I don't celebrate Valentine's Day, but I hear that many couples love it, especially if it includes a romantic weekend away. Until Dawn actually starts that way, but then takes a rather different turn. And here I thought being stuck in a cabin with a bunch of other couples was the scariest thing I could imagine.
As children, so many of us hate the word "consequences" - probably because parents only talk about them when it refers to us doing something wrong and facing up to what happens next. Why then do choices and consequences makes us so happy in games? I suppose because we like to imagine that if we just do things right, everything will be okay.
Choices. They’re what define our gameplay experiences. You’re either good, or you play long enough to see yourself become the bad guy. Those choices can also impact on the ending of games in various colour-coded ways, and it looks like The Witcher 3: Wild Hunt is also going to have some endings based on decisions made during the course of the game.
If there’s one thing that I have learnt from playing The Walking Dead episodic quick-time event, it’s that I am a horrible, horrible person. Even though I insist that using Clementine as a strap-on zombie shield would have been brilliant. Decisions made in that game carried weight, and with a sequel on the cards, Telltale Games is looking to carry the impact of those choices, into season two.
If there’s one thing that game are lacking today, it’s the option of giving players choices that actually matter. Choices never seem to truly resonate with players, and most times, those decisions never leave a player to reflect on what they’ve done, and feel any sort of empathy towards their choice. Keiji Inafune wants to change that apathetic approach though, with his upcoming PS Vita title, Soul Sacrifice.