I enjoyed and finished this game around launch window, appreciating its extremely high production values and refined gameplay. At the moment, the excessive length and the repetition of the gameplay loop were my biggest complaints. But now, after thinking about it for a while, I think the biggest flaw of the game it is that forces you to accept character´s decisions that you may not share at all, ultimately leading you to severe frustration, at least in my experience.
In my opinion, one of the key differences between videogames and other mediums is the level of interactivy that can be achieved between the player and what is going on on screen. The game made me experience Ellie´s mistakes one after another, and I couldn´t do anything about it, the controller in my hands didn´t help me with that.
Then the theatre scene happened, and after the gameplay segment, I would have killed Ellie if the game had given me the opportunity. At that point, I already disliked Ellie for her attitude and I was totally on board with Abby´s motivations. The game could have ended there, if the player had more control over the experience. However, designers and programmers are the ones who decide for you. I know at the end of the day we are talking about the story they want to tell, but I prefer videogames when they are more interactive pieces with actions you choose and effects they produce, rather than films in which you are a passive viewer.
At the end of the game, in Santa Barbara, the player is "supposedly" given the opportunity to kill Abby by Ellie´s hands. Well, supposedly. I have watched TONS, and I mean, TONS, of youtubers and players yelling at the screen, hitting their controller and swearing because they really wanted to kill Abby in that situation. But they couldn´t. The game just won´t let them to do that. Yes, the game leaves an impression on you and manages to convey its message. This is specially ironic in a game that supposedly tries to portray a story and a universe from different points of view, but that at the end of the day, just according the creators´ vision.
Wouldn´t have been more satisfying to experience the power to make your own decisions, afecting the development of the story and the possible outcomes?
I understand, and I am not criticising here, that films influence is immense, especially in these kind of productions, and that ND may want to keep a canon storyline, but I personally can´t help but think this is one of the biggest missed opportunities to empower the player and take videogames to a next level in this regard.
EDIT:
In my opinion, one of the key differences between videogames and other mediums is the level of interactivy that can be achieved between the player and what is going on on screen. The game made me experience Ellie´s mistakes one after another, and I couldn´t do anything about it, the controller in my hands didn´t help me with that.
Then the theatre scene happened, and after the gameplay segment, I would have killed Ellie if the game had given me the opportunity. At that point, I already disliked Ellie for her attitude and I was totally on board with Abby´s motivations. The game could have ended there, if the player had more control over the experience. However, designers and programmers are the ones who decide for you. I know at the end of the day we are talking about the story they want to tell, but I prefer videogames when they are more interactive pieces with actions you choose and effects they produce, rather than films in which you are a passive viewer.
At the end of the game, in Santa Barbara, the player is "supposedly" given the opportunity to kill Abby by Ellie´s hands. Well, supposedly. I have watched TONS, and I mean, TONS, of youtubers and players yelling at the screen, hitting their controller and swearing because they really wanted to kill Abby in that situation. But they couldn´t. The game just won´t let them to do that. Yes, the game leaves an impression on you and manages to convey its message. This is specially ironic in a game that supposedly tries to portray a story and a universe from different points of view, but that at the end of the day, just according the creators´ vision.
Wouldn´t have been more satisfying to experience the power to make your own decisions, afecting the development of the story and the possible outcomes?
I understand, and I am not criticising here, that films influence is immense, especially in these kind of productions, and that ND may want to keep a canon storyline, but I personally can´t help but think this is one of the biggest missed opportunities to empower the player and take videogames to a next level in this regard.
EDIT:
I think this short clip may beautifully illustrate my point at a smaller scale:
Why do I have to press square button mandatorily?
First of all, what if I don´t want Nora to die? "What you want is irrelevant, because this isn´t your story, it´s Ellie´s story"
Ok... but then again, if had no telling in the outcome, aka Nora is gonna die no matter what, why the hell you make me press the button? What does it add from a interactivity point of view? This for me isn´t different than seeing a cinematic at all, because I was personally 100% disconnected from what was going on on screen.
I legit remember myself looking Ellie´s face lightened in red for a good minute, not because I didn´t know that was a QTE, but because I refused to believe how absurd that situation was for me as a player.
In the end, I pressed square button repeteadly, just because I had to in order to let the game continue as developers intended.
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