NOT HAVING NEW EPISODES IS GOING TO GIVE ME AN EPISODE

You know what I hate? When I pay the standard video game price and just get given the whole thing at once. God, it’s annoying. Just one payment, just one download, and bam. Suddenly I’m staring at a WHOLE GAME. What on earth is going on?

Yes, that was sarcasm, but lay off, I’m in a bad mood. You see, episode three for Tales From The Borderlands just got announced, and now I’m pissed off because a) it comes out on the same day as Arkham Knight, meaning I’m going to have to choose between them, and b) I’m going to have to play it all over to remember what happened, because episode one came out seven bloody months ago and episode two was was offered four months after that.

First world problems, am I right? I can barely remember where the cambozola cheese is, I’m so angry.

It’s a double-edged sword, because the only reason that I’m this annoyed is because episode one and two were both really good, probably some of the best material Telltale has done. A good story, lots of laughs, exciting action, interesting choices and some genuinely likeable characters. But after part three comes out, I feel I’m going to be lucky to see this story conclude by Christmas.

Zero

This is what Borderlands fans have to do to get their episodes on time, god bless ’em.

I do struggle to see the advantages of episodic gameplay. Alright, so you get to basically have five separate releases per game, boosting your profits because of how often it gets to ping up on the Steam homepage, like a money-powered jack-in-the-box, but what about benefits to the actual players? It’s just annoying for me, and looking at how much vitriol was in the comments on the news site for this announcement, I feel safe to say it’s not just me feeling like that.

The fact of the matter is that I’m also kicking myself for having bought the whole season when it first came out, rather than do what my friend is doing and just wait for it all to be finished before coughing up money. Because doing it this way feels like I’ve been watching an exciting movie, only for it to get to a climactic moment before some prankster pauses it and runs off with the remote.

It wouldn’t be as obnoxious if they had a schedule planned out from the beginning for us to know about, like what Resident Evil: Revelations 2 managed, i.e., releasing an episode every week for a month. I could deal with all this if they’d just told us straight up when it was all going to be ready, because then I DEFINITELY would have emulated my friend and waited the extra century.

But I guess when you’re a critically and commercially successful company working squarely within your comfort zone, it must be a bit hard to work out basic planning techniques. Oh snap! Seriously though, I’m not asking for a timetable that’s accurate down to the minute, but an idea of what month I can expect the rest of the game would be nice.

Here’s a thought, Telltale. What if instead of spending all that time working on that weird Minecraft adaptation, you could in fact NOT do that, and finish the games you already started half a year ago? Or what about releasing games one at a time, rather than having to divvy up your efforts on several games at once? Or even just release a whole game in a single go, like what human beings do?! How’s that for some fucking out-of-the-box thinking?!

Minecraft horror

No, it’s not a joke. We only wish it was.

It’s weird, because I wouldn’t care so much if the games were rubbish, but they’re really not. The Wolf Among Us, The Walking Dead Season 1, and what so far exists of Tales From The Borderlands have some of the best video game stories I’ve played, ranging from grim and despairing, to suspenseful and mysterious, to joyful and anarchic. But having given us a meaty bite of gameplay experience, Telltale then decide to whip the sandwich out of our mouths, and just sort of wave it in front of us until they feel like giving us another bite, and it’s hard not to feel like we’re being teased.

Not only that, but why is it that the Game Of Thrones story, released a month after Tales From The Borderlands, is somehow two episodes ahead of it? Especially when just about everybody seems willing to agree that the Borderlands game is better? Exactly what kind of madman is running this system?

There’s nothing intrinsically wrong with Telltale games, but this episodic stuff is surreal and more than a little frustrating. Especially in today’s age, when a whole culture has been built around not making people wait for their purchases. Netflix, iTunes, even Steam itself, their main selling point is not having to wait for your product to show up or fiddle about with it when it does. It’s more convenient, and it’s pretty sweet. But clearly Telltale don’t get it. I bet they cook meals with about a week between starters and main courses too.

IT’S NOT HOW LONG IT IS, IT’S WHAT YOU DO WITH IT THAT COUNTS

Time taken to complete a playthrough of the Stanley Parable? About five minutes. Time taken to complete Alien: Isolation? About thirteen hours. Time taken to beat Bravely Default on the 3DS? I’m fifty-five hours in, and there’s no end in sight.

The bloody thing moves like a snail on valium, and it keeps doing that thing from the third Lord Of The Rings film where you think it’s over – and surprise! We’re going to keep this crap rolling like we’ve locked it in a hamster ball.

Except that The Return Of The King started doing that stop-start nonsense in the last twenty minutes of the film. Bravely Default started doing it about a third of the way through the game. At least, a third of the way through MY game. For all I know, there’s another fifty-five hours left in it to torment me with. And that, I won’t allow. Those whinging, stereotypical anime brats have taken up too much of my lifetime already. I don’t want my pre-death flashback to be mainly of kids with stupid haircuts in turn-based combat.

You can’t say I didn’t try, and I’ll give it this, I had high hopes at the start. There were some bits of intrigue, some good turn-based mechanics, and I found myself growing slightly fond of one of the protagonists, a suave lady’s man who annoyed everybody else constantly. I wonder why I found him so relatable?

But then the whole thing started to wilt. Without the life energy of new mechanics added in, the game became dull. The story tried to stretch like a pair of tights, but only overreached itself and started laddering badly. Not to mention I found a combat set-up that was basically as good as it got, dealing huge amounts of damage whilst keeping my party at full health, so battling just became a chore.

The berks

Here’s to you, Bravely Default protagonists. By which I mean, here’s a grenade that I am going to forcibly feed to you.

Even the character who’d I’d come to think of as “the manga musketeer” just became repetitive and disengaging, joining his friends and world in the part of my brain marked “Not worth my time,” where they can now all join modern music, League Of Legends and regular exercise.

It was the story aspect that truly killed it for me. I knew I’d seen this game before when I bought it from Amazon last year, only I couldn’t place it. Now I know where it was. It was on trail for breaking the rules of the Geneva convention.

I couldn’t believe the gall of this damn game. I went through the story to save this little pixelly world, which took about twenty-five hours. OK, Bravely Default, I’m done. A vaguely decent game with a more than suitable story length. “Oh, you’re not done,” chortles Bravely Default back at me. “You’ve been sent back in time to before you saved the world! Now it needs saving ALL over again!”

Bloody hell. Alright, after another whole day of gameplay, I’ve rescued this rather tiresome little kingdom from damnation twice. Can I go now? “Nuh-uh,” squeals the game, slapping itself on the thighs with glee. “You’ve now been teleported to a parallel universe where the identical kingdom is also in need of saving! In the exact same way, with the exact same characters! So why don’t you settle down and we’ll start mmpph mmmph mmph mmmph.”

Oh sorry, Bravely Default. I seem to have closed the 3DS on you. And then dropped it into a hole a mile deep, before also throwing in two dozen lions and a nuclear bomb that’s on fire.

I think I can safely say this – Bravely Default is TOO LONG. Like a guest at your house at three in the morning after a dinner party, the fucker refuses to leave, raiding your fridge for snacks and asking you if you want to play Scrabble. And you just wish he’d call a taxi and go, so you can finally head upstairs and start apologising to your wife for having invited the idiot round.

But it’s a little strange to think this. Surely a long story is a good thing? Value for money, right? We all remember those embarrassingly short games that came a little late to the party, had a disinterested sniff at the wine and played on their phones for twenty minutes before sneaking out. That’s worse, isn’t it?

Well, no. They’re both equally suicidal in their own way. Bravely Default had just enough interesting ideas for a ten hour game, maybe fifteen at a push, yet it was lobbying to be a game that could be played for a straight week. And if it had been ten hours long, I might have been impressed at how condensed and well-paced it was.

But it wasn’t ten hours, or fifteen. I’ve just looked at a poll online, and it states that anybody who wants to do the main game and side missions (which all have utterly essential plot info within them, so I don’t know why they’re made optional) will be tapping at their tiny little screens for about seventy-five hours, possibly as long as a hundred. One person stated that it had taken him one hundred and seventy hours to get the whole game over and done with.

No, no, no, no, NO. That is too much. I know Square Enix games have a history of dragging their feet like they’re trying to make their shoes catch fire, but this is absurd. And remember, there’s only a single set of combat mechanics in this game, aside from some dopey village-building gimmick that’s over and done with before you’re done saving the world for the first time.

But is there such a thing as a story mode that is too long? Well, I don’t think so, at least in principle. That said, I do become very suspicious of games that sell themselves on having a story that never ends, because there’s two ways it can go. Either it’s a complex epic with a diverse narrative and crammed so full of interesting ideas that they had to make it last a week to fit them all in, or it’s just padded and drawn out to try to fill space.

I’ll be honest, anything that claims to last more than forty hours starts ringing alarm bells. Does anybody believe that there’s truly enough in those games? Don’t get me wrong, titles like Skyrim can last a lot longer within the same save file, but the core story, the one about dragons, do you really want it lasting for that much time? Aside from anything else, you’re going to be struggling to recall the beginning by the half-way point.

It’s hard to think of exact formulas for this sort of thing. Different games pace themselves at varying speeds, dynamic characters can alleviate a slow story and if gameplay is fun enough then I might let a dreary plot slip under the radar.

Maybe. If it’s lucky. And I’m feeling kind.

But my personal philosophy is this – if the narrative I’m playing has not changed in some intrinsic way by the end of each hour, it’s moving too slow. Whether it be a new angle on a character, the death of another, a wildcard element throwing us off balance, or somebody inevitably betraying us, it should be a key development that should help the story move at a decent pace.

Ds 2

I know how he must feel, trapped in a terrible limbo between life and death. His game made me feel the same way.

One of the more recent offenders in this regard was Darksiders II. I’ll be frank, this game was making an uphill struggle from the start with its story, partly because it just seemed to throw in vaguely-Christian mythology whenever it didn’t know what to do next, but also because this story had one idea that never, ever changed. You have to go and resurrect the population of Earth, killed in the last game when somebody with a bad dress sense got over-excited and started Armageddon before everybody was ready. Alright, who am I playing as in part two? Somebody who doesn’t look like a a rejected Warhammer character design? No, you’re playing as Death, actually.

Well, disregarding how strange it is that I can be killed in combat whilst playing as the Grim Reaper, don’t you have anything else to bring to the table? Within five hours of starting, I’d forgotten the central goal that I was meant to be fulfilling, though bizarrely it hadn’t changed a single iota. You want to resurrect Earth? Well, you need to get to the Keeper Of Secrets (no, I have no idea who that is) to find out how to do that. He tells you to go to the Tree Of Life (don’t ask). However, the Tree is in the land of The Makers (nope) and is being sealed off by Corruption (because of course it is), and also some berk keeps trying to stop you because he is one of the slaughtered Nephilim (fast-forward) and sends you to the Land of the Dead (not sure how) to find the Well Of Souls (Jesus Christ).

All this rigmarole took five hours, and by the end I was slumped horizontally in my chair, wondering if the thirty-foot drop out the window would kill me.

I think I was about a quarter of the way through the game.

What’s that line from Macbeth? “It is a tale told by an idiot, full of sound and fury, signifying nothing.” God, it could’ve been written about Darksiders II. AND Bravely Default.

The sad thing is, it’s the well-paced stories that we wish could keep going, because they’re so addictive. But all the longer tales keep going because only the writer doesn’t want it to end. Everybody else is glaring at him and wondering if they could pull the plug on his PC without him noticing that they did it. Remember, a cut-throat editor is just as important as a good writer.

I’m particularly suspicious of fantasy games in this regard. I don’t think it’s a coincidence that the two offenders named above are of that genre, and there’s others I could point the finger at. If you wrote down all the dialogue (not the plot itself, just the spoken stuff) in Dragon Age: Origins, it would apparently come down to about nine books. The Witcher, a game that I’m trying to work up the energy to try again, is rumoured to have eighty hours under its big renaissance belt. Tell me, you two, are you that long because you have a story that couldn’t be crammed into the standard fifteen hour length? Or are you just drawn out beyond belief? If The Witcher is as long as it says, then according to my theory it needs to have, at minimum, eighty separate events that shake the plot to its core and engage the interest of the player.

I’m not saying it doesn’t have that. But somehow I doubt it.

Hand J

What do you mean, you’re getting tired of shooting at bandits for the fiftieth time that day? Jeez, aren’t you fussy?

Or what about Borderlands: The Pre-Sequel? Don’t get me wrong, I like the Borderlands series. I like the anarchic, punky, nonsensical style, touched lightly by the influence of classic westerns and the Mad Max films. I like the way it doesn’t take itself too seriously, how the characters push right through their own archetypes to become self-parodies who are, at the same time, pretty cool and likeable. With the exception of the kid Pickle, naturally. That loathsome little sprout can go fall into a thresher’s nest.

But The Pre-Sequel was just annoying at times, because it had the same problem as Darksiders II. The issue was that the plot had found a nice, comfortable place to sit, and it wasn’t going anywhere without a winch, a mile of rope and fifty strong men. Right from the beginning, your goal is to take back a space station from an invading military force, but for about three-quarters of the game all you do is make dull preparations for that task. Go here to talk to a contact, then here to shut down a signal jammer, go there and steal an AI and then, when you’re done, we’ll go and clear out a disused robot factory. Even the missions themselves seemed a little dull for a Borderlands game, which always prided itself on lunacy and surrealism. What happened to the quests where I had to play through a Dungeons and Dragons game, or raise an ugly, little alien dog from infancy to adulthood?

I remember saying to a friend, whilst playing The Pre-Sequel for the first time, that I didn’t think that this campaign was going to be as long as the previous game. There just didn’t seem to be enough meat in the story to make it that length. And it turns out that I was right! Only Borderlands didn’t want to admit it, and diluted itself so much that a lot of the flavour was lost. Even the rather uninspired missions above are spread too wide, jammed full of monsters and one-note bandits to pad them out.

Look at games like Portal, or Bioshock, or the Walking Dead. Games that were just as long as they needed to be. And they all take vastly different amounts of times to complete, but they’re all fine, because they have just enough substance to be well-distributed amongst their relative lengths. I have much greater respect for any short, good narrative than I do for anything that drags its heels like the lethargic creations mentioned in this article. Or, as they would put it:

“Surely it’s conceivably better, certainly within the boundaries of human imagination, or at the very least a more admirable ideal, at least to the extent where our wider cultural integrity might be thought of as the judge, to consider the possibility that when a particular plot, or character arc, or perhaps just more generally a narrative, of the interactive medium that we widely refer to as video games, might be thought of as especially well-crafted when due consideration is paid to the relevant factors of pacing within the anticipated timeline of the aforementioned narrative, so that the two aspects might not be contrarily opposed and inherently be damaging to the structure of the contextual plot that the hypothetical game might contain.”

Bastards.

THERE IS NO GREY AREA TO MORAL CHOICE SYSTEMS

I’m very happy to say that my many years of evil deeds, malevolent decisions and shooting at orphans has paid off. Yes, after years of sowing more evil than a farmer possessed by Satan, yesterday it all came to fruition when I woke up, looked down at my clawed hands and realised I could now shoot hellfire out of my palms at will. Hooray for the forces of darkness!

But don’t get me wrong. I didn’t want to do all those evil things because I wanted to. I never would’ve been motivated to do any of it, if not for that fiery superpower as a reward. And all a lifetime of good deeds would do is give me the ability to heal people with soft-scented lullabies. No thanks, I’m specked into ranged damage, not a white mage build.

Play video games long enough, and you’ll get this sort of thing coming up, usually in Role-Playing Games. Imagine a villager wants you to persuade a merchant to lower his prices. You’re most likely to get three options regarding how you want to do this. The good choice would be to give him some of your own money to supplement his lost earnings, and respectfully decline any fee from the villager. The neutral would be to diplomatically convince him and to claim your agreed-upon cash prize afterwards. And the evil would be to intimidate the merchant, steal his stock to drive him out of town, before going back to the villager and claiming both his yearly salary and his daughter for a reward.

The more I play games, the more I find this kind of thing aggravating me. Don’t get me wrong, there’s no problem with putting the player in ethically complex situations. I love games like Telltale’s: The Walking Dead and Spec Ops: The Line for viewing morality as something more than a binary switch. These games put you in various situations where there were no easy outs, and that in itself was interesting. The one that always sticks with me is the choice in The Walking Dead where you come across a man with his leg stuck in a bear trap, and enough zombies to occupy a Romero-themed marathon making straight for him. You could leave him, and make an easy escape, or try to bring him with you. Of course, there’s only one way to get him out of the trap, and it involves that fire axe you’re holding. How brave are the two of you feeling?

On the third swing I heard his tibia snap, and to this day I can’t eat a breadstick without feeling slightly ill at the noise. But at least this game understood that there was a choice to be made here, because the kind of choice we saw above, re. villager and merchant, makes no sense, and yet it’s so often allowed to go uncriticised.

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Above we see a Hobbe. This is about as complex as a Fable character gets.

I first noticed this when playing the old Fable games. I’ll be honest, if any series could get away with binary, black and white morality, it’s Fable. The campy heightened reality, mixed with an Arthurian knight aesthetic seen through the filter of Monty Python and the Holy Grail – well, it did seem tonally consistent when enough angelic decisions caused your character to sprout a halo, or enough wicked actions caused him to start growing a fine pair of horns. Classic fantasy and “Ye Olde Tales Of Knighthood” rarely have any moral complexity to them, they’re simple, unapologetic “Hero and Villain” stories. Alright, fair enough, but it still made the experience worse, and I’ll tell you why.

First of all, I never felt any affection for my character, or any of the other dopey-looking mannequins that wandered around Albion (with the exception of Reaver, because Stephen Fry improves everything he touches, like a Cambridge-educated Midas). First of all, the black and white nature of the world made everyone seem pretty bland and uninteresting. This person is good. This person is bad. This person is neutral.

This was at its worst for the hero you play as, for whom I cared nothing for at all. Even with a good/evil choice, so few of the options made sense at all, and you can’t relate to something you don’t understand. Do I want to kill my companion for a few measly coppers that ultimately don’t do much? Not really, no. Do I want to donate all my time and effort to an evil or good religion, when I know nothing about either and know it’s just an easy way to tweak my alignment? Sounds kinda dull, truth be told. Do I want to slaughter my sister for a legendary sword, even though I’ve just defeated the final boss and I don’t need it for anything now? I think I’ll pass, thanks.

Some of this is down to the impressive lack of impact that any of Fable’s characters had on me, but the other problem is down to the fact that your morality effects gameplay and statistics, and that is ALL wrong.

For this example we need to go back to an almost equally old game, the rightly-celebrated Star Wars: Knights Of The Old Republic. KOTOR was famous for writing a story with a morally-grey cast and plot. Characters have conflicting motivations and are often doubtful about their actions, making them well developed. They have engaging arcs that change with the story, partly dependent on your actions, which is always a plus.

Even the Jedi/Sith clash is presented a little murkier, with the former being shown sometimes to be antiquated and overly pious, and the latter getting a more nuanced view regarding their desire for perfection and a Darwinian approach to their hierarchy. We even crash one of their Universities at one point, under the guise of a student. The duality of the whole thing is an idea that makes sense to me. After all, the Star Wars movies always blathered on about “the balance of the force,” but it was a little hard to take seriously when it would then immediately turn around and give two fingers to every Sith in the vicinity, all of whom are shown to be so evil that they couldn’t go to a PTA meeting without first disintegrating Mrs. Mulberry two seats down.

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Darth Malak wasn’t actually evil. He just wanted to max out his force lightning, and thought this was the most efficient way to do it.

But the constant irritation throughout the entire experience was this – KOTOR has a binary moral choice system, and it made me want to tear my hair out. Not only that, but as you do good or bad actions, you gain “light side points” and “dark side points” respectively, and you get some pretty major upgrades when you get to the highest of each. Sure, you get all the powers regardless of alignment, but without the light points or dark points backing them up, they’re embarrassingly ineffective.

God, it made it annoying. Hearing a character speak with consideration, with detail and complexity, before looking at me and asking my opinion was a fascinating thing to go through. You really do have the power to change their lives dramatically, and you don’t always know if it’s for the better, which makes it all the more interesting. The high point of this was when a Jedi turned to me, torn between her loyalty to the Force and her unbearable passion for another. Should she give up love for honour, or were the Jedi asking too much from a woman who’d already endured so much in their name?

I bristled immediately, wanting to tell her to pursue this feeling in her heart. The combination of a romantic nature and a deep-seated dislike of organised religion awoke in me, and I was about to tell her to throw her arms around her beloved and live happily ever after, when suddenly, a thought occurred.

Do you want to risk those light side points by arguing against the Jedi order? You’re so very close to that healing power maximum you’ve been trying for…

Damn it!

This was not right, not OK. Games like this emphasise choice within the story, are focused on your actions depending on what you want, but this mechanic was being an absolute pig and getting in the way. Suddenly I came over all mercenary, and had to fight an urge to tell her to go and say seven “Hail Jabbas,” or whatever the Jedi equivalent of confession is.

Perhaps this was the intention – after all, one of the principle themes of KOTOR is temptation and the dangers of being weak-willed, but I doubt it. You still get rewards for becoming completely evil as well, powers that are just as effective as the angelic ones, and whilst being a bastard does effect the story, it doesn’t make it shorter or penalise you for it. Hell, you might as well go for all of one or the other, because there’s no reward for being in the middle. When you’re neutral to both sides, the powers that are specific to both are suddenly useless in an equal degree! Hooray! Who needs chocolate or strawberry when you have nice, safe vanilla? Bleagh.

Of course, the final nail in the coffin for moral choice systems is how it can essentially hold the story hostage. For this we need to leap forward a bit in time to 2012, and to Dishonored, a reasonably good stealth game made by Arkane Studios. It’s a kind of gothicky, steampunkey, dark and grim affair in which you sneak around with a set of magic powers and a sword, slicing people up and teleporting away afterwards. Ok, that’s an apple I’m happy to eat, but I think you have some rather large worms in there too.

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I am Corvo Attano, the greatest assassin in Dunwall. How do I manage to be so light on my feet? Well, I’m not weighed down by anything heavy, like a personality or interesting character traits.

Dishonored did its best to hide its moral choice system, but what it basically came down to was how many people you had to kill as you went through the game. The state of the city, as well as the ending, changed as you either went around slaughtering people like the offspring of Jack The Ripper and Freddy Krueger, or cuddled them to sleep with soothing song and the occasional neck-squeeze. And the second I knew this was the case, I tried to avoid killing people, because I knew that every time a guard got a crossbow bolt in the eye,the game would be tutting and making a little note on its clipboard. Come on, I didn’t want the thing to give me the fail grade at the end.

See, I happen to know that myself and quite a few other people dislike being given the “evil ending” in a video game. It always feels like a non-standard game over, you know what I mean? Being told that your entire experience with a game added up only to darkness and misery within the little digital world, it all feels a bit cheap, a bit anticlimactic, a bit – well, like failure. But killing people, the very thing that Dishonored sold itself on, is suddenly frowned upon when you start playing. The additional survival mode it had (cheekily released as DLC) showed how fun it was to take the restraints off, and without consequences too. But the main game wouldn’t tolerate it, much to the audience’s disappointment.

So that was frustrating. But the other casualty of the game’s moral choice system was the protagonist’s personality, probably one of the most common fatalities we see from these mechanics. The story has to stretch – there’s no other word for it – to accommodate both potential concepts of hero/villain Corvo Attano. It has to allow for the sweet and saintly Corvo, who never hurt a fly as he went through the game, but it also has to compensate for the version in which he drew his sword in one hand, a pistol in the other, rammed a grenade up his arse, and ran screaming into battle cutting down everything he saw. The end result of this is that the protagonist ended up having no character whatsoever, because any inclination either way runs the risk of contradicting one of these two possibilities.

Some say that the silent protagonist, the voiceless man with no obvious traits is a good thing, something that allows us to project ourselves onto the character. And I can see that it’s true with examples like Link, or the real classic, Gordon Freeman. But it’s different this time. Freeman had no option but to do the actions necessary for survival in Half-Life, allowing us to still put our opinions upon him. Yes, he’s killing aliens every time, but maybe he gets a wonderful rush from the fighting, or maybe he’s terrified and wants only to escape. It’s all down to our perception of him. Perhaps when he’s done stamping on headcrabs for the day, he goes and brags about it at the nearest bar and tries to pick up chicks with his crowbar-waving skills. It’s all up to us.

But it doesn’t apply in the case of Dishonored, which had a strong focus on a linear plot pushed by the implied desires of Corvo himself. He might not say what he wants, but the fact that he always willingly goes along with the instructions means that he must want this to happen, otherwise we’d be getting a variety of choices. Not to mention the fact that he has an established history and relationship with characters, just to finish off any point there would have been to making him a silent protagonist. So he IS a character, but has been essentially hobbled by this choice given to us.

Basically, the point is this: Morality in games is a good thing. Even a simplistic “forces of good against the wicked rise of evil” legend is fair enough. Many great stories and classic myths have had such an angle, and we love them for it. That said, I still think there’s a need for a more complex view of ethics within games – we still coo over titles that focus on both sides of an argument a little more than they deserve, simply for being more detailed than a bloody chessboard – but it’s OK, we can still keep the heroes and villains ideal, as long as we COMPLETELY purge this sort of thing from any and all mechanics.

Bigby punch!

Ah, now here’s a game about Fables that understands morality. You could learn something here, Mister Molyneux.

Choice is fine, but it’s no choice when we already know the answer before we’re asked the question. Right at the beginning of KOTOR, I knew that I was going to pick all the heroic options, because that’s how you get the cool powers. As I was let loose in Dishonored, I understood that to be a killer was to be a failure, regardless of how I wanted to play it. And in Fable, it dawned on me immediately that nearly everyone I met was going to be less interesting than a piece of dry bread in a lecture on mathematics.

Well, that’s about all I have to say on that – Oh, bugger. I just made a huge mistake and put some money in a charity pot, so there goes my hellfire ability. Guess I need to make a baby cry before I can get it back, so I’ll be gone for a while.