shio said:
Not only that, but the stories in MGS are convoluted, and then everything must be explained in the dialogues in order to be understood. Kojima simply is not able to story tell in the gameplay (interactively). That is common in most japanese developers. As for Deus Ex, it does approach alot of subjects, and as deeply as any MGS game. The difference between Deus Ex and an MGS is that Deus has a far superior writing, presentation and interactivity; so it doesn't need to explain things as if it was a documentary or an interview. |
Planescape Torment did have a deep and excellent storyline. However saying that it had but only a few cutscenes is an understatement of the most extreme. The game has been referred to as an interactive novel for the amount of dialogue it contains. PT's script contains between 800 thousand words to over a million, easily trumping the size of even MGS2's 800 page magnus opus script. Most of the game involves extensive reading. I suppose it depends what you define as being a "cutscene" exactly. I consider any non interactive story exposition to be a cutscene. While PT's conversations often contained multiple choice answers which were interactive, much of the dialogue was still presented to you in a relatively linear fashion despite the instances of branching conversation tree's. Furthermore that sort of presentation would only work for an RPG game, it would be far too slow and sluggish for an action/stealth game such as MGS4.