This brings up one of several
narrative issues in the game.
Not exact matches
In games like Norwich, Swansea, Manchester United, Sunderland and Stoke both of these issues have been evident to varying degrees and this is playing into the idea of the second narrative: had we not hit the woodwork so much, had we not had lapses at the back, had we taken one or two more chances then Liverpool would be higher in the table, with a higher points count, and at the end of the day, that is the best barometer for a club, isn't i
In games like Norwich, Swansea, Manchester United, Sunderland and Stoke both of these
issues have been evident to varying degrees and this is playing into the idea of the second
narrative: had we not hit the woodwork so much, had we not had lapses at the back, had we taken one or two more chances then Liverpool would be higher
in the table, with a higher points count, and at the end of the day, that is the best barometer for a club, isn't i
in the table, with a higher points count, and at the end of the day, that is the best barometer for a club, isn't it?
Erik is looking for the following: literary / upmarket fiction with an emphasis on plot (as
in, nothing too slow / quiet / static); popular and academic / trade science nonfiction, especially evolutionary biology;
narrative history and biography; contemporary culture criticism (think Klosterman); sports books, if it's got a scope that extends past just
games and players and into culture / larger
issues.
By stripping the
game of any kind of pre-determined
narrative and emphasizing player involvement through gameplay alone, Pope also reminds us of the the sad reality that we often confront moral
issues and attempt to resolve them because we feel a sense of obligation to do so only after our engagement
in the practices which define our environment, and our recognition that they are actually the cause of these problems.
While some of the franchise's mechanics are
in serious need of a tune - up, the background story and
narrative of the
games have always lived up to the promise of having Hideo Kojima's name associated with them, and I don't doubt that Konami, if they gave a third ZoE
game their full attention, could get the functional
issues out of the way.
Tacoma I know will stick with me for a very long time, much like Gone Home did, thanks to its well - designed space station,
narrative, and characters that I felt like I got to know by the end of the
game, cheering them on as they faced the perils of life
in space and the limited possibilities when
issues arise.
The only real
issue with Ground Zeroes being Big Boss» last
game playing a role
in The Phantom Pain's
narrative is the fact that Ground Zeroes isn't literally mandatory to playing The Phantom Pain.
While the TV series is a little over a week away (Saturday, November 8th on Cartoon Network) and the
games release
in the following weeks, we have the first form of
narrative content from Sonic Boom available to us
in the form of Archie Comics» Sonic Boom
issue # 1.
For everything the
game does right
in relationship and world building, however, you'll invariably circle back to its shortcomings surrounding the aforementioned camera
issues and that nearly unparalleled sense of helplessness of waiting (and wondering) if / when Trico will do what you want to move the
narrative forward to the next section.
The gameplay is probably the most fun and smooth of any of the
games in the series, and the
narrative issue of Kenway having a magic suit that gives him special Assassin powers does end up getting addressed.
Whereas
in film you're responding to the
narrative and the process for each film is generally quite similar, with
games there are so many different kinds of them, and within each
game, different sets of circumstances, so from project to project there is almost always going to be a new
issue within music that needs to be tackled and dealt with.