• Katana314@lemmy.world
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    23 hours ago

    I will say that even then, it was missing a bit of “acknowledgment”. Kleiner and Alyx don’t even question where you came from or what you should be doing now you’ve suddenly arrived.

    Some of that could be as simple as, if Gordon was non-silent, have him wonder questions while wandering C17: “What the…how long have I been gone? What the hell happened to Earth?”

    • frongt@lemmy.zip
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      20 hours ago

      They don’t question it because all kinds of weird interdimensional shit is going down. But they absolutely react with surprise when you first show up.

      • Katana314@lemmy.world
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        17 hours ago

        I mean, Kleiner saying “I had expected more warning!” is a sort of mixed surprise. If he’s been gone for 20+ years, the natural reaction I might expect is “What…? That’s impossible! We all thought you were dead! Or lost in Xen forever!” Heck, even Kleiner’s reaction to the “slow teleport” you and Alyx take late in the game is much grander. “I had…given up hope of ever seeing you again!!”

        • frongt@lemmy.zip
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          10 hours ago

          Yeah, that’s probably because Kleiner knew the G-Man was involved in the interdimensional shit and had Gordon in stasis (or whatever), and he expected more warning when Gordon was on his way back, not just have him dropped on the doorstep, whereas the slow teleport was entirely experimental, accidental, and unexpected.

    • Tar_Alcaran@sh.itjust.works
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      23 hours ago

      “What the…how long have I been gone? What the hell happened to Earth?”

      But, you KNOW what happened to the Earth. What would spelling it out add to the story, except replacing the wonder and accomplishment with a boring bit of exposition.

      Having Gordon be a silent protagonist adds hugely to the first person experience of the game. Sure, you can add dialog and questions and elaborate, but that would detract from the experience. Picasso could have also added pointers to each of the characters in Guernica to explain how they relate to the bombing of the city, and it would make the painting a lot clearer… and a lot worse.

      I want to compare Half-Life with SOMA here (so spoilers for both). They’re both great experiences, but Gordon is silent while Simon won’t shut up. Simon needs to asks questions because the story requires you to understand some things, and some people need very basic explanations. When I played SOMA, I kept waiting for there to be a secret plottwist that Simon was copied incorrectly and was thus either braindamaged, or modified not to recognise reality for a specific purpose. No, that didn’t happen, Simon is instead an absolute moron who completely fails to realize that everyone constantly being copied means that he too will be copied instead of having his mind relocated. The game treats this as some kind of big realization, when it was in fact absolutely blatantly obvious to anyone paying attention. It’s literally the core of the game. Simon, being a moron, then takes this out on the person helping him, because he’s a moron.

      Not only is the main character an idiot, I’m being railroaded into taking decisions that are stupid, which are then reacted to as if I couldn’t possibly have foreseen this, implying I (the player) am probably really stupid too. That was a huge detraction in SOMA. Simon is an idiot for the sole purpose of getting the information to you, the player, because apparently you need to be informed like you’re some kind of idiot too.

      On the other hand, Gordon doesn’t talk. That’s a BIG restriction, but it also means you don’t even have to option to ask questions. On the other hand, you don’t need to; all the reasonable questions you might have are answered in the game by environmental storytelling. Who are the combine? Well, we see them beating up random humans, speaking a weird garbled message, we hear speeches by Breen, we see the combine raid random apartments. It’s very clear who they are without Gordon needing to ask about it. It’s like starting a book in medias res, which is quite common in writing.

      Half-Life 2 assumes you can make connections, and you need to do so because Gordon doesn’t talk. SOMA assumes you’re an idiot, and reinforces that constantly by Simon talking to people like an idiot.

      • Katana314@lemmy.world
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        17 hours ago

        That feels like a bit of a hate train on SOMA that’s not really relevant. We often dislike character idiocy, especially when it’s our player. But speaking protagonists can be done well - Dead Space 2 made the move, and even ported it back when they finally did a DS1 remake.

        Perhaps the only major issue with using environmental storytelling to give City 17’s base exposition is that the game is both a sequel, and intended as an entry point. I remember as a kid playing HL2 (with very little knowledge of HL1) and as soon as I saw the aliens in gas masks corralling everyone, really wondered what sort of story I missed in the first one. Leaving people to figure things out is definitely cool, I’m just offering ways to point out clearly that you, the player, didn’t miss anything key, because in today’s media deluge, often the reason for that feeling is because a story is slapdash and poorly written - as opposed to simply hiding the details in plain sight for the player to find.

        Interestingly, there are some notes in an art book where the G-Man originally gave a longer opening speech to explain what’s happened in your absence, but they removed it. Overall it was probably the right move, but I’m curious how it would have felt.

        • Tar_Alcaran@sh.itjust.works
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          15 hours ago

          That feels like a bit of a hate train on SOMA that’s not really relevant. We often dislike character idiocy, especially when it’s our player. But speaking protagonists can be done well - Dead Space 2 made the move, and even ported it back when they finally did a DS1 remake.

          Yeah, the DS1 remake had Isaac talking, and they did it pretty decently because he’s not constantly surrounded by people who have answers to questions that Isaac has. The game is still about finding out what happened, and nobody can answer that, so you can’t talk about it. You’re discovering it with Isaac AND the other survivors. In DS2 you can’t really ask all that many questions about unitology, because people don’t really know the answers either.

          But it would ruin all the interesting stuff about HL2’s history discovery. If someone just tells you “Oh yeah, the combine conquered the earth, and now they’re using these hybrid soldiers to suppress humanity after their military conquest, and their citadel is slowly expanding an ever more repressed population in this city” that’s not nearly as interesting as finding it out. But if Gordon asks, anyone would know the info, because they lived through it. By having a silent protagonist, people can just assume Gordon’s been around and knows this stuff, and not magically kidnapped by a supernatural magic guy in a suit who keeps mysteriously following him around. Half the fun in HL2 is figuring out the world, it’s a core concept of the game. You learn something for yourself, you figure it out by putting it togehter. Having G-Man spell it out would remove the fun. And having Gordon spell it out for the player would definitely detract from the game too. HL2 really hit that level of natural discovery, and making it optional to the game enjoyment.

          Of course, launching it today removes a lot of the fun too, since there will just be 5000 youtubers repeating eachother about the game.