Onyxmeth said:
OT7 said: it's fun to save the world on games. Make you feel over powered,righteous,important and part of something really big. If the game is good then here we go,although is refreshing to play some games that don't involve such a task,is like playing just for pure joy,without the nerve of feeling that you're screawing the entire planet because your actions on a game.
@Oxy: Well,on Gears of War and Resistance you have to stop human's annihilation,that counts for me as "saving the world" and in Tomb Raider's games you have to prevent mystical,powerful devices to end on wrong hands,counts like "saving the world" to me too,just to name a few of your examples. |
Gears and Resistance were part of my examples of you not being directly responsible for the world's survival. You're merely a part of the effort. I can't be positive on Resistance since I've only played the demo, but that's how I heard the storyline was. Just to be clear also, I'm talking about the first entry in both series. I know the sequels begin to get a little "Save the World" like. Regarding Tomb Raider, I suppose it's possible one or more of the games has Lara saving the world from something, but from the ones I've played she's taxed with doing something or stopping something that isn't in danger of ruling or destroying the earth.
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That's really the key. In western games and movies, the player is often taxed with "saving the world" but the circumstances that surround its saving are vastly different. In many shooters, you help "save the world" but many times, you're just part of a group of people saving it. The feeling is very different. You never get the feeling in Gears that Marcus Fenix is single-handedly tasked with all of humanity's future. Yes, he's an important character but a lot surrounds him stopping the enemy and thwarting their effort (along with many other soldiers). In any case, there's a very different feeling between Gears, Modern Warfare, and Mass Effect. On the other hand, games like The Darkness, Max Payne, or the upcoming Alan Wake don't even bother with world-saving themes. As you said, Tomb Raider largely shys away from that theme as well, as does Uncharted.
My problem with JRPGs is that so many of them feel the exact same. Spiky haired kid with emotional problems is randomly given charge of the world's future, finds female romantic interest to team up with, has mysterious link to crazed villain that is later explained in the story, and ends up rejecting villain's plea to join him in world conquest and saves the world from a monstrous evil.
Yawn. I'm past the age where playing as teenagers is appealing to me, much less playing the same story over and over again. I still play JRPGs but much of the luster has left the genre for me. It's too bloody formulaic. Then again, I have the same problems with space marines but at least there aren't THAT many of them and the games that feature them are often built around either an open world (which gives me options to play how I want) or the game is nearly 100% gameplay-based (eg. Halo), which allows me to mostly ignore the story.