30th March 2005, 1:15 PM
Quote:I've played more than two or three hours of MGS2. I got halfway through the game, after all... not sure about the hour count, but definitely more than that.
And the first couple hours of Torment definitely show off its brilliant storytelling, as well as the choices the game lets you make. All the little touches are there... the things you can click on for text descriptions, the nice graphics, the choices (you can kill things, or you can not. It's your choice.), the long and complex conversations, and the basis of the story... 'Who are you?' 'Why are you where you were?'... it's really an unmatched game. Based on the first half of MGS2, I'd say it's laughable to compare it the other way.
Oh yeah, and I added a paragraph to my last post, go read it.
We've been through this before. I think that game stories need to have emotion and visual expression, while you think that lines of lifeless text more than suffice. You are wrong of course, but I will not debate this again.
Quote:I was mostly talking theoretically... those were two seperate points (that many current games have story choices in dialogue and then that the way it should work is having facial emotions to go with that). Some upcoming games might do it, I don't know.
"Theoretically"? You said that it was done before.