lionslash232
lionslash232
lionslash232

"It's a game that says, "okay, so Bioshock said you're a slave, so you're a slave. You can't speak. You are tied to this little girl. You didn't even come here of your own free will. You are the silent monster of a man, standing there, capable of crushing this guy's brains out for ratting you out to Rapture, and

Metal Gear Solid 2. That's right, I said it.

I'll be so bold as to say ESPECIALLY 2.

The only thing that I find even close to what you're describing is something like the Bioware model that lets you choose what the character is saying in order to keep it interactive. Either that, or the Valve approach, which has the character stand in the presence of other characters while they talk at you to explain

"If you want games to be films, why don't you just watch films?'

If it's done right, using those elements can enhance the story of the game and give you incentive to care about what your doing, instead of just having a flat character killing zombies. Some people do prefer that, though.

That's almost exactly how I feel about that game. I only hope they improve on things like dialogue and story conveyance. I thought it was kind of ridiculous having to read the datalogue in order to have a clue about what was going on.

Forgive me if this turns out to be a repost. I'm new to the commenting system here.

"The good elements (inventive game mechanics, wide array of options and approaches etc.) for me personally, outweigh the bad (occasional frustration with controls and poor shooting mechanics). It's so hard to be absolute and objective with these things because as this thread has shown it's hard enough as it is to