I Miss Dead Space

I’m pretty fickle when it comes to horror. I’ll happily skip most scary movies, but ever now and then I hit on one that I really enjoy, but it won’t convince me to get more into the genre. When it comes to role-playing games, the horror centric stuff is interesting but only in short bursts. My fondness for horror in video games is even more fleeting.

I like scary stories, but I’m just not fussed about spooky games with limited agency. Most horror games put you in a scenario where you feel helpless, which is what enhances the scariness, but they also often strip you of any self defence. You can walk around the map, and when the monster comes you can hide, but you can’t kick or struggle when it gets you. You can take pictures or scoop up documents, but don’t even think about picking up any sharp or heavy to fight the bogeyman off.

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Simple Fun: How do you Enjoy Playing Videogames?

As the New Year begins, reflection of the Old Year takes precedent. The World Wide Web is awash with Top and Bottom lists of Games from 2014. The general consensus seems to be that last year saw a few excellent games hovering above a majority of… games of a significantly lower calibre. Big promises were left unfulfilled, which left the community somewhat dejected. I personally had a good year of gaming, but I have spent the last two months playing Skyrim… so my opinion probably doesn’t count.

I’m quite often late to the party when it comes to games. I’m a patient sole whose always been taught to save the pennies. The only game I played on its release date last year was Destiny, which was a gift from my fiancé. Otherwise I’ve been enjoying my time playing Xbox 360 and PS3 games that were released months and, in some cases, years after their release. This has often meant that I have played a videogame long after the media hype or critical sneering has died away.

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Do You Care for Quick Time Events?

I’m okay with Quick Time Events. There, I said it. Don’t worry; I’m aware that bad QTEs exist. After all, gamers often state categorically that they “love video games” knowing full well that bad games exist. Similarly, I’m fond of Quick Time Events despite the fact that many examples are quite awful. Quite a lot of them actually…

Let’s face reality: QTEs aren’t going anywhere, whether you like them or not. We could, as a gaming community, continue to scowl angrily each time an unwelcome prompt appears on screen. Or we can embrace this game-play quirk. Rather than dismissing all QTEs, perhaps we could classify what makes a ‘Good QTE’, and ask for more of that ilk?

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What video game features would improve your everyday life?

I’m at odds with myself. On the one hand, I would really like to own a grappling hook. Video games have shown me the immense enjoyment of this item. Characters like Batman, Link, Scorpio and even Sackboy all look like they are having the best of times bounding across the landscape using their hand-held winch. I can’t be the only gamer to have contemplated our normal lives made better with this contraption. The simple acts of crossing the road or travelling to work would be so much more entertaining.

On the other hand… the grown-up, rational side of my brain is quick to point out that owning a grappling hook in real life would not produce the results I’m expecting. If I wasn’t slamming into the sides of buildings I’d be popping my shoulder out of its socket at a hundred miles an hour. It would only be a matter of time before I accidentally grappling-hooked the side of a speeding car as I tried to crossed the road, or knocked out a passer-by with a poorly judged shot. Sure, that grown-up side isn’t very fun, but it’s keeping me from causing mischief and harm.

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Why do the silent start speaking in sequels?

I’m sure that if I asked you to name your favourite video game characters, your list would include one or two silent individuals. Many of the most legendary protagonists are taciturn, and are often respected for staying quiet. Unvoiced characters often let their actions (or their games) speak for them.

Whilst many of these voiceless stay hushed, the decision to grant speech has occurred in many game sequels. In the past, this could be attributed to what games were capable of doing – voice acting in video games didn’t develop until the 1980s. Nowadays, this character change needs to be considered carefully. In my opinion, the addition of a character voice can change the very foundations of a game. Occasionally, a franchise will eject its original silent protagonist for a speaking lead, which has a definite impact on how the next game plays out.

Below are a few examples of games that gave their heroes permission to speak. I discuss how I reacted to the change, and the difference that change made.

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