FranticDistortion
Learned
- Joined
- Feb 8, 2020
- Messages
- 387
You sure you've played it? You only get to choose things after Phosphorus, not before.In Spec Ops point is not making you feel bad, but to show how fucked up Walker became, with him going into such denial that he came up with this imaginary idea of him being hero on a mission to stop a bad guy, with his squadmates still following him, even though they saw how crazy he is (commentary on chain of command). 'Just walk away' was directed at him not player, because his actual mission was to fucking walk away.Apparently most dogs have owners so if you kill a dog and the master finds it he goes "Noooooo!" or something like that. Likewise, NPCs have names so they call each other out and if they find their dead pals they may cry "Oh, no, James! What happened to you?" or whatever. Then a clickbait site found that, alongside with Naughty Dog pretentious explanations concerning realism, visceral feelings, the cycles of violence, and whatnot, and wrote an article with this catchy headline, "The Last of Us 2 Gives NPC Enemies Names to Make you Feel Bad" IIRC, this and the thing about dead dogs then went viral on Twitter.
But really, you can't feel guilty when seeing the survivors' pain if you just kill everybody *tapshead.jpg*
Gonna be Spec Ops all over again. I have nothing against making the player feel bad for stuff they do, but it has to be a choice. The game will put you in areas filled with dogs and other enemies, how are you supposed to progress without killing now again? I guess the winning solution is not to play, for 2 reasons this time.
Spec Ops is quite well written and does not deserve to be put in the same category as TLOU 2 with it's "kill doggos, hero and human with name, cause make player sad and be deep"
I would accept that if it wasn't for choices to be made in the game. From what I remember there is even a flashback showing you all the bad stuff, except when I played it I didn't do any of the bad stuff. Then comes the unavoidable phosphor incident which made the whole thing feel cheap even if the story was overall good. I always assume when the game allows you to make choices, it's an extension of you and then be denied that in the end just felt lame.