So maybe the overall story writing is awesome, but those barks don't give me a lot of hope.
[Wandering around ancient temple that's on fire, but we need to put out the fires, so let's have pipes he can shoot.]
"I can't believe there's running water in this place."
That's called pointing out the bogus thing before the audience can, or getting out ahead of the thought process. We know people are going to call shenanigans on the idea that an ancient temple has a sprinkler system installed even if we show that we're somehow remodeling it (the scaffolding). So just have the character point out the inconsistency and signal that we know it's bogus but we're doing it anyway.
[Looking at door]
"I see a door! I'll smash through it!"
We know you've seen lots of other doors that you can't interact with, so as a signal that you're supposed to smash through this one, we'll tell you what to do.
[Walking over planks that collapse]
"Not that way! Definitely not that way!"
I'm not sure what's happening here, because he gives the signal that you're going the wrong way, then goes that way anyway. Maybe when he looks down?
"There's fire everywhere!"
No shit Sherlock. We can see that.
"I can't take anymore of this heat."
Does that mean he's going to collapse soon, or is it just a non-sequiter to remind us that the building is on fire (which we can see)?
"Over there, that truck!"
So just in case you were thinking that maybe the linear part of this level was over, we want to make sure you do what we have in mind instead of, say, wandering into the jungle on foot.
So I think of Far Cry as the wide open, "you can do anything" FPS, and this seems to be going in the "We want our version of Uncharted" direction. I'm not nearly as excited as I was at the first reveal.
[Wandering around ancient temple that's on fire, but we need to put out the fires, so let's have pipes he can shoot.]
"I can't believe there's running water in this place."
That's called pointing out the bogus thing before the audience can, or getting out ahead of the thought process. We know people are going to call shenanigans on the idea that an ancient temple has a sprinkler system installed even if we show that we're somehow remodeling it (the scaffolding). So just have the character point out the inconsistency and signal that we know it's bogus but we're doing it anyway.
[Looking at door]
"I see a door! I'll smash through it!"
We know you've seen lots of other doors that you can't interact with, so as a signal that you're supposed to smash through this one, we'll tell you what to do.
[Walking over planks that collapse]
"Not that way! Definitely not that way!"
I'm not sure what's happening here, because he gives the signal that you're going the wrong way, then goes that way anyway. Maybe when he looks down?
"There's fire everywhere!"
No shit Sherlock. We can see that.
"I can't take anymore of this heat."
Does that mean he's going to collapse soon, or is it just a non-sequiter to remind us that the building is on fire (which we can see)?
"Over there, that truck!"
So just in case you were thinking that maybe the linear part of this level was over, we want to make sure you do what we have in mind instead of, say, wandering into the jungle on foot.
So I think of Far Cry as the wide open, "you can do anything" FPS, and this seems to be going in the "We want our version of Uncharted" direction. I'm not nearly as excited as I was at the first reveal.
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