I don't think we're disagreeing at this point. Discussion? Definitely. In fact, I love talking and writing about literary value in games.
No, we should not be content with what we get. But... baby steps. I'm a firm believer that discussion motivate people to do things better. I'm hoping the developers will look at our discussion and strive toward getting their work to be part of the discussion.
We are far from that point, but as long as we recognize the limitions a medium can have on a story, there's plenty of room for constructive criticism.
Speaking of which.... so what's needed to make the Gears of War universe relevant for deeper thought? What themes can we pull from the canon?
VoodooHak
Fair enough fair enough, indeed we really aren't disagreeing on the point, still, we don't know our limits and technology keeps stomping forwards. Relevance I'll get to that, but there's relatively obvious allusions to civil conflict over resources and the humans destroying the planet and disturbing the locusts - they're the real villains yada yada. I think there's a ton that can be done with it and Marcus's past, the theme of betrayal in particular, but that never really happens.Otherwise GeoW I'm not sure who I was quoting but I began typing I think in regard to relevance, so this is what I'd do:
Honestly it's so centred around its cast of characters in the squad it really needs to increase the character interaction and stakes, make camaraderie more integral and more character development - and anything but Dom's wife moments; you need to reflect it on the mechanics. So X character in the squad helps Marcus in Y combat scenario - as a result the player and the character develop more respect for that character, instead of telling joke then popping offscreen for a while, then reappearing again later.
The buddy character in Another World for instance has a hundred times more strong camaradarie attached to him, and there's never a spoken word between him and the protagonist Lester for the entire game; but they're always interacting and helping eachother escape after both being captured.
Another fault of GeOW2 was it was Marcus and Dom far too often, missing the variety of personalities (they were enjoyable stereotypes to have around) in the first (the introduced cast that was killed off didn't make up for it at all).
Make the Locust legitimately more threatening from a narrative perspective. I've heard about the end of Halo Reach - haven't played it, but from I know that's a brilliant example of using the mechanical gameplay to push home a finale of loss, Gears is a ripe for moments like these.
Less junk about Prescott and his woeful appearance in GeoW2. He was introduced briefly in a hoorah cutscene, then vanished for the rest of the game. Bad writing chaps. Either put him in and make him important or don't.
More alluding to the civil wars and the humans being responsible for sapping the planet of its resources -etc. Don't have it there as part of the fiction, do something with it and work it more into the plot,which brings me to another point -
Stop raising more question marks and introducing more characters, when nothing is ever resolved, and the characters never do anything outside of that single introductory moment. Same goes for more 'ooh mystery' plot points. GeOW 2 was notorious for this.
Don't stick to the book of action predictability in so many ways, because the audience can read what's going to happen. Don't try and make 'everything more epic', disrupting the balance, mood and atmosphere.
Remember the specific tone the first game made - which was fighting in the ruins of civilisation with a small band-of-bros, against an enemy which could appear anywhere. It was great, it was engaging and made for a lot of the games atmosphere
So here's a question, skrat. Do you think the world-building in Gears is as good as say, what Blizzard has done with WarCraft and StarCraft or what Bungie did with Halo?
DarkLink77
Warcraft it's hard for me to say, I never actually played through the singleplayer of any of them and WoW is a mixed bag in introductions, but when it spreads its wings and introduces more of the game world, it's pretty compelling - but comparing to MMOs is tough.Starcraft I'd say quite good - mainly due to the between missions bits, where you could learn more and interact with your crew and cast, and characters were actually important to the story, protagonists journey and its arcs - they aren't just there. It humanised everything and bought it down to a personal level far more than any cutscene ever could, in an RTS it's quite rare.
Not to say SC2 has an amazing plot (still yet to finish it though), but it did do some interesting things, and isn't afraid to pull some moments using the mechanical functionality of the game to develop characterisation of its cast (like Kerrigan's reintroduction during gameplay), which helped these characters actually seem relevant in the game world during gameplay, than just making appearances in cut scenes - causing disconnect.
Halo's a mixed bag, a really mixed bag from top teir to messy.
I'd say Halo CE was wonderful in its world building, absolutely outstanding for most of the part, shame the Pillar of Autumn was so barren and void of a human touch (cmon guys even Half Life had vending machines and microwaves).
The other two were real hit and misses, and I never playd ODST and still haven't tried Reach. Coincidently that lack of human touch continued in the second and third, which really was detriment to the plot and atmosphere when you're supposed to be fighting for humanity - and there's no evidence of it in the world aside from your disposable squaddies.
Now Gears by comparison to SC2 and Halo CE isn't as strong in general I'd argue, however I do like it immensely for cutting to the chase, and throwing you into its abandoned civilization; it's excellent in that regard.
It hit the tone of the stakes perfectly, complimented the action and looked convincing as ever, but it's pretty damn solid - even running about with the squad characters, who aren't terribly useful mechanically and are more there for quips, or the off screen cast not being terribly purposeful. However Epic knew the audience wants to get straight into shooting things, and you pickup the details going from A to B, and while hiding behind walls. Worked very well.
Better than Halo 2 and CE honestly? I'd say so, hell I much rather its introduction to SC2's, as I said, it gets to the point fast in establishing what the game world is by putting the player in the protagonists shoes right away. Was stronger then 'lets burn billboards, down with totalitarianism (when we haven't experienced it in game at all it kind of loses its impact)', or 'humanity is under threat, here's the most inhospitably unhuman city to defend' and 'hello superman from the sky, here's a gun you know the gist of things, oh remember this guy, we're working together now and your unfriendly relationship will never crop up again'
Log in to comment