Ah, moral choices. We all know them. Usually, in videogames, they're represented as "Good" and "Evil" choices, which fill up one of the two meters for said representations of your choices, and affects the ending/game itself.
However, in the first paragraph of this blog post, I already mentioned a FATAL flaw on these choices- the representation of "Good" and "Evil".
I personally don't consider everything to be "Good" and "Bad". In life, everything is just right in the middle spot. We do certain things because we have to- we don't follow such simple idealisms as being a bad or a good guy. Which is why games absolutely fail at presenting moral choices for you to pick- and why said choices lack emotion -almost- all the time.
Let's grab inFamous for example- without a doubt, a marvelous game. But my only problem with it is how the choices were so transparent- so obvious and so heartless, I just did a "Good" and a "Bad" playthrough of the game. I just couldn't help how shallow these choices felt; how everything lacked a certain human spark, you could say. At the end of the day, the moral system encompassed itself into "hurr i evil" and "hurr i gud".
Another example could be done- now with Mass Effect. It's the same shit. There's two completly two-dimensional choices throughout the whole goddamn game. It makes said choices feel shallow, lack emotion, and overall kill a great deal of immersion the game could have had. Hell, even two choices that seem completly deep and emotional, as well as hopeless overall, are reduced to "Paragon" and "Renegade" points. I won't spoil these for you, but goddamn, it's pathetic.
Honestly, it feels like our society is based on these thoughts; there are "Good" and "Bad" people, even when the world in front of ourselves says otherwise.
Gentlemen, we're all assholes in our lives, even when we don't like to think about ourselves as ones. We also make good descicions and do a few great deeds just to feel better about ourselves. There's no "Good". There's no "Evil". There's just a gray morality that becomes more and more apparent in our daily lives, and that, precisely, is what's lacking in alot of videogames.
Oh- but there's a few great videogames that do so otherwise.
As an example, I could showcase the "Shin Megami Tensei" series.
Y'see, these games usually revolve towards the bases of the end of the world itself, about religions, Gods and Demons. But no, the Gods and Angels aren't "Good" and the Demons aren't "Evil". Yes, you DO pick a side (Although the best path for ANY SMT game is Neutral), but it doesn't makes you seem like you're the best guy ever if you pick the "Law" (Angels and Gods) path or a complete senseless asshole if you pick the "Chaos" (Demons) path.
No- in fact, both paths are awful. Both Angels and Demons are complete selfish assholes, religious groups are usually crazy as fuck; self-lying/convincing circlejerks, and the endings involve either complete madness to the root of nature itself or brainwashed people that lose their freedoms for eternity.
And, see, this is how it should be. Another great example would be The Witcher, for reasons I won't spoil.
We're humans. We're not completly good, we're not completly bad.
There's no evil- there's no good- there's just something in the middle for all of us.
And that is how videogames should present moral choices to us- no good and no evil- just something in between. Some already do; but there's an astonishing majority that doesn't, sadly. And I would like to ask them to stop doing that shallow bullshit.
RKGK/Rakugaki is an action platformer about a team of graffiti artists fighting against an autocratic corporation in Cap City.
TSA writes: "A roguelike deskbuilder full of stylish vim and vigour, Zet Zillions has a lot going for it, but can it challenge the genre's best?"
The Digital Foundry verdict on the technology of Senua's Saga: Hellblade 2.
Such a good looking game, best graphics this gen so far
" When the camera zooms in for a close-up, the level of detail is such that it left me guessing whether I was looking at real-time graphics or a pre-rendered cutscene. Thankfully, with Photo Mode being available at any time, you can easily confirm that they are, in fact, real-time.Of course, it's really the animation you experience while playing that impressed me the most. The expressions visible while engaged in combat or simply exploring really help bring the characters to life. "
As a story-focused game, characters and character rendering play a significant role in the presentation. However, while the pre-release media largely focused on Senua herself, Hellblade 2 features a surprisingly large number of other humans. It's without doubt one of the games defining visual features - the character rendering in Hellblade 2 sets new standards, delivering sequences that, at times, almost resemble actual filmed scenes with real actors. This is one of the first examples of a game that stands up against the promise of the UE5 demo The Matrix Awakens. The scenes feel very natural and realistic in a way that manages to somewhat sidestep the uncanny valley almost completely.
Incredible graphics..this is finally next gen graphics. It’s an experience more than a game. You can fault it or accept it and embrace what it gives you. It’s like Sony 1886.
(Summary)
- Takes advantage of everything UE5 offers
- Final game 'lives up to the lofty expectations' of the 2019 reveal
- Character rendering sets new standards and nearly resembles movie sequences with actual actors
- Leverages Unreal's Meta Human 5 to bypass the uncanny valley feel
- DF were left guessing whether some cut-scenes were in-game or real life footage (photo mode shows they're all real time)
- Character detail and how light / specular etc reflect on it praised
- A lot of the visual make up is tied to the post-process effects
- No option to disable things like CA, DoF etc but it's all suitable to the games presentation
- Soft filmic image quality and wider FoV praised
Resolution and Visuals:
- DRS 1296 to 1440p (w/ black bars 964 to 1070p). Series S will be covered in separate video
- 'Not sure if adding more pixels would make a difference to the filmic quality'
UE5 Features:
- Lumen is used extensively for direct and in-direct lighting, a lot of real time changes and shadows etc all update accordingly
- 'Phenomenal stuff'
- Lumen does a better job than traditional real time lighting system for indirectly lit areas like under ramps etc
- Lumen reflections used in combination with SSR for water bodies. Some water bodies can show SSR artifacts when moving camera
- 'Anyone looking at the game in motion will be impressed even if they do not understand the technical reasons'
- Unreal's fog is used effectively, fog lights up with light sources and runs at high quality
- Water effects and waves are praised. ' Absolutely stunning'
- Nanite is extensively used and eliminates visible pop-in even during scene transitions
- Minimal repetition or tiling, uses photo-grammatory
- Some assets like tree branches can show low resolution when zoomed in with photo mode, however
- Fine shadow detail is retained even when zooming extremely in thanks to Unreal's Virtual Shadow Maps
- Shadow quality is not always perfect and can show cracks in some instances but very consistent by and large
- Not the first UE5 game to use all these features, but by and far the best looking game to do so.
Performance:
- 30 FPS but the performance is locked and never dropped in John's testing on Series X
- DF tested the game on their Series X - similar - PC to see how much performance could be gained over 30
- 4K with DRS, they were able to stay locked at 30 FPS on High
- DRS 1440p with 60 FPS target sees game play at high 50s with more drops in cut-scenes
- DF thinks based on this test, SX can do 60 FPS with a more aggressive DRS target
- However, PC version can show massive frame time stutters that the Xbox version does not in the same areas
- DF summary: 60 FPS is theoretically possible, but for a stable 60 they might need to drop settings a lot
Audio
- Headphones are needed for Binaural audio effect that the game uses extensively
- DF thinks it is 'incredibly engaging'
Trailer Comparison:
- They compare the Giant fight trailer with the same area in the final game
- Final game has lesser lens distortion and difference in how the flame is lit
- The flames felt more 'fluid' in the demo versus the final game, otherwise no difference in the segment noted
- DF thinks Ninja Theory 'reached their goal'
- Praise the polish, presentation etc.
If they achieved this level of quality their first time using UE5... I can't wait to see what their next game is going to look like.
Remember the trailer release and ppl didn't think it was insane footage cause it looked too good
Morality in video games: The annoying thing that makes me have to play twice through a game to get the "complete experience".
It's Touma's teacher... the thumbnail.
To Aru no Majutsu no Index is a good example of the insane amount of right and wrong which is completely dependent on a person's, culture's, or religion's perspective. Index and Railgun manga have deeper stories though. Wish i could read the novels.
Funny you mention The Witcher, I just bought it on Steam. Really looking forward to it.
My problem with Mass Effect is this: being a renegade should just be about playing by your own rules and getting as much power for yourself, but to actually "be" a renegade, you also have to be an uncaring, racist dick.
A good game to mention is Heavy Rain. Yes, the choices rarely have as much impact as they should, but it doesn't label your characters "good" or "evil," you make a choice and suffer the consequences. Simple as that, the way it should be. The "Shark Trial" is an excellent example.
Fable III is the absolute worst when it comes to this. When you become king, you have to raise a certain amount of money or a crap-ton of people are gonna die. But raising all that money means being kind of a dick as king. It's silly because you're considered a "good" person for keeping your promises, even when they cost millions of lives, and "evil" if you don't to save them. I love hard choices like that, but having them be labeled defeats the purpose.
I think the problem is that it's too polarised. Good or bad. Games don't reward the person who plays the choices and comes out neutral, the game usually expects you to be a villain or a hero.
Mass Effect 2 had one stand out part where there is a stunning choice where there was no right answer, I won't spoil it, but the choices both had pros and cons, to the point the game totally shifted out of the normal "paragon/renegade" choice pattern and had to explain the consequences of the decisions to you before you made the choice. To me, that's how ALL decisions should be treated, but obviously ried to the narrative better than a pop up box explaining "OMFG THESE CHOICES ARE NOT RENEGADE OR PARAGON TIME TO THINK ABOUT IT!!!" and, ultimately, nothing really felt affected by the choice.
Classic mythology is much the same.
"Gods" are always selfish, and hardly any different from "demons", in an astounding number of ways. That includes modern day ones... the ones that will send you to the bad place for not worshipping their greatness and generally being scared of their awesome power. There's a reason gods and demons are portrayed in child-like fashion in the vast majority of myths and legends. Those stories are meant to teach children the meanings of "right" and "wrong" with respect to living in a society as humans do. They teach by offering an example.
"Gods" act childlike, because they represent the apathy of nature and the natural world to us, as humans -- we're just not "special" in the eyes of nature, nature does what nature does, and that's that. "Demons" represent a descent of human morality into something that is anti-social behavior. Gods, thus, are immortal, and ever present. Demons are destroyed eventually, by their own mistakes, and the self-destructive nature of their behavior. There are special gods that represent human society, and what human society thrives on, and these gods are the ones that are pleased by "good" (i.e. good social) behavior.
Some modern religions have the.. err "touch of man", as it were. Their texts are tainted by the zealots who modified them over the years to serve their own purposes. I guess you could say that many modern religious texts are, at least in part, the "work of the bad guy" (whatever bad guy that might be), in that regard. Everything is pretty gray without a discerning eye, in the end.
I agree that video games, for adults, should not be special, when it comes to morality. They reflect the same ideas ever other media does, and that religion has over the ages. Video games for children, on the other hand, might be better off painting the black and white morality portraits that they always have. The idea of the darker and lighter shades of gray derive from the knowledge of "black" and "white", as it were.
The knowledge that the world, itself, is cast in shades of gray, always comes with time.