The first Dead Rising is celebrated and despised in equal measure for its campaign timer, whereby certain events play out independently of
the player over the course of the story.
There are a multitude of tools introduced to
the player over the course of the story to mix up the gameplay.
Not exact matches
It's unlikely anyone who hasn't seen Wiseau's film will feel lost as the
players are all well established
over the
course of the movie (not to mention that intro), and the surprise
of how the film's
story unfolds is certainly enjoyable the first time you hear it (no matter the medium).
In a properly cryptic fashion, certain yellow key missions need to be taken while others ignored if the
player wants to reach the true ending with their chosen patriarch unless they want to finish up the
story mode quickly and start anew (carrying
over character levels and other important stats,
of course).
Aided by the brisk rhythm
of Dirk Westervelt's editing, not only does one truly feel the too much, too quickly whirlwind
of Wallace's rise to stardom, it also places it in its proper perspective, for the meat
of his
story really did only take place
over the
course of a few years — which then reinforces and reminds that the principal
players involved were all quite young when the literally life and death drama unfolded.
As the description indicates, the choices
players have made
over the
course of the season will determine which
story — and which version
of The Joker — they'll see in the finale.
And now we've arrived at a point where cinematic experience
over gameplay is generally frowned upon, so the next couple
of years will establish a standard where
story doesn't subvert gameplay but enhances agency in a meaningful way by allowing for
player expression and,
of course, moral choice.
To leave discovery
of so many details up to the curiosity
of the
player is a brave move for the Uncharted franchise, where
story has always taken the role
of a central thread that unfolds
over the
course of play.
Putting
players in the shoes
of one
of a space refugee who's forced to survive on an alien planet after your colony ship is blown to smithereens in orbit, the game makes use
of some clever ideas
over the
course of its 12 - hour
story.
He can do the standard actions
of walking / running and talking to people, but
over the
course of the
story,
players will also be able to perform more actions like moving heavy boxes and detonating barrels in order to clear a path.
SteamWorld Heist's
story is told in three acts
over the
course of the single
player campaign.