Comments on: Being Alone in the Void and Staying That Way /2014/02/02/being-alone-in-the-void-and-staying-that-way/ Play, Share, Unite! Thu, 10 Sep 2015 16:35:20 +0000 hourly 1 https://wordpress.com/ By: Hatm0nster /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3399 Wed, 12 Feb 2014 01:40:47 +0000 /?p=2057#comment-3399 I did the same. And what sweet vengeance it was! :D

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By: duckofindeed /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3393 Tue, 11 Feb 2014 15:36:34 +0000 /?p=2057#comment-3393 I think it was the part where you were in the prison in the desert, I think beneath that amusement park or something? And I also hated that giant snake. It killed me when I first encountered it, too. Then, a long time later, when I was much stronger, I came back and exacted my revenge on it.

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By: Hatm0nster /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3381 Tue, 11 Feb 2014 02:24:27 +0000 /?p=2057#comment-3381 Was that the part with the Giant Snake? I hated that part as a kid. It killed me every stinking time.

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By: duckofindeed /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3372 Mon, 10 Feb 2014 16:13:56 +0000 /?p=2057#comment-3372 Sometimes I like that isolating feel you sometimes get in video games, even if I wouldn’t want to experience it in real life. Your mention of the desert reminded me of the time I got lost in the desert in “FF7”. It scared me so much, and I had no idea how to get out. Even though it wasn’t real, it definitely made me nervous. But, experiences like that sometimes help to make you feel more like a part of the game.

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By: cary /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3297 Wed, 05 Feb 2014 14:51:35 +0000 /?p=2057#comment-3297 I have to agree with what you said about Mass Effect. That shift from vastness to containment between 1 and 2 was certainly different. I definitely didn’t feel the need to explore as much in 2 and 3 as I did in 1, simply because there wasn’t much to discover.

I think one of the best games that characterized the idea of “alone,” (or maybe “solitude”) was Red Dead Redemption, and that’s due to its grand environment. There were large areas of desert that you could explore without a single other soul in site, even animals. It was both isolating and served well as a backdrop for John Marston’s lone “hero” story.

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By: Hatm0nster /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3266 Tue, 04 Feb 2014 02:12:29 +0000 /?p=2057#comment-3266 Yeah, they did make a lot of the islands fairly threadbare. Still, you were still out by yourself for most of the game, but maybe that feeling didn’t register as much due to the bright-cartoony graphics. It’s a good look, but I don’t see it helping in that case.

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By: duckofindeed /2014/02/02/being-alone-in-the-void-and-staying-that-way/comment-page-1/#comment-3253 Mon, 03 Feb 2014 15:25:01 +0000 /?p=2057#comment-3253 The only game you mentioned that I’ve played was “Metroid: Other M”, and while I enjoyed playing the game, it still just didn’t feel right as a “Metroid” game. It would have likely been more successful if it was not a “Metroid” game. It’s rarely wise to mess around with a successful formula like that, and usually it doesn’t pay off, as in this case.

And this is not quite the same, but I thought of “Zelda: Wind Waker” in a similar light. Yeah, it does not take place in outer space, but one thing I always felt the game was lacking were the islands. I thought exploring these uncharted islands way out in the middle of the ocean would be really fun, but pretty much none of the islands were interesting or gave any sense of mystery. Even if it’s in another setting, I kind of think of it as being similar to what you talked about in your post, about exploring isolated planets, but in this case, it’s isolated islands. Either way, that sense of isolation would have been really interesting if it was there, and when it’s not, I think it really takes away from a game’s feel, whether it’s the emptiness of space or the emptiness of the sea.

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