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TopicWhat is the most blatant example of ludonarrative dissonance you can think of?
Kungfu Kenobi
10/23/20 4:35:42 AM
#25:


ParanoidObsessive posted...
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.

I think where they went wrong with TR2013 in the low-res big-picture sense, is that it was an action adventure game, and not a survival horror. The action adventure formula is fundemtanlly at odds with the story they were trying and mostly failing to tell. You literally can't (and this is a fact not my personal opinion) have someone who's that graceful under fire, never fumbles a reload, never struggles with sights, and who's a doe-eyed deer in the headlights at their first rodeo struggling to get through it. These. are. incompatible.

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