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TopicWhat is the most blatant example of ludonarrative dissonance you can think of?
ParanoidObsessive
10/22/20 11:48:53 PM
#20:


Kungfu Kenobi posted...
It's pretty fucked up, yeah.

To be fair, the point in Tomb Raider is supposed to be that she starts out relatively "normal" and traumatized by killing, but is slowly growing more and more desensitized as the game goes on and she's forced to keep doing it to survive (and save her friends).

It's supposed to be presenting the arc of a more realistic Lara slowly turning into the much more callous, cold, ruthless version of Lara we saw in the original Tomb Raider games. You could almost see it as a spiritual prequel of sorts, meant to say "This is why she can gun down hundreds of dudes (and T-Rexes) without flinching."

In practice, it kind of skips ahead a bit, with the shift happening very quickly in the first game. But it's an underlying part of the narrative, as opposed to Uncharted where Nathan mostly just snarks and kills and doesn't really seem to ever process just how many corpses he's leaving in his wake.

Or Far Cry 3, which is trying to show the slow descent of someone forced to fight and kill, who can't go back to being the person they were before, but which mostly devolves into a massive bloodbath almost immediately.
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