• Daily Deal - Spec Ops: The Line, 75% Off
    99 replies, posted
[QUOTE=Matrix374;40544430]I don't see a problem with "bad controls" if they somehow add to the overall experience and entertainment.[/QUOTE] but they dont i mean i love spec ops the line but dont kid yourself the gameplay wasnt great
[QUOTE=SGTNAPALM;40544455]but they dont i mean i love spec ops the line but dont kid yourself the gameplay wasnt great[/QUOTE] I'm talking about Dead Space and RE4 not Spec Ops
[QUOTE=milkandcooki;40544403]well yeah i guess my question was kinda vague and awful but with that logic about the disconnection between narrative and gameplay can be used on basically any game that tries to have a negative viewpoint on killing ever.[/QUOTE] it's more than possible to make a game with very minimal disconnects between plot and gameplay. it's just that Spec Ops is an awful example of how to do so because it was never meant to showcase such a disconnect in the first place; Yager, for all their good intentions of deconstruction and grittiness, still wanted to make a fun shooter game one second while deconstructing other fun shooter games the next - the equivalent of both having your cake and eating it. it's only because they failed at this goal (naturally, given the contradiction inherent in its premise) that there's even any pretense of realism in the first place.
[QUOTE=Rusty100;40544023]it's a shitty game with horrible gameplay and a braindead, done a million times before story that appeals to pretentious video gamers who've never seen any other war media and think portraying war negatively and it's horrors is a new and unique thing not worth a cent.[/QUOTE] Other games that portray war negatively do it by either showing you its toll on other people, or show you its toll on your own character with a couple lines of dialogue. Spec Ops shows you the latter with an entire game. It does the same thing that many other games have done but it actually does it astutely.
[QUOTE=Cone;40544472]it's more than possible to make a game with very minimal disconnects between plot and gameplay. it's just that Spec Ops is an awful example of how to do so because it was never meant to showcase such a disconnect in the first place; Yager, for all their good intentions of deconstruction and grittiness, still wanted to make a fun shooter game one second while deconstructing other fun shooter games the next - the equivalent of both having your cake and eating it. it's only because they failed at this goal (naturally, given the contradiction inherent in its premise) that there's even any pretense of realism in the first place.[/QUOTE] imo, the game succeeded with its story but the gameplay wasn't much to write home about. all i can remember about the gameplay itself was a section with the sandstorm, the part with the mortar, and the last push into the last level. i think a lot of games would be better off with no disconnect between gameplay and narrative, but unless they come up with some magic way to make the gameplay fluid and fun as hell without damaging the integrity of the story, there's no way. like, resident evil 2 for me. i love the story in that game, and the hostility and danger of all of the bad guys makes everything seem interconnected. however, i can't stand the goddamn mechanics. if they changed re2 into an re5/6 style shooter, all of that tension and danger would go away in an instant because you can punch a fucking boulder into lava or roll around like an idiot. then you have games where you can kill every dude to ever live on earth, but suddenly your character gets shot and cries in a cutscene which is really fucking irritating. [editline]5th May 2013[/editline] [QUOTE=Zeke129;40544500]Other games that portray war negatively do it by either showing you its toll on other people, or show you its toll on your own character with a couple lines of dialogue. Spec Ops shows you the latter with an entire game. It does the same thing that many other games have done but it actually does it astutely.[/QUOTE] i can't really think of a shooter game that has done the "war is bad i guess" shit as well as spec ops. as you said, it's usually done in a single line or cutscene, but for the most part gun-shoot games have a horrible disconnect between the gameply and narrative. bioshock infinite is an example of a game that has a horrid disconnect between gameplay and story. in the cutscenes he's like "man all im good for is killing and killing is bad, i am so traumatized because of wounded knee, and all of these [sp]vox populi are terrible and evil because they kill people the same way i do. i swear i'm not a hypocrite[/sp]. then when you get to playing, he has basically no reaction to lighting a guy on fire, shooting flesh-eating crows at some guy, turning an enemy against his friends to unwillingly gun down people, and throwing people thousands of feet off of the city. one could argue that he bitches about wounded knee because it traumatized him because he [sp]killed a bunch of innocent people[/sp] but fuck, how is murdering police officers in the most grotesque way possible not on par with that?
[QUOTE=Novangel;40544421]Bad controls for bullshit tension reasons is no excuse, even the developers of Dead Space said so themselves.[/QUOTE] I think it can be, see the early Silent Hill games. If it was actually possible to dispatch monsters effectively with that crap knife it wouldn't be nearly as intense.
[QUOTE=Rusty100;40544023]it's a shitty game with horrible gameplay and a braindead, done a million times before story that appeals to pretentious video gamers who've never seen any other war media and think portraying war negatively and it's horrors is a new and unique thing not worth a cent. [/QUOTE] So you say because other medias did it before, games should not do it and continue to have "save the princess" amd "'murrica vs. terrorists" plots without any substance? It's cool, I like your opinion.. We should have never had Star Wars because Jules Verne already wrote a book about space.
[QUOTE=Im Crimson;40545209]I think it can be, see the early Silent Hill games. If it was actually possible to dispatch monsters effectively with that crap knife it wouldn't be nearly as intense.[/QUOTE] Well I mean by the crap controls, that example can still work but with more fluid controls by changing gameplay, aka your knife swings slowly or the monsters attack too fast. I completely forget how SH1 was like.
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