6 Aspects Made Great In Their Own Respective Games
I’ve talked about gaming in the past and how it is unique to the actions found within. We’re participating in the narratives and while we’re playing, we’re a part of that specific world. Some games are mindless and some are truly thought-provoking and whether you like to rip off a monster’s limb and hit him into the soil with excessive force or to explore a once great, but now fallen city – the quality of interaction is truly magnificent in its own right.
I’ve spoken merely two nights ago to a person of an undisclosed identity about how a game has something truly unique to itself. We enjoy these unique facets and I, for one, long for them in the games I’ve played afterwards. Surely these peculiarities are great in their own titles and are there for a reason – wishing them to be in another game may not be very fair.
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The following characteristics are some of my favourites and I’m sure there’s loads more to be had, but these made the given games all the more puissant.
Before you jump me with a broken bottle and harmful intention: I do know that there are loads of games out there with rich and thought-provoking narratives.
The reason for me using BioShock yet again in a feature will be made clear shortly. Games such as The Last Of Us, Mass Effect, The Witcher and Spec-Ops: The Line provide some truly intelligent qualities – of that there is no doubt. Each of them excel at their writing and I admire that no less than I do with the BioShock games.
Back to my using of BioShock and BioShock Infinite and the fanboyism that currently oozes from your monitor; this is due to the game treating the gamer as an adult and never spoon-feeding every single plot-point to the player. Every detail you need to know about the world and back-story is there; you just need to find it.
I’ll use the following spoiler-free examples: What is the purpose of the Handyman’s robotic chassis? Where did Jeremiah Fink find ideas for the design of Songbird? Why does Elizabeth possess the powers she have?
All of those answers are in the game, you just have to keep an ear on the ground and pay attention to what’s going on around you.
All the themes fit into the given story and don’t shy away from the beastly nature of man.
A Running Narration
Running narrations are nothing new in games. If you look at the Max Payne titles or Alan Wake; the idea of a character narrating your actions or thoughts date back more than a short while ago, but there is one game that truly hit the sweet spot of listening to a narrator and made the game all the more fun because of it. (To me, personally.)
Bastion is one of those games that I will struggle to forget. Everything the game consists of is great, but the one addition that sealed all deals was the narrator and his superlative voice.
He may comment on your current weapon loadout or if you change to other weapons. He may tell the story about you “raging” when smashing every object in the immediate environment. If you have the opportunity, play this and listen to the extra magic added by this narration.
A Story Centred Around Relationships
Catherine is our candidate here today. Plenty of games feature characters that have googly eyes for each other, but one does not see a game release often where it is central to the premise and contains nightmarish gameplay sequences.
It is Japanese, so expect a lot of angst and sweaty protagonists throughout.
What I also find very endearing is the fact that the actual gameplay is puzzle-based and the story is centred around relationships; why do I find that incredibly ironic and fitting?
We need more games where the idea of relationships isn’t shied away from.
If you’ve played The Last Of Us – no more need be said.
Let’s face it, the idea of a post-apocalyptic environment filled with infected cretins lurking around every corner with an undeniable hunger for your buttocks is nothing new. Infected enemies on their own are nothing new. Having to scour the area for much needed supplies and precious ammunition is also nothing new, but the way the game changes when Clickers enter the fray is worth noting.
They are enemies that I both adore and despise. In today’s games, when you see an enemy you run at them full-swing and don’t stop till you’re the last one standing. When ramping up the difficulty, these guys are best avoided.
It was nice playing a game with a familiar idea and having me find ways to avoid the clicking popcorn faces.
Fanboyism aside, I do admire this addition to gameplay tremendously.
Combat in a more vertical space is nothing new, but the way you may traverse the area while jumping to and from skylines in BioShock Infinite is an absolute joy.
The combat options you’re given in addition to your vigors and weapons are widened tenfold when using the skylines as you please. It adds a sense of you handling the situation the way you want to.
Flipping Off An Enemy
I decided to end this list with a shallow and non-sensible addition.
I’ve played the FarCry 3: Blood Dragon demo more than a few times and I accidentally pressed the melee button again after successfully stabbing a cyborg through its chest and Rex Powercolt graciously added drama by flipping off the fallen enemy.
It was an accident and it worked beautifully.
You may proceed to do this at any time during gameplay. This added to the already chuckle-worthy humour.
Most of these additions may not be something “truly” unique to the given game, but they did it the best. (My personal opinion.)
What other games have something unique that you truly enjoyed?