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And it wasn't clear what the morally right thing to do was.
(says man carrying 9 weapons after killing 8760 people):
- "I got to *iirk* g-g-grab and k-k-kill little girls to make myself Adam--*garkgh* MAKE MYSELF ADAM!! They're zombie frankensteins that have e-e-eeevil inside them! I'll get my power and *urgh* light from inside them, like I do when I smoke my cigarettes, *gaaah*. Their daddies are stronger than *grrawwrk* and smarter than Einstein, I'm ‘as good as their daddies, mister’!!! *Gawwk* Big Daddy *iiiiwwrk*!!!"
What is the moral ambiguity in here, exactly? "I didn't wanted to make it clear and obvious so, you know, I didn't put the little devil icon in 'choice B' when you do the vampire-pedo-killer thing so there are more nuanced, dark and adult discussions of morality; like the bits where the people that try to go beyond simple stagnated morals of a conservative time go apeshit nazi Dr Frankenstein sociopathic monsters"? This game managed to unintentionally make itself far more creepier than intended (and -- really -- really dumb from Ryan’s first slideshow) -- I'm still so baffled by their choice of animation when you make the "good guy" choice that I’m anxious to load an old game just to see the evil one.
There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that's something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning.
Although this statement really makes me think his future games are truly worth keeping an eye on. He makes a good point on the "two endings" 'failure'.
I gave this game a try in its entirety for PC. Didn't ended so far, but
SPOILERS
Isn't the revelation about your true nature the most cliche storyline in games ever already at the time of Hitman 1? Was anyone surprised? And Atlas' reveal as well... Not only that it's a cliche, or just flat out predictable from the get go, but was I ever intended to actually trust the talking card in the manner he was put to us in the beginning, or form any relation to him whatsoever?
All of my complains earlier in the thread still remain, but stronger. Seriously, exposition 101, c'mon...
But it's a generally good FPS game. The action bits -- guns and powers -- are really fun. The game gets quite moody and startling in parts (and gets even better if you manage to make the soundtrack from jukeboxes to play throughout the whole game -- I'm a sucker for Darin’s "Beyond the Sea"). The camera was a great addition. Also unbelievably great were the fake dead bodies(!), the lighting, the statues (I think I had a minor heart stroke in a bathroom with those statues with blinking lights – and they weren’t even the fake statues). The hesitation in coming closer to a dead body (and not remembering if it was one you yourself killed) and not wanting to waste bullets was really something outstanding. And the design is just fantastic (adding the graphic and texture qualities to it, it became just amazing -- looking at a painting you could see the brush strokes perfectly).
One thing that surprised me, for good or worse, was that we don't become a Big Daddy ourselves by the end (I thought it'd be either an ironic poetic justice-punishment or/and an ironic continuation of my protective role). But I did liked that my actions didn't influenced only at the very end (usually in games just the very last cut scene) and I’m curious to see what happens after Ryan’s scene if I'd gone the evil road.
(and I thought the water thing was quite overrated. And why there isn't a single moment where we're submersed? It felt, well, console-ish simple. Too simplified even in areas that are already simple to begin with) |
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