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[-] Breath_Of_The_Snake@hexbear.net 17 points 2 months ago* (last edited 2 months ago)

there was a coop shooter called army of two. The mechanics were kinda fun, you could lift your buddy over a wall to shoot and lower him back down to reload and stuff like that.

The dialogue could pass for a parody of 2000s dude bro culture if it wasn’t being played straight and ridden with slurs.

With the dialogue, It’s toxic masculinity the game. Say fucked up shit, do violence, fist bump while cracking a joke that’s only funny if the audience is a case deep in natty light and probably skipping class in the morning.

The story is incredibly poor as well and probably problematic (can’t be assed to look up the plot), so removing the mission briefings would also improve it.

Despite all that, if taken devoid of context the raw mechanics had potential. An inverse of spec ops: the line, a game carried entirely by the narrative choices and message, but dragged down by run of the mill mechanics.

The suppressing fire mechanic was kind of interesting. It worked like an aggro meter and when maxed out one player was all but invisible to the enemies while the other one was drawing all the attention.

It had strong gun customization for a console shooter at the time. Lots of cosmetic choices as well. It handled competently, the movement was weighty when dragging a downed ally behind cover.

Apparently the sequel improved the mechanics, but I never played it. Maybe they fixed the writers room.

[-] FlakesBongler@hexbear.net 9 points 2 months ago

They did not improve the writing

The second game was filled with "moral choices" that were very clearly designed to fuck with you, the very first one being "Do you betray the mercenary who helped you?"

If you betray him, he dies, you get a cutscene where his family is sad at his funeral

If you don't betray him, he takes his money, abandons his family and goes to Tahiti where he's sipping a Mai Tai on the beach when a frog man comes out of the water and shoots him

They only got weirder from there

[-] peppersky@hexbear.net 8 points 2 months ago

that sounds hilarious. if it was on pc and had online co-op i'd play that with a friend

[-] Thordros@hexbear.net 9 points 2 months ago* (last edited 2 months ago)

Army of Two is a name I never thought I'd hear again. A friend of mine worked on that game.

It was his first, and last, video game job. The multi-month crunch prior to release was followed by downsizing. Very cool. We lost touch, but last I heard he scored a gig as a radio DJ somewhere.

[-] keepcarrot@hexbear.net 3 points 2 months ago

I remember those games being the gayest dudebro games imaginable

[-] magi@hexbear.net 17 points 2 months ago

The majority of games would benefit better without voice acting.

[-] Breath_Of_The_Snake@hexbear.net 10 points 2 months ago

Agreed, done well it’s great, but it severely limits how far and often a story can branch.

[-] magi@hexbear.net 13 points 2 months ago

I think it would also mean a possibility of having more dialog overall because less cost.

Plus means playing a game you don't hear the same voice actor (like Bethesda games) on repeat. Plus your imagination could do a better job in most cases.

I would take more branching dialog over voice acting any day.

[-] Vingst@hexbear.net 16 points 2 months ago

zelda botw and totk, the voice acting is cringe, zelda NPCs should make small canned sounds when you engage text dialogue

[-] Stolen_Stolen_Valor@hexbear.net 3 points 2 months ago* (last edited 2 months ago)

All games should have this or do the Animal Crossing thing where they make gibberish by having a cutesy Microsoft Sam voice speak every letter.

[-] ZeroHora@lemmy.ml 15 points 2 months ago

Shadow of War fun game but I couldn't care less for their LOTR fan-fiction.

[-] Breath_Of_The_Snake@hexbear.net 20 points 2 months ago

I really disliked the lore, but it’s a great assassin’s creed style power fantasy type game.

Inspired choice to take Tolkien’s work and shoehorn in a “my dead family” narrative instead of engaging with anything interesting.

[-] Frank@hexbear.net 16 points 2 months ago

I appreciate that they tried to tell their own story within the existing world. I don't want to see LotR become a static, dead thing. A lot of their choices... were... uh... Sexy Shelob? wth? But I appreciate that they tried. The way they portrayed the Orcs was just gorgeous storytelling. Every single one of them is an irredeemably evil monster but they're all dripping with charisma, character, humor, weirdness. The first time a Troubadour Orc showed up to sing a diss track and beat me to death with a lute I couldn't stop laughing. It was so much better of a depiction of orcs than I've ever seen anywhere else. They understood and accepted that Tolkien's Orcs were smart. Industrious. Organized. Mordor had the strongest industrial and agricultural base in Middle Earth during the War of the Ring and the game reflects that. The Orcs weren't mindless brutes and only barely disguised racial slurs, and the game reflects that.

They had a lot of story beats that absolutely missed, but I really liked a lot of what they did. The idea of Celebrimbor building a final ring in secret to try to contest with Sauron was a very interesting idea and it ties in thematically with the existing story of the Rings; There is only one ruling Ring and Sauron is it's master. Celebrimbor's attempt to contest with Sauron using Sauron's own methods was doomed to fail. While the Three were created to protect and preserve Celebrimbor's ring was built to dominate and enslave, and so was doomed to failure according to the rules of Tolkien's world; You cannot defeat the enemy by the enemy's methods.

So, it's a mixed bag, but I like a lot of what they did and I do appreciate that they tried, and in some ways succeeded, to make Arda larger and stranger in ways that understood much of what Tolkien was saying.

[-] Comp4@hexbear.net 15 points 2 months ago

The orcs are without a question the ABSOLUTE highlight of these games. Everything else is just - whatever. They realllly cooked with the orcs in their games though.

[-] EnsignRedshirt@hexbear.net 6 points 2 months ago

The nemesis system deserves some credit, too. The orcs themselves were terrific, but the combination of the top-notch character design with a system that gave those characters a context based on the player’s interactions with them took it to the next level. It was fun seeing an orc rise in the ranks because you killed his boss, or having an orc that you thought you’d killed return unexpectedly wanting revenge. The game even made losing to an orc fun. The orcs and the nemesis system gave those games so much replay value. A truly worthy use of an open world setting.

[-] Comp4@hexbear.net 5 points 2 months ago* (last edited 2 months ago)

You are right but I consider the nemesis system kinda part of the whole orc thing like thats (as you said) part of what makes the orcs so great in combination with the writing etc. Like basically everything that had to do with the Orcs was gold.

[-] EnsignRedshirt@hexbear.net 4 points 2 months ago

Yeah, it’s the whole experience. Everything about it works together to make the orcs the best part of the game by a mile.

[-] Frank@hexbear.net 4 points 2 months ago

I love them so much. Even if gameplay was awful the orcs would be worth it.

[-] Comp4@hexbear.net 4 points 2 months ago

Yeah absolute props to the writers and the folks that did the animations/faces etc.

[-] UmbraVivi@hexbear.net 4 points 2 months ago

Sexy Shelob would've worked if she hadn't been so dull.

[-] ZeroHora@lemmy.ml 13 points 2 months ago

The Shadow of War is less about the dead family, I don't even remember if they talk about that. But nothing justify Shelob as hot brunette girl.

[-] Breath_Of_The_Snake@hexbear.net 17 points 2 months ago

Cowards, give us a hot spider if you insist on making Shelob hot.

[-] Des@hexbear.net 4 points 2 months ago

compromise something like this compromise something like this

[-] Frank@hexbear.net 11 points 2 months ago

I think there was a theme of Celebrimbor losing track of why he was even seeking revenge, and Talion trying to hold on to what he was fighting for, but I haven't played it in years and I didn't finish the game.

[-] thelastaxolotl@hexbear.net 14 points 2 months ago

Modern Lego games, i miss the charm of the old games

[-] Parzivus@hexbear.net 11 points 2 months ago

ALL games should have long, unskippable story segments. If your new indie puzzle game doesn't have a meta narrative, I'm not interested!

[-] Breath_Of_The_Snake@hexbear.net 10 points 2 months ago

Add marvel slop dialogue to Tetris! Tetris effect but it’s a different flavor of whedon each level instead of chill vibe

[-] Parzivus@hexbear.net 4 points 2 months ago

I was only half joking btw I love pretentious indie games. If puyo-puyo can have anime people I'm sure we can fit that shit in Tetris somehow

[-] Infamousblt@hexbear.net 9 points 2 months ago

All of them gigachad

[-] Guamer@hexbear.net 8 points 2 months ago
[-] Breath_Of_The_Snake@hexbear.net 8 points 2 months ago

Just stumbling around collecting cans after waking up in a trashed hotel room would certainly be a vibe

[-] EnsignRedshirt@hexbear.net 8 points 2 months ago

Most of them, tbh. Games where the dialogue isn’t core to the gameplay or story could usually omit it entirely, and games where dialogue does have a role often have too much of it. That, or it gets implemented poorly, like when it’s unskippable, or interrupts gameplay.

I like it when dialogue, and lore in general, is either optional, or runs in parallel to the gameplay. I played Pacific Drive recently and there’s a lot of dialogue, but the game doesn’t force you to stop what you’re doing to listen. Most of the story is told in the form of NPCs talking to you over the radio, and you can listen to it while you’re moving, interacting with game elements, shuffling your inventory, etc.

I’m also a fan of the Silent Protagonist. It’s fine if NPCs are talking for my benefit, but I don’t need to sit around and watch my character talk with another character. It’s a game, not a book/movie, and odds are the writing isn’t going to be good enough for me to want to sit and passively experience the narrative.

So yeah, dialogue should only be used in games that require it for gameplay or to tell the story, it should be used judiciously, and it shouldn’t interrupt gameplay or immersion. A lot of action games that want to pretend to tell a story could benefit from getting rid of the dialogue, or making the dialogue more passive. There shouldn’t be a need for lengthy cutscenes or being forced to stop playing to listen to an NPC. If you can’t tell me the story while I’m playing then you should tell a different story.

Plenty of games make good use of dialogue, it just sucks when it’s bad or when it gets in the way.

[-] abc@hexbear.net 7 points 2 months ago

unironically every Final Fantasy game that has had voice acting (yes, including 14 if only because I can't speed through voice acted cutscenes. Thank you Wuk Lamat I love you).

Hell, let's throw every Fire Emblem game that has had voice acting up there with it.

The entirety of the Xenoblade series (seriously cannot stand those british mfers hasan-stfu)

[-] Breath_Of_The_Snake@hexbear.net 3 points 2 months ago

Return to ogre, peak jrpg story

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[-] ashinadash@hexbear.net 5 points 2 months ago

Every Sonic game since 2010 basically

[-] Breath_Of_The_Snake@hexbear.net 6 points 2 months ago

Sonic writing peaked in 2005.

[-] ashinadash@hexbear.net 6 points 2 months ago

yea hate to admit it

[-] nocturnedragonite@lemmygrad.ml 4 points 2 months ago

No lies detected 😔

[-] Spike@hexbear.net 4 points 2 months ago
[-] TheVelvetGentleman@hexbear.net 4 points 2 months ago

Any JRPG. I don't want to sit through a YA novel, please, just give me the jank ass combat.

[-] Anxious_Anarchist@hexbear.net 4 points 2 months ago

Borderlands, I've never wanted a skip dialogue button more than in Borderlands 3.

[-] Breath_Of_The_Snake@hexbear.net 3 points 2 months ago

The sequels leaned hard into Reddit humor.

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this post was submitted on 12 Aug 2024
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