How Story Affects Gameplay and Gameplay Affects Story
Vložit
- čas přidán 24. 08. 2024
- Thanks For Watching
BIRTHDAY STREAM : / gekkosquirrel_live
#gamedev #videoessay #fgcontent
Patreon: / gekkosquirrel
Twitter: / gekkosquirrel
Discord: / discord
Fighting Game Glossary: glossary.infil...
• Goodbye Giovanna: Gett...
I personally like guilty gear xx accent core's story mode. Its 2 biggest issues are that you basically have to use a guide to understand how to get every ending, and that some of the characters's stories are nonsense that gets retconned immediately. Other than that its amazing:
in sol's route you fight slayer, and if you choose the dialogue option to tell him not to hold back, he becomes an extremely hard super boss.
In may's story if you beat a hard version of ino in which you cannot jump, she becomes enraged and fights you in her ex version, with golden attribute (basically all of her stats are buffed) and she regenerates health. It is so difficult that sometimes the timer runs out before you can kill her.
In jam's route she offers ky some tea and he refuses, and in ky's route you meet her and have the option to drink it, and if you do it turns out it was poisoned and she tries to kidnap him.
The most memorable one is milla and eddie, in which eddie is dying to to zato dying, and millia is dying due to her forbidden beast (her hair magic) slowly killing her, and in both your hp is draining during every fight, and in each new fight you start with much less hp, resulting in their final duel being 2 poisoned people with 1/8 of their health in round start fighting each other, which makes it extremely tense and sad.
In general ACR's single player contant is extremely underrated, I had a lot of fun playing this and survival mode.
Don't forget M.O.M mode both in x2 and Xrd...people underappreciate modes like heroes and heralds mode in umvc3 and the like
Literally during the rant about Cloudpunk and how to make it better I was thinking “Bro should really play Papers, Please.” The sense of euphoria I got when I heard the “BUM, bum” of the theme was unmatched
I love how Sifu does this.
You want an easier time late game? Do better early game. You want the true ending? Prove that you have just a bit more skill than the first ending requires. It's not big things, but I find it so effective.
Strive has arcade mode that kinda explains the story in a weird way, especially so with I-No's
Sekiro's genichiro fights are the perfect way to show that both the main character AND player have gotten stronger. It's essentially the exact same boss reused 3 different times but it's SO effective at being a gague of character/player progression.
The very first boss you face is genichiro who you're supposed to lose to. This fight is in the prologue. You've been introduced to the games mechanics but there's ABSOLUTELY no way you've gained any proficiency or fluidity with them. The main character, Wolf, has essentially just been resurected and is very much out of practice. This is even shown in the cutscene leading up to genichiro, where wolf fumbles his sword.
The second encounter is about a quarter way into the game. This fight acts as a skill check. You've fought a couple bosses at this point, but you've likely struggled though all of them - however you've likely started to understand what the rhythm of the game should feel like. A lot of players have said this fight is where the game's mechanics and combat "clicked".
The final fight with genichiro, he's LITERALLY the first phase of a 4 PHASE BOSS FIGHT (the remaining 3 phases are with an entirely different boss with different mechanics). I cannot stress this enough. A boss you're designed to STRUGGLE WITH becomes the FRIST PHASE of the FINAL BOSS. Yet at this point, wolf has fought him twice already- and countless other more powerful oppontents. And, so have you. This final fight with genichrio BECOMES A BREEZE.
And again, it's the EXACT SAME BOSS from before so on a replay of the game, you REALLY feel how far you've come.
Absolutely loved that feeling. Such a way to reuse a fight
Edit: this is all without mentioning the context of this being the first game by fromsoft with a combat system different from their previous. Players may have been veterens at their other games, but now, like wolf, they need to re-learn to fight.
Dude this is so accurate.
Genichiro as the first phase became a joke to me once I realized he was doing the same thing from the last time along with a bit of spice here and there.
It got to the point where, and I did this with the God damn Ape, I would tell myself I can only use 1 healing gourd on this phase, otherwise I'm going to have a hard time.
8:34 I've been so focused on praising BBCF's game play on social media that I rarely talk about the series other selling point which is the visual novel aspect of it. I think the biggest reason for this is because when it comes to fighting games the most important thing to me is how much I enjoy the game play, but since the series story is the topic of this video l"ll explain the several things I liked about it:
1) Character development for MANY of the cast- One of my biggest problems with fighting games stories is that the characters don't progress throughout the story. For example, up into this point in the Tekken series with 7, Kazuya is STILL a one dimensional villain who will kill anyone who is an obstacle to achieve his goal of world domination , just see Kazuya's Tekken 5 ending where he kills his own grandfather, and laughs like an absolute madman after doing it. Another example is in KOF, where Mai Shiranui's entire character is one who just wants to get married to and get seeded by Andy. However, in BlazBlue we have Ragna, a character who starts out the beginning of the story as a kid who is treated as a lab rat due to the unusual circumstances of his birth, with the lab being controlled by an authoritarian government, and after years of torture he finally escapes that lab and makes friends at an orphanage, which should result in him finally having a normal life, only for that peaceful life to be shattered when his family is attacked for similar reasons related to his birth, which results in him being severely injured. These traumatic events happening back to back result in our main protagonist being an absolute edgelord, since he comes to the conclusion that all the bad things that happened in his life was the result of people in power who would harm the weak to sustain their power. This realization results in him having a cynical view on life, and believes that the "ends justifies the means" is the ultimate truth, and would become a rebel who's goal is to destroy this authoritarian government that mistreated him and his family so badly and would harm anyone who got in his way if he could achieve his goal no matter how morally wrong the action he took was ( in one instance, Ragna destroys a branch of the government of one of the cities it controls knowing full well that this branch helps maintain proper weather in order for the people to live comfortably in, but says "screw it cause mah vengeance matters more", and destroys the branch, which results in freezing temperatures which effected peoples life styles in a negative way.) It's only after he meets key figures in the story, where he FINALLY starts questioning himself and becomes a better person and values the lives of everyone equally. Resulting in a character who is not the same mentally by the end of the series arc.
2) ALL arcade endings and story paths are canon- One of the most frustrating things I have with other fighting games like the earlier Tekken, KOF, and Mortal Kombat games is that typically only one ending was cannon and the rest weren't. Personally, I find this incredibly frustrating, since this method of story telling effectively makes any character development or plot points for that particular character meaningless. However, BlazBlue fixes this problem by making time travel and multiple timelines as part of the main story. This is good thing, since it allows the writers to do practically anything to the characters, even kill them and not have to worry about the consequences of killing a players favorite character, since everything can potentially be reset. What's cool is that even though everything resets at a particular point in time, characters STILL remember these events and are even effected by it, which gives these endings meaning. Examples of this include Ragna's bad ending in BBCS where his azure grimoire ( which is the source of his power in which he fights with) goes out of control from him relying on it to much, resulting in Jubei ( the master who taught him how to use that power after he found him when his orphanage home was attacked) killing him. Though this never happens in the main timeline. Another example of this is with Makoto ( who is a half human, half beast person who are types of people that are discriminated against in the BlazBlue world) who has a bad ending where she is literally mind raped by Relius ( who is a mad scientist who takes interest in her body and soul). These things are all canon even if it's not part of the main timeline, since characters still have fragmented memories of such events. Heck, just watch Makoto and Relius intro in BBCP and look how horrified she sounds when seeing him even though in main story line timeline he hasn't even touched her before. BlazBlue is a fighting game whose story mode doesn't disrespect the players time, since EVERY ending has a purpose and effects the characters in some way. The main story line and arcade mode combined in some of the later BlazBlue games, specifically "BlazBlue Central Fiction", takes LITERALLY dozens of hours for the player to complete as well.
My only real issues with the plot, is that not everyone gets equal character development or closure ( see Azrael and Tao), and that certain characters were clearly shoehorned into the main storyline ( see Mai, Naoto, and Es, who are all from spinoffs) Seriously, you could remove Es from the plot and NOTHING about the story would have changed. I go more into BlazBlue's story as well as other single player content in a video titled " BlazBlue: Best Single Player Content In A Fighting Game?" for those that are interested. Just DON'T go into the story with Central Fiction, since that's latest entry in the series, and nothing will make sense if you do. That's like playing Kingdom Hearts 3 with out playing KH1, KH2, and the spinoffs. Or watching Lord of the Rings 3 without watching 1 and 2.
Of course it's the game play is where the mainline games truly shine, with the gameplay of BB being just as rich and complex as the story, with the most recent entry being "BlazBlue Central Fiction" being arguably just as complex as "Guilty Gear XRD Revelator," with the game like Revelator having legacy skill, meaning if you haven't stuck with the game since the original back in 2008 you have a MASSIVE hill to climb in learning frame data for each character's normals, gatlings, and overall mobility options that can be used on offense and neutral. Then there are the game's plentiful system mechanics, such as having a half a dozen options on defense that you need to master such as having four ways to block based on specific scenarios for example, and the game having a multitude of wake up options with each having a specific use, and that's not even going into the Drive mechanic, which is a unique action for each character, which there are OVER 35 of, which MOST of the cast plays VASTLY DIFFERENT from each other.
Mainline BlazBlue games were HUGE in japan, with it being popular in many Japanese arcades, and as Majin Obama stated in a podcast with Blasted Salami that the series had at one point been up there even with the almighty Tekken in terms of popularity. With many veterans like Dogura ( who is one of the best players in Guilty Gear who uses Slayer) and Fenrich ( who is arguably the best BB player, and currently one the best in DBFZ) representing the series for a long time . Sadly, The series just never took off over here in the west. However, the lack of popularity nationwide doesn't equate to the game's quality.The fact that is arguably the most unique AND complex 2D fighter on the market, but isn't talked about hardly at all in the west was always baffling to me. Especially when I read comments, and watch videos of people in the FGC complaining about how boring fighting games have gotten recently, or how easy it has become and yet will REFUSE to give the game a try. Thankfully, that seems to be changing, for instance Lord Knight, a tournament player who plays a variety of different fighting games recently made a fighting game tier list and put "BlazBlue Central Fiction" near the top, as well as popular Guilty Gear content creators like Majin Obama saying on blasted salami's podcast that "BlazBlue Central Fiction" is HARDER than Guilty Gear Xrd. For those who want to see high level game play in order to get a grasp of how hype this game can potentially be for you, I'd recommend a video titled "BlazBlue: Chrono Phantasma Grand Finals - Evo 2014" on youtube, and while the game represented there is not Central Fiction, I think it works, since Central Fiction is more of an evolution of Chrono Phantasma any way. Other channel's include "Burst Recap" and "Jourdal" for more high level Japanese play.
Finally, BB TAG and mainline BlazBlue games are two SEPARATE things all together, with BBTAG having it's own set of rules with the system mechanics, and SIMPLIFYING ALL of the characters. It's for these reasons that you can't approach "BlazBlue Central Fiction" in the same way that you would BBTAG.
Happy birthday. One of my favorite examples is in Fire Emblem Radiant Dawn. The way the game is set up, you control 3 different armies at different times, and the difficulty (or lack thereof) in a level is comes from the power of the army you have at the time. One of the 3 factions is full of people introduced in the game and are much weaker than the other two, due to the fact that the other two factions are almost all returning characters from the previous game. The best part is that there are levels where the armies fight each other and you really feel the difference in strength if you didn’t already.
YES !
OMG I ALSO THOUGHT ABOUT FIRE EMBLEM
Always thought about the idea of using subtle cutscene and dialogue changes as a sort of ranking system in games. Like your opponent will comment on whether your playing too defensively or aggressively during a fight and your MC will react more tiredly if they finished the fight with low health or more confidently (and the opponent more frustrated) if you finished with more than 90% of health. Hell take it a step further, if you remain consistent, NPC/Enemies who've seen those fights will react differently to you based on how well you did.
Also Happy Birthday
LETS GOOO HAPPY BIRTHDAY GEKKO!!!!!
Happy birthday Gekko!!!
my favourite example is an indie game called oneshot without spoiling much the game makes you a part of the game and not just someone controlling a character making for really cool puzzles using your actual desktop
First, Happy Birthday.
Second, my favorite example of Gameplay enhancing Story is in Breath of Fire 5: Dragon Quarter.
The D-counter (bad name, but bear with me) is a little meter in the corner of the screen that appear after you first gain the "power of a dragon". At first this seems like a totally bad-ass devil-trigger super mode, but it quickly becomes obvious that your body can't handle that power and it's destroying you from the inside. To make matters ever worse your friend Nina is dying from the polluted air you're stuck in.
You have to escape, before Nina dies and before the dragon energy inside you literally turns your body into a bomb.
That D-counter goes up with every action you do, every step you take brings you a tiny bit closer to losing everything you care about, and those cool overpowered dragon-install moves make the D-counter JUMP each time you resort to them.
This system was so intensely good at making the player feel the pressure that the characters were under that it was the #1 complaint from game reviewers at the time that the game felt "too tense" to play when you have to balance when to use your dragon powers against wondering how much further you have to go before you escape the polluted caves the game takes place in. It was a brilliantly designed game that was way ahead of its time. Sadly it also got massively hated on for being under the "Breath of Fire" franchise when it so radically departed from the series jrpg roots. The last experimental supernova in a dying franchise.
I do agree that the "Corruption" angle of Ryu abusing the dragon power is an interesting plot that could be done in a future game, but here how Dragon Quarter fumbled the execution:
First of all, for some reason Dragon Quarter kinda forces you to "replay your game overs" because (at least me) never saw a playthrought that didn't got a game over due to D-Counter at least once and had to use the Scenario Overlay thing to return to a save point or restart the game to actually complete the game (Apparently it's possible to beat without using the SOL system).
Second, and this is what caught me off guard: In a series that was built by a character having the power of dragons by his side for four consecutive games, having the fifth one PUNISH you from using the main gimmick of the series soured A LOT of fans when it came out, it would be like if FFVII getting a bad ending if the character used too many of their Limit Breaks.
At least we can agree it isn't Breath of Fire 6
@@TheTruestZero That's just it, they had to change the relationship between the player and the dragon power to help reinforce the story. It's easy for an overzealous player to over use the dragon powers and have to restart, but the game expects you to mess up like that specifically had a "game over+" system in place to help players get a head start on trying again.
Now it definitely wasn't explained very well and players didn't expect such a drastic change in tone or mechanics, but taken on its own Dragon Quarter really shines as a tightly designed game.
@@DeliciousOrange I do believe that the change was good, but it was a drastic one without letting player simmer during the change.
A good example I can give would be from FF4-5-6-7.
FF4 was the basic "Everyone have a job that does one thing": Nice, simple and you know what you are getting with each character.
FF5 went with the job system: Everyone could be any type of role you would need wile being able to equip two job commands and unlock skills while leveling up.
FF6 was a sort of marriage between 4 and 5: Each character have a specific "job" command they can use like 4, alongside the Desperation Move system, but if trained enough, they all could have all the spells from the espers, much like FF5 job system.
FF7 is the "peak" of the merging: All characters have unique Limit Breaks to them, being an evolution of FF6 Desperation Move and each character being a job from FF4 while the Materia System allowed for everyone to not only have spells, but also different types of commands akin to FF5 job system.
The jump from Breath of Fire 4 to 5 was a very huge leap from basic Turn Based to Turn Based Field/Position RPG that took us off guard, which I believe was the biggest problem that people found about Dragon Quarter along with the "Game Over+" system. Such changes needed to be eased up on people, and I believe trying to innovate too drastically and too soon to still be a relevant series was the "death" of the BoF franchise.
I still do hope BoF make a proper return, alongside Onimusha, even if I have two tanks of Hopium strapped on my back for that to happen.
This was a pretty good video I really like the Fighting game videos but this one was pretty good, explaining how well this relation between gameplay and story, and also happy Birthday
They are both incredibly important, and you can definitely prioritize one over the other, but gameplay is obviously more important. You can ignore making a good story (DOOM, for example), but you can't ignore making good gameplay.
Drakengard
Visual Novels:
Also Doom is a poor example of not trying to have a proper story, it isn't the focus but they made sure for the reboots to have a good deal of attention to the details and that add world building and lore while not being intrusive.
Doom 4 and Eternal have some pretty great writing and they build upon the original series in an incredibly worthwhile way that adds depth to the 90s classic and ties the whole series nicely togethet.
I mean, walking simulators and visual novels are a thing, also RPGs and horror games tend to be upheld by story rather than gameplay, and some walking simulators got to be kinda popular like firewatch, so technically you can prioritize story before gameplay(and then there's Yoko Taro who will use both to hurt you).
@@franconunez925 I would argue horror games are one of the genres most contingent on good gameplay. If the gameplay doesn't sell the horror, the whole game falls apart. Five Nights at Freddy's wouldn't have worked as a visual novel, for example, and was only "scary" because of the gameplay. Resident Evil, on the other hand, had a hard time selling the horror for a few installments because the gameplay gave you too much agency over your situation, making you feel too able to overcome "scary" situations.
There is a part of me that wants to say video games shouldn't have cutscenes all story should be told within the gameplay and you shouldn't interrupt it but then I remember Devil May Cry 3.
I loved to see dmc3 here, truly a good example in all it's moments. Also it never occured to me to taut Virgil, I just played better and faster until I won.
That fight it's awesome btw, the best fight in any character action imo.
I have nothing important or interesting to add than Happy birthday! I enjoyed this video and the topic, and am commenting to boost that ever important algorithm! Have a good birthday weekend!
One of my favorite recent examples of this is the forest in river city girls 2 which is a magical forest that people often get lost in. And the game reflects this by making the forest so confusing that if you don't look up a guide you will spend an entire day just trying to get through it
God I want to replay DMC 3 now
I think Hollow Knight incorporates gameplay and story in a really cool way. In the game you ultimately want to prevent an mind altering/reanimating dead bodies infection from spreading. The thing that was made to contain it failed and for a very long time you dont get an explenation why. The reason only gets revealed after you colpete an optional very hard parkour sequence with no checkpoints. It is a simple 5 second cutscene. You dont get any other reward for completing it. No gold, no power up, no different ending. But I love it because there are reasons in the lore for why it is so hidden and so hard to reach. The only reason for why it is as hard as it is, is because it makes sense in the nerrative for it to be. Simmilar stuff happens when trying to reach one of the endings. It is very hard adn requires you to beat every boss in the game in a buss rush like mode (this alone takes roughly an hour) and then Beat the strongest boss in the entire game. If you lose you go back to the beggining. Again, there are very important lore reasons for why it is like that. I love when games do stuff like that. That is why I really don't like when a game let's you modify the difficulty because it presents the easy way out of the whole eperience. Oh apparently I am supposed to accomplish some impossibly hard task? Lemme just switch to easy mode and do it with my eyes closed.
Yoooooo
Happy birthday bro
Thanks for bringing all this crazy good shit for us
I LIVE IN A BOX!!! had me rolling
Happy birthday as well!
After checking out those first two streams I’ve gotta admit I’m impressed that he still has time to edit all this. Super awesome dude
this video is a masterpiece, ant it has inspiered me so it sucks that not many people got to watching it
one of the biggest examples of gameplay reflecting the story that I always come back to is the Dark Souls series. the whole premise of Dark Souls is that you're not among the various huge, powerful beings in the world. you're a frail, lowly undead and on top of being nothing special, you are doomed to suffer for eternity as your soul is slowly whittled away with each death. the only thing that can "kill" an undead is giving up the last piece of their soul, which is their determination and will to live. it's called "going Hollow" in universe and many of the enemies you fight are of this nature, shambling husks of once great men and women whose resolve has fizzled out, driving them to madness.
it's implied in the first dark souls game that when you give up, your character goes Hollow. thus, you're meant to persevere through the impossible odds, through both challenging gameplay and a severely hostile world, because after all, you don't dare go Hollow.
0:21
Needy streamer overload is such a good game
Theres actually a game that does the timelimit you mentioned for Cyberpunk 2077.
Unsighted, every character has a limited amount of time to live, some have more, some have less.
You can restore it with a resource that later in the game can be more reliably obtained.
If you dont want to play with a time limit you can turn it off.
I havent actually done a proper run with the timer yet, despite having it for an entire year.
But its still a really fun game that I recommend.
We love you Gekko! Enjoy your birthday
I would also like to add an example that does the time variable that cyberpunk failed with, The Legend of Zelda Majora's Mask is about Link (as usual) falling into a world that was about to end due to a poorly considered prank of dropping the moon on the world by an undead child wearing a sentient mask that makes him really powerful but also slowly corrupting his mind but in order to complete his task Link must free giant guardians that the kid had imprisoned and you have 3 days to complete it, and the game is not very lenient with the day night cycle, the game has two things you can do. You can pursue the giants and complete the game quickly if you really want to. However, you can also choose to help the people of said world with their troubles, and for your efforts, you get a mask (usually) the masks themselves don't have much values aside from side quests that can make you stronger by offering you more health. For the sake of space, I'm going to stop here, but I highly encourage you to check out that game.
This man chose to speak facts for over 30 minutes straight
Great video man
HAppy birthday Gekko!
Happy Birthday Gekko!
Happy belated, Gekko!
Happy birthday gekko🎉🎉🎉
happy birhtday!!! good video i also think this is one of the most important things in game design
I'm not even done with the video but Geko I will tell you that criticizing Strive's story mode and the missed potential of what we could've gotten is NOT a cheap blow.
It's exactly what I'm craving ever since play XXAC+R. They don't even need branching paths like that game, they simply can do what you were talking about, or use Strive to retell old story beats, fill gaps of time, OR EVEN REMAKE PARTS OF OVERTURE because it's canon to the story but it's not a *fighting* game.
Your Nago example was brilliant. It reminded me of CoD4 and that last bit of Shock and Awe (which may or may not be it's own mission idr).
It's just you playing as the last surviving marine, slowly dying of radiation poisoning and slowly walk only a few yards from where you crashed. Simply to let it all sink in how devastating and serious the situation really is.
Happy Birthday Gekko :)
I knew that "womp....womp...." marching beat was coming eventually in a topic like this. Papers please nailed it there.
17:15 Bro I related to this SOOO MUCH!!
Happy birthday gekko
Happy birthday bro!
Happy Birthday, man
Babe, wake up. Gekko posted his weekly video
Another great example is nier replicant, the game has 5 endings (4 in the original release but I will be speaking about the remake), in the first playthrough you start as a young boy trying to cure a terminal illness for your sister who wields a small one handed sword, when things that I wont spoil go horribly wrong, theres a time skip, suddenly nier can wield much heavier weapons to show in gameplay how he's grown over time, and all of the first playthrough is entirely from his perspective. Then you get ending A and the game tells you you can start basically new game plus to see a backstory for one of the main characters, and in doing that you discover the reason why she acts as she does, she's basically living alongside a parasite of the monsters you've been killing throughout the game, and in this second playthrough that comes after this, you constantly hear him taunting her, and you can also see the thoughts and background of the various enemies you fight. It works similarly to undertale making you feel bad for killing the characters, but instead with a sense of dread knowing what is coming and what you will have to do. At the end of the second playthrough the ending is instead about the final boss and you get offered to play through one more time, finding all the weapons in the game to unlock a new ending. This third playthrough serves to showcase how pointless violence is by making you repeat and almost entirely unchanged game, tracking down every weapon you missed. To then get a branching ending split I dont want to spoil, but after thats done, you then play on a fresh save for a few hours to reach a new branch for the remake's secret new ending. There's a lot but it goes so well to making you go from relating to nier and sympathising with his goal to save his sister, to being terrified of him for knowing what he is going to do, and how uncaringly you speed through the game in the last run just to see the new ending, going through all that slaughter again to sate your curiosity.
I'd say both Nier games are great examples.
@@heavymetalmixer91 I havent played automata yet so I can't judge that one.
I'm in the late game of FE Engage and I agree
Happy birthday man
oh das a big video!
happy birthday!
Yahtzee made a video on immersion storytelling and mentions fighting games as a good example of the concept.
Basically immersion storytelling is when you don't focus on a linear sequence of events or any "events" really and just inject story into anything you can inside the game.
I personally think the guilty gear series as a whole is one of if not the best example of this concept. Character animation, mechanics, voice lines, backgrounds, unlockable artwork(x games), unique win quotes that show a characters unique diction, tone, attitudes, beliefs amd relationship with the cast and even character development are all present in xrd and you didn't need a story mode for it.
And finally the best example of all is the music in strive which I think is a genius way to have storytelling in a fighting game that doesn't stick to conventional narrative ideas. I've sent your video on strives music to multiple people to explain this point.
I agree with you on strives story mode though and I honestly think Daisuke needs an editor and possibly another writer to help him because writing and "traditional storytelling" is not his strong suit.
Love your videos man and I hope you have a great birthday!
Happy Birthday!
Happy late birthday gekko
Happy birthday!
Oh, how could I forget persona 5 royal, well, the whole series, but 5 had my favorite story and general theming.
My fav game thoese something like this too. In Ghostrick you see the world from a side view becouse you are a ghost.
Gekko Squirrel has become SugarPunch
I loved Yakuza Like A Dragon, but the disconnect between the main story and the business story is wild. Ichiban is the richest dude in Ijincho but is somehow the poorest person in the main story cutscenes.
I am honestly shocked that you never mentioned dishonored
happy birthday!
Happy birthday
Feliz Cumpleanos!
Merry Birthmish Gekko.
So here are a few personal favs of mine.
bad design and story
1) batman arkham city, I love this game but apperently everything that happens in that game happens whilst you are dying from poisioned joker juice. this never actually effects gameplay despite the game constantly telling you that you are in trouble. it kinda sucks
2) general pseudonarritive disonence, the idea of gameplay going against the story, for example how in the tomb raider remake lara croft is so unsure about killing animals and humans in cutscenes yet in gameplay is able to do it no issue.
3) a real weird one but there are cases where gameplay spoil story beats. a couple of these include: shadowbringers where there are people standing around to tell you what the weather is going to be like in a world where the weather is always the exact same until later on in the game where you can change it. as well as hi fi rush, a game where early on your allies kinda hate your guts in cutscenes apart from when you summon them in combat where they are very friendly and seemingly very supportive of chai, that is becuae at the end of the story they are much friendlier towards each other.
some good examples
1) disco elysium, disco elysium is the story of a recovering alcoholic and drug addict, the game never actually penalises you for taking speed or alcohol at all, infact it encourages you. giving you stat bonuses for being drunk or being on speed. but its that allure of the drug bonuses that actually tells a story in itself, but making these drugs so enticing without having obvious drawbacks, you can very easily end the game in the same mess of a human as you were at the start.
2)katana zero: katana zero is a game about a drug that lets you predict the future and renders your fails you making mistakes in your predictions. there is a boss fight against some dude in a room which you cant actually win, but the game never tells this instead letting you try and fail to fight a boss over and over because he is also on the drug. it is only after a bunch of failures that the game flat out tells you that it isnt possible and then lets you continue the story.
3) Spiritfarer: a game about letting go and seeing people in there final days has you travel a large ship across islands ferrying people to and throw. as the game goes on the people in the houses that you built for them on the boat start to leave as they move on to the next life and your boat slowly gets bigger and bigger but also get lonelier and lonelier. its a metaphor for how the past can weight you down as you go past rooms and houses that no longer server a purpose instead are just empty.
happy birthday gekko
Happy Birthday gekko
Happy cake day!
Came after the stream happy bday shawty
Happy Bday! Also, sorry for thr rent
Awesome video Gekko!
W bday video!
oh happy birthday!
Happy birthday 🎂
such a cool video
Happy Birthday 🥰
HBD 🎉🎉
Happ Birth
happy birthday
Shout out to Huxley
A good example for me is Gravity Rush especially the vita version.
Hear me out before you come and say "but GR's story was not sooooo good". Yeah sure. BUT the way how the Gameplay, fits with the Character Kat AND also using the hardware features of the Vita were absolutly on point.
Heck I even missed the options the Vita gave me in regards of feeling the power of Kat when I played GR2 - which tbf does a much better job storywise - but here the gameplay feels a little bit off and I blame the hardware for that.
The fact no one is bringing up twewy. Sadge
Omori also can do it well
ayo what was up with that pixle dateing sim thing?
The whole undertale genocide thing goes even further, the games antagonist, flowey, used to be kind. He used to have the godly abilities of saving and resetting time lime you do.
He starts out by doing kind things, making friends and getting good endings, but after doing all that, seeing all the conversations feels more like a script, everything gets boring. So, he starts killing, for the fun of it. Cos what else is there to do. It gets to a point where he feels no guilt about his actions.
Now let's see what happens to the player, they start with the goody two shoes route, doing kind things, making friends, and getting good endings. Until you've seen it all. Every little secret, every line of text. Its no longer new. So what do you do? You kill, just for the fun of it. You feel bad at first but the guilt melts away eventually.
You BECOME flowey and have fallen into the same cruel fate as he did
Hap birfduy
Wanna know an example of really good story/gameplay combination? Half Life 2.
EMMM YOU KNOW THAT ONE GAME CALLED NEIR ATOMATA
Little late to the party on this, but... Go play Pathologic 2. The game will make you feel like garbage just to survive.
W
Mid video, but I just want to say that board games card games and rpgs all also tell stories through gameplay and that tabletop rpgs are even more interactive than video games. It's really hard to find an rpg group, much less a good one. No wonder why so many people do solo rpgs.
Anyways, gonna continue watching the vid. Telling stories through gameplay is one of my favourite subjects.
Papers please is the best anti communist/anti authoritarian in general simulator
Great video man.
Also happy birthday
Just gonna assume far cry 3 is on here
I was wrong
I'm gonna be honest with, i don't really like the sort of time limits and "manufactured stress" in video games affecting gameplay. When i see a game has a time limit nothing in existence will ever convince me to play it aside from the option to remove it. Same with stuff like permadeath. I play games to destress so these kinds of features really turn me off.
I'm Early :D
Hampy borth!!!!
But this isn’t a fighting game video.
Disliked, unsubbed, pipebomb in mailbox.
first
I generally disagree with the whole ganeplay always over story stuff. There are multiple games with almost no gameplay like Danaganronpa or Aceaterny and even more games with mediocre gameplay but great story like The Witcher 3 that obviously show this to be untrue.
Your timer idea for cyberpunk would have been terrible. I get the realism arguement but in reality, all it would have done is incentivise people to rush through content. Some of the coolest experiences i had in that game came from watching the fucking news on tv ffs. I believe one of the final fantasy games (lightning returns?) Did this and it realy sucked.
Also, i realy dislike the idea of being forced into doing a second playthrough. I already barely.bave time for anything and my backlog keeps growing. The reason there is a demand for shorter games novadays is specificly because a lot of gamers have grown up and don't have time. I know it's hard to understand for fighting game players but this is reality.
I have to agree one the strive take obviously. I'm a story guy and a weeb but i have better things to do than watch what is essencially a badly animated anime. Fighting game devs realy need to reevaluate what makes a game worth full price for the average person. The sfory is incredibly obviously an afterthough with zero budget and i'm not even sure it would have been there if sf5 didn't get backlash for not having one.
I would argue that danganronpa and phoenix wright are a special case of merging story and gameplay to the point that they feel like adventure games instead of pure visual novels. 90% of the gameplay in those games are working towards understanding the story through your own discoveries.
And in the case of the witcher 3 I think the bad to mediocre gameplay is a massive flaw and keeps that game from being a masterpiece but tbh I don't even think the witcher 3 is a good game. I know I'm in the minority though
Happy birthday gekko
Happy birthday!
Happy birthday gekko