| Jizz_Beard_thePirate said: People actually expected a story from Captain Toad.. What? |
No, rather people seem to be ignoring the fact it potentially has a simple but emotive one which is told through impressionism and seems to utilize mechanics unique to games to further its intentions. I mean it should be obvious its intended to have one given the fact you switch characters at certain points in said story's progression but... well it goes back to the key question of this thread, do we need dialogue for people to look at games as sharing a 'story experience'.
Perhaps its because I've attended courses in both game design and media analysis but I can see a solidly emotive, though unspoken and basic, plot. Though your answer is actually quite useful to reinforcing the idea that, perhaps, a less diffused and more bluntly apparent 'story' may be better recieved. Then again their is the argument to be made that for games like this being subtly emotive is by far the better choice.
Regardless I am very excited to play it after the 'sort of Lets Plays' I've watch on GameXplain since the Japanese launch. Sadly I'm in Europe.







