Mine is when 85% of a horror game's voice lines are the protagonist going SHIT or FUCK slightly under their breath every time something mildly spooky or intimidating happens, or when they discover some new obstacle

  • rubpoll [she/her]
    ·
    3 years ago

    You walk up to a phone. The game invites you to press A. "It's a phone," says a forgettable voice.

    Just like in writing, I really want reaction/explanatory spoken dialogue to flesh out a character. It should drive the plot or help you understand them better, not just pad out a voice actor's script length.

    I literally could not describe Control's main character despite how much she talks about her environment and goals. She never says anything about herself in the way she speaks. I remember the game itself vividly, but she is literally devoid of a personality and her voice acting is too.

    Life is Strange did a good enough job fleshing out Max's character in her inner monologue. She didn't just describe what she was looking at, she explained how it made her feel or why it mattered to her.

    • doublepepperoni [none/use name]
      hexagon
      ·
      3 years ago

      Life is Strange did a good enough job fleshing out Max’s character in her inner monologue. She didn’t just describe what she was looking at, she explained how it made her feel or why it mattered to her.

      Kind of a classic adventure game trope, no? Manny Calavera had quips for every inventory item, piece of scenery and character in Grim Fandango.

      • rubpoll [she/her]
        ·
        3 years ago

        Oh yeah LiS didn't invent that idea, it's just the only game I've personally played that does it well.

    • Huldra [they/them, it/its]
      ·
      3 years ago

      God, Control is such a shoddily designed game in like everything except the world itself, which is absolutely top notch even if half of it kinda is just SCP.

      • rubpoll [she/her]
        ·
        edit-2
        3 years ago

        The jumping around and "flying" felt more fluid and useful in combat than I thought they would.

        And yeah the setting itself is great. Dr. Darling and the Director both grew on me somehow.

        The only solid writing is your phone calls with The Board. There's so much hidden meaning in the way they speak in synonyms, because you learn what two ideas they consider synonymous.

        < We Apologize/Deny All Knowledge >

        < It builds a Competition/Not Us >

        < when possible/inevitable >

        < about the Former's lies/ads >

        < If you leave you will be sorry/dead and you will never work/exist in this Torn/Cosmic Reality again >

        • Huldra [they/them, it/its]
          ·
          3 years ago

          Tbh it feels like the game is cursed by being a shooter game, like the gameplay portion itself and the world feel disconnected from each other since almost all the enemies are just fucked up looking humans. If it was a straight up horror game without significant fighting involved theres unimaginable possibilities for using the cool shit in the worldbuilding.