Ultima IV, probably the most seminal game in the electronic rpg genre, could be argued the same. Then of course Bethesda fucked it up with Fallout 3, but that's to be expected. therefore the vault overseer banish you from the vault you just saved, because you're not an ordinary citizen anymore. In fact, when Fallout (the first) end, all the shit you've grown through has made you special and gritty and wise and hurt and strong. Games like Fallout (1 & 2) where you're just a random vault dweller, and a bad mission falls unto you. It's satisfyingly self-aware.Ĭlick to shrink.A lot of "player shaped hole" games would apply there. That side storyline is cast against the main storyline of the game. and you largely find broken, lonely, sad people who have no grand story, they're just crooks trying to eek out a meager life for themselves, but the story gets woven through luck into this fantastic tale, and that's what's remembered. And the side stories tell the reality, particularly the side mission about famous gunslingers, where you trapse around the west looking to bring back artifacts, stories, tall tales, about these mythic gunslingers who settled the west. But that reality is cast against the grandiose myth making of the gang's leader, Dutch. RDR2 is a well done anti-western, and Arthur constantly reminds other characters that they're just crooks, we're just two bit crooks. In RDR2 it changes, but part of the story is this. In RDR1, John is very insignificant, he's a nobody in that world, it's why he's being tasked with doing what he has to do. GTAV is a little different because Michael and Trevor are someone special in their own worlds, while Franklin is insignificant. GTAIII, GTAVC, San Andreas, and IV basically all start with the insignificance of the main character. Both of these are common, the very special main character, versus the everyman. Definitely an interesting dichotomy here.
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