I disagree, as a genre Zombie games have huge potential for emotion. What's darker than watching a former close friend turn in front of you and being forced to shoot them?
No zombie game has ever really explored the consequences of the zombie apocalypse, which are very emotional, somewhat like the portrayal in the Dead Island trailer.
I suspect that it is a bit too easy to just drop in the us vs them mentality to a game. You're right though humanizing the enemy would be a big step in the right direction.
That's why I really liked Spector's perspective. If there is one thing he did exceptionally well in Deus Ex, it was that he created boss enemies that were thought-out individuals, something lacking in modern games.
Quite a few, though the number seems to be ever decreasing.
Apparently not, he's listed as one of the writers for ME2 on Wikipedia. But, perhaps not the primary writer.
I'm not sure you can count characterization work done in a DLC if it wasn't sufficient in the actual game. Perhaps you just dug deeper than I. However, my experience and interactions with the characters showed them to be shallow.
Playing a game is a pretty personal experience, we all get something different out of it.
That too! That's tomorrow's post.
I have to totally agree with you there. My article on the story and writing posts on Sunday. Come by and tell me if I missed anything then?
Yes, I loved No One Lives Forever's chatty bad guys.
I'm not saying that every game has to make you feel every bullet, but I think some should.
I don't think RDR's ending really provoked sadness, at least it didn't for me. The ending seemed too artificial and strained to me.
More often than not though, the emotional impact of killing off these characters seems muted, the whole situation tends to be far too predictable ...