If you'd add an item description to those, you could explain something about those berries being edible in the first place. Same goes for the edible berries you pick up. (You can even turn that part into an explaination as to 'why' he died there.) There is story potential there, and we can use our own imagination to try and make sense of it, but at the same time you could also add a lot more story explaination to that grappling hook through the use of a readable note. But who was he? What was the grappling hook doing there? Why are those 'grappling targets' even present, that you use to grapple towards? Nothing else is told, so we can assume that it belonged to the frozen corpse. It's just 'there' beside a frozen corpse. I'm not sure how much changed, but take the moment where you pick up that grappling hook in the pax-demo. Or perhaps go the Dark Souls route and add item descriptionsįor example. Stuff that you can read that gives more information about the world you're in. Perhaps the developers can think about adding notes to the gameworld, of the inhabitants of the island. If you can't pull it off properly, the story will feel underwhelming. going for a story through visuals alone can be really difficult. I kept seeing things and areas without understanding any of it.įor RiME that was resolved in the end because of the plottwist which made all the pieces fall together, making for a really emotional ending (for me)īut in general. for a long part of that game I was wishing that there was more to base the story on. I recently played a game called RiME which had it's emotional story told purely through visuals and. I haven't looked at gameplay of the early access yet (except for a short portion of a pax demo where the grappling hook was picked up), but as a great fan of a good story in games, I know that it can be difficult to tell a story through visuals alone.
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