The game does a lot of work to retroactively create understanding and loyalty to the new character and their world, cleverly starting them cold (like we see them) and warming them up, but, can it ever compete with older loyalties to the original protagonists?
It was about feeling powerless and having to look on as they hurt each other, and to judge them both as an outsider, albeit one that has to participate, which only deepens my sense of misery. But then I just love being miserable. TLOU2 achieved that splendidly.
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But to conclude, yeah, the game definitely intended for me to not align with the characters at the end, but to judge as a third party while still feeling the pain that being complicit creates. I liked that effect, but it's not for everyone.
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I agree completely with this take, I couldn't word it until I read this reply. Other media don't have to align the "user" values with the protagonist ones - it was interesting to see something like this done in videogames! Although I'm sure indies went there before...
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MCV 30 Under 30 2021