By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Meh. Take a prologue like this to a decent literary agent and I can bet you it'll get cut before your work is released.

First of all it was more emotionally manipulative than shocking. Telling some traumatic event from the hero's life in the prologue and skipping ten or twenty years is a cliched pattern by now. It's supposed to showcase a major personality-defining event and avoid annoying flashbacks but instead it falls flat on its face because it makes the future character a parody of its almighty trauma. Secondly it's too detached from the main storyline. What happened to, you know, starting a tale with the characters we should care about instead of these people who only show up briefly and then vanish? Again, prologues can be interesting foreshadowing devices if they're done right, but most of times, it doesn't really happen.

It takes an incredibly fine skill to enable you to rain shit in your story and not let it stink. The kind of skill that's still far away from any gaming developer. Specially if these developers, or better yet, their fans, try to make up their beloved games live up to the standards set on other kinds of media.