just so everyone knows i love EVERYBODY here. but anyways ive been playing FC3. got about 10 hours invested. FRICKIN LOVE IT! but does anyone agree that the games cover art is just god awful?
Segata Sanshiro Jr. wrote:Vyse Hazuky wrote: I'd say slaughtering digital animals is the only thing that seems to feel wrong.. especially the (relatively) harmless ones, like the pigs, dingos or goats. It's not like you can't play it without doing it, but it somewhat tells you that you'd enjoy the game more if you do. I wish it felt more vital, like if you had to eat to survive or something.
I think thats something of an issue as well. In AC3 I liked that he said a prayer every time he killed something but it was done more to make stuff to sell stuff, not really because he had to which isn't a good thing. The critters in Far Cry 3 from what i saw my friend play, were very vicious and would attack on sight but even then it seemed like killing stuff just cause. That goes for many games tho, the wolves in Dragon's Dogma, and Skyrim (and just about any open world game) are always just angry animals.
It’s not a satire, because for me satire is ironically keeping yourself distant from immersion. But I think it walks the line between those; it’s a meta-commentary of videogames. So it’s talking about not just shooters, but videogames as a whole, and what we’ve turned a blind eye to in videogames. Videogames have all these tropes that they use again and again because they’re easy to design for. I tried to do something where we take those tropes and we subvert them so that they become revealed. We’re revealing what’s weird about these tropes, and also we’re trying to explore them from a fresh perspective.
Segata Sanshiro Jr. wrote:http://killscreendaily.com/articles/interviews/why-player-side-killing-conversation-writer-far-cry-3/It’s not a satire, because for me satire is ironically keeping yourself distant from immersion. But I think it walks the line between those; it’s a meta-commentary of videogames. So it’s talking about not just shooters, but videogames as a whole, and what we’ve turned a blind eye to in videogames. Videogames have all these tropes that they use again and again because they’re easy to design for. I tried to do something where we take those tropes and we subvert them so that they become revealed. We’re revealing what’s weird about these tropes, and also we’re trying to explore them from a fresh perspective.
Golf Wang wrote: I have it on Xbox 360 and it runs great. It's not racist. I don't quite understand where people get this idea from, but it's really not. I think it has something to do with the native people not being "complicated" enough with their missions. But what do you expect? They're native people and they live in huts in the jungle. Great game overall. I definitely recommend it.
Segata Sanshiro Jr. wrote:Golf Wang wrote: I have it on Xbox 360 and it runs great. It's not racist. I don't quite understand where people get this idea from, but it's really not. I think it has something to do with the native people not being "complicated" enough with their missions. But what do you expect? They're native people and they live in huts in the jungle. Great game overall. I definitely recommend it.
Thats alittle forgiving don't you think? Ever heard of the "Magical Negro" trope? Its all over the game. It also isn't that they aren't complicated, they're mostly stupid.
As i find out more about the game the more racist it seems and the bigger a problem it is that no one seems to realize it.
Ok, so lets say theres a game where the player has to manage 3 lines in different ways. Each one has a sort of gimmick to it;
For example the first line has a play area thats split into 3 and in order to move towards the goal the player needs to shift blocks to clear a path to the goal.
Now lets say the second is color coded and the player can only move a single colored block thats active and e
very "turn" the active color shifts
and the 3rd line is constantly in motion but various rhythm based obstacles keep interfering with the movement of blocks towards the goal and the player needs to knock them out of the way.
Together it would provide a pretty hectic experience trying to manage all three at once. This could turn out to be a pretty fun game, especially if the designer were able to iron out any logical problems and bugs.
Now we add aesthetics and call the game "Weekend at Auschwitz", the first line becomes a line to a gas chamber, the second becomes a line to a lab and the third becomes a line to a furnace.
Does it now matter that the game plays well if the subject matter is incredibly offensive?
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