GribbleGrunger said:
LOL. Sorry, it's so difficult to explain and some people wouldn't even consider it revolutionary. I'd have to sit down and play through a couple of hours of the game, pausing every minute to point something else out that may have gone overlooked. It's just so frigin' clever and I've played it 11 times now. Just subtle things that no other game has ever even attempted or even considered. Making people human is a diffult thing to do at the best of times and it has nothing to do with big set pieces or earth shattering dialogue. It has more to do with a slight twist of the lip when a character says 'I've seen the merchandise and it's a lot', or an awkward laugh when someone tells the main character they are infected instead what you expect, or a glance at a watch, or a push to emphasise a sentence and give it more weight without adding unecessary words, or ONE word meaning more than any amount of dialogue in the entire 13 hour playthrough 'OK'., or an off the cuff cutting remark like 'Your watch is broken' in which we FEEL what Joel feels because we experienced the loss through gameplay. ... I could go on and on. So much of it is taken for granted. |
All of that stuff probably is better credited to L.A Noire which pionered the technology used to give human beings such lifelike expressions. And there are plenty of games that push the liveliness of their worlds; Bioshock Infinite being an obvious example that does most of what you said. As for storytelling, it's not doing much new as it is just a (mostly) linear storyline which isn't particularly new. And that's entirely, 100% fine. Being the best at an established thing is better than being OK at something new. The storytelling is well done, but it more emulates a movie than explore the possibilities that interactive media bring.











