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<blockquote data-quote="RangerWickett" data-source="post: 8023169" data-attributes="member: 63"><p>Gladius, you are completely wrong in your guess about the purpose of the sequel.</p><p></p><p>By all means, you have no obligation to play the game, but any fair assessment of the whole product should make it clear that its goal is to put you in the position of empathizing with someone you disagree with. This happens all the time in cinema and literature, but has seldom been done in video games. That 'depth' is not something to be scorned.</p><p></p><p>This was also pretty much the point of the first game.</p><p></p><p>It was not designed as a game that would spark joy. It was designed to get you to empathize with the lead characters, and then have them do terrible things so that you would be forced to confront how many people justify their terrible actions. I disagree that it was done simply to be 'deep.' I think it accomplished something that is hard to do in any other medium: put you in the perspective of someone doing something terrible, and making you complicit in their choice. I thought it was a meaningful thing to attempt, and I admire the studio for making the game.</p><p></p><p>If you want something fun and light to distract you from how crappy things are in the world, no, this is not the game for you.</p><p></p><p>But if you play it, you might appreciate the message, which is that we can't overcome trauma and make a better life if we're constantly trying to hurt those who hurt us, and that even in places of immense darkness, there are moments of beautiful light. We should be drawn toward those, not toward cruelty and revenge. It's not a particularly controversial idea, but it's something I haven't seen before in a video game, a medium which - at its best - can make you internalize lessons in ways that other media cannot.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8023169, member: 63"] Gladius, you are completely wrong in your guess about the purpose of the sequel. By all means, you have no obligation to play the game, but any fair assessment of the whole product should make it clear that its goal is to put you in the position of empathizing with someone you disagree with. This happens all the time in cinema and literature, but has seldom been done in video games. That 'depth' is not something to be scorned. This was also pretty much the point of the first game. It was not designed as a game that would spark joy. It was designed to get you to empathize with the lead characters, and then have them do terrible things so that you would be forced to confront how many people justify their terrible actions. I disagree that it was done simply to be 'deep.' I think it accomplished something that is hard to do in any other medium: put you in the perspective of someone doing something terrible, and making you complicit in their choice. I thought it was a meaningful thing to attempt, and I admire the studio for making the game. If you want something fun and light to distract you from how crappy things are in the world, no, this is not the game for you. But if you play it, you might appreciate the message, which is that we can't overcome trauma and make a better life if we're constantly trying to hurt those who hurt us, and that even in places of immense darkness, there are moments of beautiful light. We should be drawn toward those, not toward cruelty and revenge. It's not a particularly controversial idea, but it's something I haven't seen before in a video game, a medium which - at its best - can make you internalize lessons in ways that other media cannot. [/QUOTE]
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