Or examining the reasons WHY people are expressing so much praise. I think the overall crux is at the day, even if you get it, it is far better to say "Eh, not for me" without expressing confusion/disdain about the praise. And they needed the first game to walk so that the second could run. "Story." And I feel the second does a better job of designing every aspect of the experience around its themes, even if said themes are hella uncomfortable, and even less traditional than having a dad/surrogate child plotline. Like, how would you react if you someone say, "TLOU1 simply about straightforwardly saving the world"?īecause that's the equivalent to "revenge bad." TLOU is the quintessential example in gaming where you can explain the concept of "Plot" vs. It is not an insult to say "You did not understand the themes or what this particular story was actually about." It's a call to genuinely think more deeply about what a story you consumed for 25 hours. That's the main theme, it also includes themes on the concept of othering, and makes the player confront that directly by making them play as someone they've been othering for 15 hours. Including the very ugly ways that people can lash out. Click to shrink.The overall theme of the game is a take on how people process and handle trauma.
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