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This game is a master class in why developers need to stop pretending to be moviemakers. The moment when 47 is approaching the elevator is a great example of a dev mindlessly aping the language of cinema without understanding why or how those techniques originally worked.
In a movie, this is a source of tension and dramatic irony. We (the audience) know the elevator is a threat. The character in the story doesn’t. The suspense comes from our anxiety over whether they will figure it out in time. The scene specifically requires that the audience and the protagonist have differing knowledge. Outside of a railroading cutscene, this is not possible in a videogame because the audience controls the protagonist.
Either you realize the danger and avoid it easily with no suspense, or you don’t realize the danger and get an abrupt game over. Either way, this situation can’t work here the way it works in a movie.
Continue reading 〉〉 “Hitman Absolution EP7: Get Thee to a Punnery”
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