Saturday Soapbox: Gaming's Greatest Story
What's the best tale that video games have ever told?
What's the best story a game has ever told?
Perhaps it's Final Fantasy VII's emotional epic, or Planescape: Torment's dense tangle. Or maybe it's the self-referential yarn spun by BioShock, or the original Metal Gear Solid's surprisingly affecting tale, delivered before the series took on one twist too many and collapsed under the weight of its own self-importance.
Actually, for me it's none of those. The greatest story ever told for me by a game came from the PlayStation 2's Pro Evolution Soccer 6.
It was the tale of Deptford Wednesday, the newly formed club in the South East of London that, over the course of six seasons, would go on to dominate the world of football.
In that grand arc, and in between the drama of late equalisers and the heartbreak of cup finals lost on penalties, were a hundred smaller stories, all of them making every play more real and more exhilarating than anything I've ever seen played out on a Saturday afternoon on Sky Sports.
Admittedly, it wasn't Konami's development team telling these tales, though they certainly provided the stage and many of the tools. For one long summer spent in the blissful limbo between University and any gainful employment, PES6 was a constant for myself and a couple of friends. Truthfully, it ran close to an obsession.
Between the three of us we'd take turns playing a half, while the inactive players would add layer after layer of backstory. Games were played on Evelyn Road stadium, a humble 10,000 seater that shook with the sound of the SE8 faithful. It even had a generous ticketing system that saw those that manned the stalls of Deptford junk market get first choice on the prime seats.
1/35 Sadly not pictured is Wednesday's beautiful strip; rumour has it that Athletico copied it after Deptford's Italian tour in the 1920s.
And what a team they had to cheer on. I was there myself as a holding midfielder, displaying the kind of co-ordination and composure I could only dream of possessing in real life (last time I tried to play football, I went to kick a dead ball, missed and spun myself round so fast I landed on my chin and knocked myself out cold).
One friend manned the wing while the other led the front line, and the rest of the line-up was filled with superstars and rising talent. There was Shimizu, the stunning striker we 'discovered' playing keep-ups as he worked his day job in the fish stall opposite my flat, and he was tutored by a Joe Cole who was then in his prime.
So real was the world of Deptford Wednesday to me that when I went for an afternoon stroll down the high street I half expected to bump into Cole as he took his puppies for a walk. At the point when one of us rang Adidas to enquire how much it would cost to make some replicas of Deptford Wednesday's shirts - a stunning spin on Athletico Madrid's home kit, proudly carrying the name of our local off-licence Shital - we realised it had all perhaps gone a little too far.
Much of this came back to me when reading Tom's recent Soapbox that touched on the difference between readable and writable games - and, as my experience attests, PES6 was an eminently writable game.
PES6 was a fantastic stage for the increasingly elaborate theatre laid on by my friends and I, and there was a sparseness to the game that made it all possible. In the gaps between the minimal in-game commentary and equally threadbare presentation there was space begging to be filled by our hungry imaginations as we threaded a grand narrative in-between the on-pitch action.
It's a story that's unique to PES6 in many ways, and attempts to recreate it in more recent games, such as the increasingly excellent FIFA series, have fallen flat, the slick presentation, pervasive commentary and insistence on licences obscuring the tale in its telling.
It's those spaces in-between that often enable the best video game stories, whether that's the void that hosts a score attack in Geometry Wars or in the blank canvas presented by Minecraft.
It's a point that can be illuminated by comparing two very similar games, one that happily lets the player indulge and create their own fantasy while the other imposes its own narrative on them.
Realtime World's Crackdown was strikingly skinny in many regards, throwing the player into its own toybox with little context or backstory. All it did was provide the player with an exquisite set of tools and the gentlest of shoves in the right direction, and the adventures that followed were often deeply personal, crafted as they were from your decisions.
Grand Theft Auto IV, on the other hand, had an equally exquisite sandbox, but it was tempered by the spectre of Niko Bellic's tale, a story that often overshadowed the player's own. It's been well-documented how there's a disparity between the Niko that's coming to terms with his violent past, struggling to find peace, and the player who's striving to cause as much destruction as possible. GTA IV's a brilliant game nonetheless, but this central friction works against it.
It's a problem that's arisen again in Eidos Montreal's exquisite Deus Ex: Human Revolution, and its promise of untold player choice rubs up against its desire to tell its own story. Those much-maligned boss fights are one source of conflict, but the problem's pervasive throughout Deus Ex's world.
I admit I enjoy being spun around on Deus Ex's grand conspiracy waltzer, but when the cut-scenes kick in they star a character that's drifted in from another game entirely. In my hands, Jensen's an idiot voyeur, a man who likes nothing more then to break into people's flats, rearrange their furniture and then rifle through their personal belongings.
When caught, he stroppily kills his way out of trouble until there's no one left alive who'll dare question him, and then it's back to the important business of reading through a stranger's email account. It's a world away from the gruff, suave cyborg that shows up every time the control is wrestled away from my hands.
Telling a great story, then, demands a compromise that very few games have been able to make. Leave some space for the player, a little stage for them to act out their own fantasies rather than imposing your own on them, and the results can be magical - because often the best stories are the ones that we tell ourselves.
You may also like...
-
Dirt Showdown Review 85
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 51
-
The Cave Preview: Double Fine's New Game for Sega 18
-
Going Hardcore in Diablo 3 91
-
Ghost Recon: Future Soldier Review 131
-
Amalur developer 38 Studios lays off all staff - report 21
-
Judge recommends US Xbox 360 ban 170
-
First Castlevania: Lords of Shadow 2 image spotted 21
-
Diablo 3 real money auction house delayed again, client side patch out next week 17
-
Minecraft overtakes Black Ops on XBL activity chart 19
-
New Minecraft XBLA content incoming 25
-
Mass Effect 3 Rebellion DLC release date announced 11
-
App of the Day: Hiragana Pixel Party 14
-
David Cameron spends "a crazy, scary amount of time playing Fruit Ninja" 47
-
Diablo 3 Review 244

























































































































































































































































Comments (99) Latest comment 8 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
If we're talking strictly player-made sandbox stories though, well for me the Halo series wins hands down. I can't remember how many times I've played every single title in the the series and just made up my own little adventures as I went.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I do love a good story-novel game though, I can easily enjoy the many hours of cutscenes of Final Fantasy, Persona and Yakuza and such.
Comment below viewing threshold Show
My favourite one was when we took Czech Republic to World Cup glory creating newspaper headlines along the way as Vladimir Smicer ("Smisser" as he was named in game) hogged the spotlight!
"Smissers smissile" as he scored from 25 yards in the final group game, to top the group.
"Smissers smiling" as he setup the equaliser and scored the winner in the quarter final.
"Smissers smission" as he rounded 3 players and slotted home to score the winnder in the semi final.
"Smisser smashes his smisses" as an argument between him and his wife led him to beat her the night before the final. He did not play well in the final.
Comment below viewing threshold Show
Older titles that also told a story without 'telling them' - Another World & Shadow of the beast. I suppose Zelda LTTP did tell a story - and I enjoyed that too.
Right, that's revealed about enough of how old I am for now!
Comment below viewing threshold Show
But what a death! Not for Quintus lying in a hospital bed at 83 years old with a weak bladder, a brittle hip and a tube stuck up his nose! No, he tried to catch a blazing searing firepot with his bare hands! And why? For his men.
Quintus, we salute - nay! - ROME salutes you!
Comment below viewing threshold Show
Not that it helped me to finish it either... any game that's more fun with a walk trough is not really a game for my taste and I'd rather watch Chinatown again (which is what I did instead of finishing).
Comment below viewing threshold Show
Comment below viewing threshold Show
A really, REALLY big gun.
However, I'm now trying to imagine the cutscenes with Martin's Jensen. You make it to the top of the big company skyscraper:
"Ah, Mr. Jensen. You are most tenacious..."
"HERP DERP!" *smashes hole through bathroom wall and lodges sofa in said hole*
It's be brilliant to watch, but might not advance the story in the right way.
Comment below viewing threshold Show
I had a similar experiences with PES where my friends and I each slotted our then-current Football Manager regen players into new teams via the stats editing (a complex numbers-divination process fueled by obsession and beer which I never really want to repeat). We then ran a league of sorts involving our beloved young stars, which produced equal amounts of joy and misery, sleepless nights and tears before bedtime. Occasionally we would 'update' the stats based on the 'real' players in our separate FM games, 'transfer' between us those we had grown tired of, and invent ludicrous explanations for why star striker blokey had suddenly gained a few inches and the ability to head the ball (advanced skull surgery).
It was glorious. And kind of pointless, but that's brilliant, too.
I think the underlying truth with the story in this article, Master League and FM alike, and other dynamic sandbox games, is that when given the tools, the player will always create the best stories that no developer can predict or write themselves. If we had more game developers who were willing to spend time creating these fluid universes at the expense of penning their own revisionist stories, then we'd have many more brilliant and personal games.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Galactic Civilizations 2 Diary by Tom Francis.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Each play through became faster as you got closer to the ideal solution. On the final play through, after revealing all of the other endings (there are nine in total), you got the option to create the perfect ending - you could choose to not pick up the magic stone at all, hence preventing the entire story from happening. Genius. Absolute genius.
The only problem was that the feeling from the first play through, that nothing could be changed, was so strong that many people never bothered to play again, defeating the whole point of all the work that makers had put into it. Trying to create a game that reflects play actions and tells its own powerful story is very hard because by definition most of your players will miss 95% of the content you put into the game. That's very expensive, and that's the reason that you get catch-all cutscenes with little reference to player actions.
Comment below viewing threshold Show
Comment below viewing threshold Show
GTA IV was also excellent considering the complexities of crafting a solid story in a sandbox game.
Comment below viewing threshold Show
Comment below viewing threshold Show
The story ran for many many years, included blood feuds, spies, mercenaries, back stabbing allies and huge empire breaking thefts.
Comment below viewing threshold Show
BioForge - 90's PC RPG
System Shock 1 and 2
SOTC
I also really liked the story in Quake 2 the horror you found as you progressed further into the Strogg stronghold really built the tension and atmosphere.
Finally, STALKER still the scariest game I've played in a long time (the underground labs with the brain burner freeked the crap out of me) with a great story running through the entire game love it to bits.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I agree with that you're saying, though, that the best moments are often those above and beyond what the game designers have left for us; but where they've also left us enough leeway to do things our way and enjoy all the unpredictable and (dare I say it) emergent consequences.
It's not just being able to choose between sneaking through an air duct or tasering a guard. It's when I pulled up onto the sidewalk while pigeon-hunting in Liberty City, angering a passerby. He took a swing at me and punched me in the head. A passing police car saw this and the cops bundled him away on an assault charge. It's that first time you had to walk somewhere through the seemingly endless sewers and subway tunnels in Fallout 3, still a new and weak character, and all the narrow escapes you had before finally, blissfully, seeing daylight again at your destination.
Or yes, it's something as simple as being able to name and pick the colours for your team in a sports game.
EDIT: Fantastic, I'm being negged, no doubt by the idiots who have completely misunderstood the article and are saying 'I thought game X had a great story' or 'my favourite game storyline of all time was game Y'. This isn't about whether you thought Niko Bellic's or Solid Snake's adventure was better.
Comment below viewing threshold Show
Writeable gaming heaven.
Comment below viewing threshold Show
Comment below viewing threshold Show
Ooh, lots of negs! Mostly from people who have never read a good book or watched a good film I imagine. Games are a pretty abysmal narrative medium.
Comment below viewing threshold Show
also system shock 2, deadly premonition and ace attorney series
and pretty much everything that bioware, bethesda and atlus shat out their asses ( yeah, atlus, square-enix lately only manage to insult my intelligence with their jrpgs - where's company that gave me chrono cross, FFT and front mission 3)
@ CaptaonQuint
halo? srsly?
@ trickydisko
...
http://www.youtube.com/watch?v=-5FTJxfV3pc
Comment below viewing threshold Show
That said, cutscenes in games can work well too. I'm playing Valkyria Chronicles and have just reached a very tense moment.
Comment below viewing threshold Show
Comment below viewing threshold Show
Ironic really, because MGS is about war and nuke proliferation, and Bioshock is about altruism, society and utopia.
Comment below viewing threshold Show
Comment below viewing threshold Show
Ico and Shadow of the Colossus, too, for telling the story through the game with minimal cutscenes, as others have already said.
Comment below viewing threshold Show
]http://www.youtube.com/watch?nomobile=1&...[/link]
Red Dead Redemption wasn't a particularly original story but the combination of interesting characters, beautiful vistas & superb soundtrack really made an emotional impact. I was literally welling up when the song "Compass" kicked in while I was riding home to my family as the sun was setting. The fact that only the song was scripted & everything else was dynamic, like weather, time of day, animals etc meant I could have really spoiled the moment. All I wanted to do is ride home to my beloved who I hadn't even met, yet still had an emotional connection to. Now that's some effective storytelling.
Comment below viewing threshold Show
Comment below viewing threshold Show
As for readable storylines surprised nobodies mentioned Shenmue yet, granted the VA was atrocious and the storyline itself unoriginal but it was very well presented I thought, just wish they'd actually finish it off now!
Comment below viewing threshold Show
I also have to second Shenmue - agreed it's hardly original but it's definately draws you in.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Seeing the crazed Brink fall and die and Maggie committing suicide, were something to truly gasp about. The richly animated cutscenes (at the time) also helped to bond with the characters. If the game would've been some of the early 3D point & clicks and therefore seeing this blocky and lifelessly animated Maggie die -- I guess I would not had cared so much.
Comment below viewing threshold Show
I just joined (registered) Eurogamers to tell you how awesome your post was. Made my day!
Although now that I'm here; Baldur's Gate II is my definite pick as a well-written story with a game added. The feel of the game is archaic, but the atmosphere is the peak of the soon to be Forgotten Realms of good storytelling in games. Morriwind also did a great job, with a story whose execution really puts the fridge nuking of TES IV to shame. Fighting Daedra from lvl 2 just doesn't make sense!
'Show, don't tell' is the game master mantra for good storytelling. Let the mind fill in the blank spaces, only thusly you can convey great emotional immersion. Playing Superman is fun, but feeling LIKE Superman is beyond awesome.
I also really love the Total War series, although the irrationally aggresive AI is a real moodkiller. It's like they don't care about their soldier's lives, you know?
Look at me ranting! Have a nice day, thank you for reading!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
interaction between james and maria
the past between james and mary
the raping psychpath triangle head
and the creepy town
Comment below viewing threshold Show
Comment below viewing threshold Show
Wing Commander 3, Shenmue, Shenmue II, Half Life 1/2 and Far Cry. Many games attempt a story but often you soon realise its just some weak rip off of something else or just a mess of poor ideas that you just forget about the story and just play the game.
Comment below viewing threshold Show
Stop talking nonsense. RDR had a brilliant narrative and characters. I really don't know how you could come to that conclusion.
Comment below viewing threshold Show
For example in Silent Hill 2 there is a scrap of paper you find that relates to a murder that took place in the town where two twins were killed by Walter Sullivan. Now this is just an eerie footnote that has no relation to the plot of the game.
However when we come to Silent Hill 4 this takes a whole new turn where Walter Sullivan is revealed to be the main antagonist and the twins appear as the creepy as hell 2 headed baby monster enemy.
I still think that Abe's Oddessy had one of the best stories in gaming. It was like it already took off from Soylent Green left off ( look up the ending if unfamiliar ) but replaced the humans with the oft overlooked alien janitor hero. But the game only made you save your pals from the meat grinder on certain occasions so you could pretty much be a jerk to your species or the all encompassing savior.
And who could forget the Glukkons. Zoot suits is all I'm saying.
Comment below viewing threshold Show
I'll also get behind the Ico/SotC voters, although they're still second to Witcher 2.
Comment below viewing threshold Show
Comment below viewing threshold Show
Fatal Frame 2 trumps 3 in the story department. 3 just felt like a mashup of 1 & 2, plus Sae was a better antagonist than Reika. FF3 would have been better if Reika's motive had been gradually getting angrier at the pain everyone wanted her to bear so they didn't have to, plus being afraid of the heroine's grief because of the association with that ritual.
Comment below viewing threshold Show
Comment below viewing threshold Show
The best self made stories I've had are in empire building games like Civ, Total War etc, where the timeline of each game plays out uniquely and where betrayal feels like a personal wounding that stirs up a genuine urge to exact sweet revenge
Comment below viewing threshold Show
EDIT: Aaaand, negged again. Those of you who breathe through your nose: you know those various characters of literature and screen who break the fourth wall, are in on the joke of the proceedings around them? Richard the Third, Woody Allen, Bugs Bunny? Count yourselves among them for not brainlessly burbling some nonsense about how The Longest Journey is the best story a game's ever told you because you read it in a top ten somethings article in a games magazine once, and are able to read, comprehend and wipe your own backside unaided.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Assassins creed 2 and Brotherhood
KOTOR - you find out you ARE the big bad!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Can't think of any real self created stories apart from maybe the first time I was building up to attack Cydonia
Comment below viewing threshold Show
Maybe for you mate...
Load Last Save - avoid detection - and re-save for me lol
Comment below viewing threshold Show
I might add that Heavy rain's story was by far the most emotionally engaging I ever "played". I still think about it a good while after completing it.
Comment below viewing threshold Show
So let's get it out in the open then: Planescape: Torment has the greatest story in a video game. Ever. By far. I mean 2nd place doesn't even come close. Don't get me wrong, I love MGS1, I like the FFs, Fallouts, 90s adventures etc. but what Black Isle (aka Obsidian) did in that game is in a league of it's own. It's a bit of a shame though, because when I finished that game 11 years ago, I thought "no game will ever reach that", while deep inside I knew that logically it would be like 1-2 years since someone would find a way to surpass it.
No game ever did, and to be honest, now I believe that no game ever will.
Comment below viewing threshold Show
It really depends on what you want from your stories, events or characters. Character driven stories can never give you much more than binary choices (Mass Effect) or in JRPG's not even that, but it is not possible to make them with endless permutations based on every binary choice.
Comment below viewing threshold Show
Comment below viewing threshold Show
Football Manager 2007's editor mode allowed me and my long time schoolfriend turned housemate to recreate our long-gone sixth form XI. Getting our personalities and (hugely inflated) skills was half the joy, but it was an emotional eight seasons.
Climbing from league 2 obscurity, tears from failed playoff finals, uncertainty from corporate takeovers, off-field tensions between the players, and joy from a deserved run of victories. It all culminated in a rainy evening in Spain, with many original players having joined our opponents after run-down contracts, where we won the Champions League 4-3 in extra time, despite an aged Michael Owen we got for cheap having been sent off for 'hacking someone down with two feet'. Only three of our original players were there to lift that trophy. It was genuinely emotional. We retired the game after that, but we will always remember a time when we were heroes.
For me, nostalgic and thought-provoking. Great article!
Comment below viewing threshold Show
Comment below viewing threshold Show
One thing I'll always remember is, during the epic dual Scarab battle on The Covenant, driving a Mongoose up a ramp and over a cliff, flying through the air towards one of the Scarabs, bailing in mid-air and landing on the deck just after the tumbling Mongoose took out a Brute Chieftain, then taking the Scarab down, jumping to ground level and boosting away on a waiting Ghost before the Scarab exploded into a million charred pieces... Just one of the ways I approached just one of the battles in a game that I must have played through a good twenty times.
Here's a pic from my fileshare to give you an idea of the carnage that was to follow
http://www.bungie.net/Online/Halo3UserCo...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
My brother and I started at the same time but started on opposite sides of the game world. Spending days trying to meet up with each other was the most epic quest I have undertook in gaming. We both met many friendly players that helped us find our way and having real people instead of cliched game characters made the whole experience more immersive than anything I've ever played. This is before MMO's were full of arseholes and had a brilliant community, something sorely lacking in WoW.
Comment below viewing threshold Show
For me, the best player-provided narrative comes in Left 4 Dead. How did these characters individually survive Z-Day? How did they meet? How did they get from the end of one elvel to the beginning of the next? What ultimately happens to them?
And then the gameplay itself provides a million stories. "I survived half of a chapter redlining on one health." "We were determined to all finish the level, I was just in front of the boat and a smoker pulled me back then a tank slapped me into the water" "I was the last one on my feet, the tank was after me and it had way too much health, but a lucky shot ignited a propane tank and the explosion made him stumble off the side of the building.I revived the grateful others" And so on, endlessly.
The point of the article is that when you try to do both 'readable' and 'writeable' games simultaneously they tend to grate against each other - the author seems to favour keeping them separate. The only solution appears to be to change the tone of the readable narrative to match the style of the player-written narrative. Of course that will multiply the work needed to develop the game. In the first Deus Ex it's there but limited to small asides like being reprimanded for going into the women's toilets.
What does it say about human nature that we want to perform acts of heroism as a villain would, but be praised and rewarded afterwards like a pure hero would be?
Comment below viewing threshold Show
First time playing everything was so dark, wondering around Greater Faydark (a large forest) getting constantly lost, I stumbled across a small hut. There were four or five other players crowded around it for safety, because the orcs wouldn't come near it and there was a lone guard there. It was at a crossroads so every now and then other players would show up confused about where they were. Some would go off in small groups to try and find their way back to a city, others would just sit by the torch light of the hut almost like they were affraid to venture out. You can't write that kind of stuff; I know it probably sounds boring but I've never had that sort of 'actually there' atmosphere from a game before or since that.
WTB a Cartman style time machine to play Everquest in 1999 again!
Comment below viewing threshold Show
Penumbra
Cryostasis
Comment below viewing threshold Show
Oh yeah, and heavy rain..and for me,LAnoire.
Comment below viewing threshold Show
+1 to you sir.
/looks for replacement Dreamcast
Comment below viewing threshold Show
For me, that's a toss up between Lufia 2 and Grandia. Grandia was entertaining throughout - with plenty of laughs and charm and some real zesty wit to it. But Lufia 2, for me, was more about the heart. It was a tale of love, loss and life - a deeply satisfying, and deeply rewarding, tale with a conclusion that I have no shame in admitting can still bring me to tears.
Honorary mentions go out to Final Fantasy IX, Tombi and Resident Evil 3 - the latter if only because it had so many brilliant layers of wrongness to it that I'm still sometimes finding new layers of wrong to explore.,
Comment below viewing threshold Show
I don't think there's been a purer expression of role playing ever made really.
But the main subject of the article and the Total War type games have a certain common element, it's essentially the same principle as playing with dolls... or excuse me "action figures". Multiple blank slates with a shared pretext. Basically, in the absence of an explicit narrative, there is yet a wealth of precedent for their likely story to draw upon. Sports heroes, war heroes, classic stories of camaraderie. Even something like Pokemon carries the principle, they demand to be imbued with a personality, and a personal story will then follow.
Some other good examples of the less is more principle mentioned: Another World; Portal; L4D; ICO & SotC. I completely agree with all of those.
And I think there's an even more subtle class, one that manages to defy any standard idea of narrative, yet without being strictly abstract. Joust... Stunt Car Racer... Sky Odyssey... games that present a setting with both familiar and alien landmarks and rules. That demand an extra leap of imagination, without giving you any firm point of landing. There are some universal understandings: *You* fight or die, but is it for sport or war? *You* race in cars, but is this the future or an alternate past? *You* are some kind of neo-barnstormer, but to what end, and who is the audience? To me these games touch on a kind of storytelling that is perhaps truly exclusive to this medium, a myth of endeavor and adventure, without the confinements of a personified context.
But for a fixed narrative, the greatest story ever told in videogames is the Panzer Dragoon trilogy. Because it's a story that really could only have been told, as such, by videogames. The best analogy I can make, is visiting a foreign land you know nothing about, first becoming thoroughly entranced by it's geography and inhabitants, and then learning it's history and culture. Is there another acknowledged single medium that could also emulate that experience?
Comment below viewing threshold Show
Cryostasis
Comment below viewing threshold Show
Mafia 1
Metal Gear Solid 1
Knights of the Old Republic 1
All these stories had me emotionally invested in the charactors and affected me at different points in the same way an excellent book or movie does.
Incidently all the sequels for all 3 failed to live up to the originals.
Comment below viewing threshold Show
"Train to dungeon entrance !!!!11!11"
"too late....."
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Love BFBC2 as well, Heavy Metal is a great map for stories of vehicular heroism, mostly involving brave suicide hind/black hawk chopper attacks
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show