This is a deeply, deeply confused and obnoxious topic, because the SAME PEOPLE who think gaming needs to transcend good ol' ultra-violence are the ones who think gaming needs to re-embrace stories about good triumphing over evil But that's the same thing
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Like, shit, you want a classic good-vs-evil narrative? Doom Eternal It's right there, it was incredibly popular, made a lot of money, and it's everything you asked for
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There is literally no ambiguity about who the good guys and bad guys are -- the good guy is very firmly You (with no complications injected into player/character identification) The bad guys are literal demons from Hell
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It even makes it very clear that there's no "moral grayness" There are people who are supposed to be on the good guys' side, and then they compromise with the demons for one reason or another This causes them to literally BECOME DEMONS, and you have to kill them
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I don't think there's anything wrong with this -- Doom is an awesome game and it always has been But I think they don't get that this is what they're asking for
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They're always aware that the people who love Doom aren't "inspired" by it, that there's always at least a little (and often a lot) of eyerolling irony when people play games like this Everyone knows the story of Doom doesn't actually matter, because a story like this is stupid
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There was no frisson of moral transgression when people started playing Deathmatch in Doom for the first time and had Space Marines shooting each other instead of demons We all knew that story didn't mean anything in the first place
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Much like no one actually gets mad about fucking playing Bowserhttps://clickhole.com/the-ability-to-play-as-bowser-has-made-our-society-more-1825123963/ …
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It's the same shit with Undertale Undertale only works because it is, at least on some level, fundamentally not serious It's meta, we all understand you are not actually trapped underground or at risk of death from monsters attacking you
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It also works because we understand it as specifically breaking the video game standard of *all* interactions being about forcefully eliminating a threat or exploiting a resource, so much so that it's beyond "the default". It's a response with a context.
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And, I mean, that's aesthetic, that's a skin The way the game works is that you're still "winning a fight" with each Spare interaction, and there's even a reward at the end for being a completionist and "winning all the fights" (getting the yellow description in the ending)
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