be enjoyed by themselves without the hours and hours of gameplay needed to advance the story forward.”
Brothers: A Tale of Two Sons differs, I did something truly unique. It evoked emotion by using it’s mechanics. It’s interesting to me how long it took for a game to really give the player this specific emotion through its mechanics so elegantly and so subtly without bashing you over the head with an onscreen button prompt telling you to tap the ‘X’ button during an interactive cutscene. I don’t want to spoil anything from the game because it’s so short. I will say that it was refreshing and definitely took me by surprise.
Game developers put too much focus into manipulating our feelings using cutscenes that I think they lose sight of what makes games truly unique: the act of playing them.