N'Gai Croal
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Sep 19, 2007 12:05 AM
In the span of time during which Level Up and MTV News reporter Stephen Totilo conducted our Vs. Mode debate of BioShock and Metroid Prime 3: Corruption (which is also being posted on Totilo's blog MTV News: Multiplayer), we occasionally instant messaged each other to discuss some of the finer points of both titles. Two of those IM exchanges were interesting enough that we decided to present them to our readers as sidebars to the main event--hence the title Vs. Mode Gaiden. In our second and final installment of VMG, Totilo's question about the reflection of Samus Aran's face in Metroid Prime 3 spawned a back-and-forth meditation on how developers handle expressing the hero or heroine's personality in first-person games.
Totilo: Snap judgment: do you like the permanent reflection of her face when you're in scan mode?
Croal: I don't have a strong reaction to it one way or another. If I had to think about it, I'd say that I liked the more infrequent reflection of her face in previous Metroid Primes.
Totilo: Would have been funny if you could see her rolling her eyes during boring briefings. Or winking at some of the soldiers or something
Croal: It would. But like 2K Bostralia, they seem intent on Samus being transparent rather than clearly defined, more avatar than character. They might get away with it once or twice, but the idea is they want us to feel like we are she. Your idea is better suited to Duke Nukem Forever--if it ever ships--or Serious Sam.
Totilo: My idea was a joke, too
Croal: It's an interesting idea, though, having characters who are that devoid of personality as expressed through voice or facial expressions. I was thinking about it on the train to work, and debating whether it was a good idea or not. Even Master Chief has a voice, if not a face, but BioShock and Metroid Prime 3 have opted for the Half-Life 2 route, in which all you are is what you do and how you're animated. I personally don't find that makes a game more immersive, but the flip side is developers being encouraged to create stronger characterizations through dialogue and facial expressions, something that many developers--particularly those making FPS games--haven't shown themselves to be good at doing.
To read the rest of our dialogue, click on the link below.
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