Comment by LandR
7 hours ago
The Uncharted games are weird like this. They get lauded for their storyline, yet Drake is out their killing hordes of guys for what ? Some treasure ?
7 hours ago
The Uncharted games are weird like this. They get lauded for their storyline, yet Drake is out their killing hordes of guys for what ? Some treasure ?
I believe that exact framing of Uncharted is the origin of the term “ludonarrative dissonance”, where the character’s motivations and morals are in contrast to the extreme violence they are committing because of the nature of it being a video game.
Definitely one of those things I didn’t question when I was younger, but as I get older it’s hard not to see it.
EDIT: I was wrong, the term originated from an analysis of Bioshock, but Uncharted was later held up as a strong example of this. And it’s more generally about the contrast between narrative and gameplay mechanics.
I know that it was originally coined for BS1, but I think its application to BS:I is an interesting case. That was a game about American violence, and featured gratuitous amounts of violence... though it only works from that birds-eye view, right? In terms of the ground-level story, it feels distinctly weird - maybe even grody - to be mowing down hundreds of people, literally tearing their faces open with a mechanical device, in the process of trying to save the Disney Princess deuteragonist (who actually calls you out on your actions early in the game).
Except... the game is ALSO about how time, and the shifting (lost) priorities and understandings of an ideology, are often at the source of violence disconnected from reason. The game is full of people doing things divorced from the original rationale, a veil of manufactured righteousness thrown over it all (patriotism, revolution, a debt that must be repaid), and taking their behavior to an extreme because they don't really understand the true core of why they're doing what they're doing. Kind of like... playing a game that attempts to say something meaningful and sophisticated about society, but that's built on the bones of a gameplay loop that originated with full-throttle demon-slaying action. (Well, actually, Nazi-slaying. Hmm...)
...I don't know how clear I'm being, but the gist of it is that I think Infinite knew what it was doing a lot more than people give it credit for. It's kind of a jumble on purpose.
I thought about this playing Just Cause 2. So I go to this island, blow up all of their oil, gas, and power infrastructure, killing hordes of security guards who are just locals working the few jobs available to them.