It’s a very specific kind of narrative device: it’s author-controlled, player-oriented and since that dialogue offered important characterization, each player experiences their own variation on a defined story. To evade them, the player must nail the timing for the increasingly frequent on-screen button prompts as any mistake is punished with a fist to the face, interrupting the dialogue and completely ending the conversation. ![]() ![]() The two brawlers dance about the screen, one trying desperately to explain his actions to the other among a flurry of attacks. ![]() Asura’s Wrath contains one of the most brilliant player-directed narrative sequences in videogames a fist fight.
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