Nemesysbr
Active Member
- Joined
- Oct 23, 2015
- Messages
- 19
- Reaction score
- 10
As we all know, death is a pretty common theme on videogames. In almost every game you are risking your character's virtual health in order to finally complete your objective. However, death is something that can me radically different things depending on the game. You can have games like Super Meat Boy, where death is expected and even nodded at several times during the story, to the point where taking hundreds of deaths to beat a single stage is considered a crowning achievement of perseverance, further encouraged by the simultaneous replays of every gruesome failure your character has suffered thorough the stage.
Some games even consider death a mere stepping stone into bigger and better things. Rogue legacy is a perfect example of this, where death is not only expected, but also rewarded , assuming you were able to survive enough to hoard a huge amount of gold that will only be usable by your next character.
There is also the other type of game, the one where death is a way to punish the player for his own failures, where the sole purpose of death is to make the player feel the weight of his own decisions. Such games are usually revered by hardcore fans when done well, and that much is true for Dark Souls, a game that makes you lose all your precious souls every time you bit the dust. This is also true for most of the Fire Emblem games, where letting your non-essential(Almost every single one) companions die will result in a total disposal of not only their fighting abilities, but their dialogues and cutscenes, after all, they ARE dead.
And that's my very long-winded way of saying death is a unchangeable fact of life, but not so much in video-games. So how do you like your games handling your failures? Do you have any interesting video-game death story to share?
edit: grammar
Some games even consider death a mere stepping stone into bigger and better things. Rogue legacy is a perfect example of this, where death is not only expected, but also rewarded , assuming you were able to survive enough to hoard a huge amount of gold that will only be usable by your next character.
There is also the other type of game, the one where death is a way to punish the player for his own failures, where the sole purpose of death is to make the player feel the weight of his own decisions. Such games are usually revered by hardcore fans when done well, and that much is true for Dark Souls, a game that makes you lose all your precious souls every time you bit the dust. This is also true for most of the Fire Emblem games, where letting your non-essential(Almost every single one) companions die will result in a total disposal of not only their fighting abilities, but their dialogues and cutscenes, after all, they ARE dead.
And that's my very long-winded way of saying death is a unchangeable fact of life, but not so much in video-games. So how do you like your games handling your failures? Do you have any interesting video-game death story to share?
edit: grammar
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