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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
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Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving

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Imagine being a disappointment.

Why imagine it when I live it on a daily basis?

Any games as good as The Way

How can you say it's the best game made to date if you haven't already played every other game in existence?

David Cage - Genius Auteur or Insufferably Pretentious Quack?

author=StormCrow
I haven't noticed any degrading treatment of women in his games. Care to elaborate?


That's understandable. The degrading stuff doesn't start until mid to late game, and it sounds like you never made it that far for most of them. If you want me to talk about it, though, I might as well drop a spoiler warning now.

Nearly all the female leads in a Cage game have a bizarre tendency to abandon their established personalities and swoon for their designated "love interest" with jarring suddenness. At the end of Indigo Prophecy, Carla inexplicably gets the hots for Lucas (the man she had been trying to arrest for the entirety of the game) and bones him during an apocalyptic scenario in the endgame. They are strangers, yet Cage wanted his leads to get together so badly that it didn't matter how awkward and forced it was.

Heavy Rain was even worse! Cage thought it was a great idea to have Madison fall head over heels for Ethan and try to bone him right before confronting the Origami Killer. Keep in mind that, when Madison decides to try this, she 1) has only known Ethan for a day or two, 2) knows full well Ethan has a child that is ACTIVELY DROWNING, and 3) was just coming back to the apartment merely hours after narrowly avoiding two instances of death and/or sexual assault.

By the time Beyond: Two Souls happened, I think Cage may have realized how difficult it is to write believable relationships, because he decided to skip the process entirely. I remember one scene where Jodie meets some CIA dude and makes it very clear that she hates him and he hates her. Literally right after that scene is another scene where she is excited to go on a date with this same man and trying to tell Aiden about how much she likes him. If you can believe it, that's as far as actual relationship building goes between the two. How that kind of transition is supposed to endear CIA man (whose name I've never learned and have made it a point to not look up) to the audience is beyond me, but it apparently worked on Jodie.

Speaking of Beyond: Two Souls, this is the part where I have to brush up against the uncomfortable nature of sexual assault. You can go look up the specific instances if you want because I'm not going to describe them here. Suffice to say that Cage had a horrible misconception that sexual assault == character development, because there was... more than one instance where the situation got unnecessarily handsy. If you are going to put that kind of attack in your game, you better have a damn good reason. Cage did not earn good faith from audiences prior to Beyond, and his clumsy attempt at portraying sexual assault did nothing to help.


I want to end on a positive note, so I'll reiterate that as far as my memory goes, the issues I listed above are absent from Detroit: Become Human. Either someone was hired to slap Cage around a bit whenever he tried to write something creepy, or he may have actually learned how degrading his past treatment of women characters was and tried to do better. While Detroit has its own set of problems, I want to give credit where credit is due.

How to manage development?

Schedule time to take breaks. If you're working on a big game, then chances are you're gonna be at it for a good long while. If you have a huge laundry list of tasks that need doing (and believe me, you will), the desire to keep working can creep up on you and shut out other responsibilities before you know it. Scheduling time for a clean and total disconnect from ANYTHING game development related will refresh your mind and creative drive, and will lead to far fewer mistakes that you'd have to waste more time cutting and reworking.

The scary part is that it's VERY hard to recognize when you need time off. That's why it's best to block out days ahead of time to take your breaks. The more prominent you notice your exhaustion, the harder it can be to break away if you're really deep in development.

It's my birthday! Happy undeath to me!

Happy growing older day!

David Cage - Genius Auteur or Insufferably Pretentious Quack?

"I've always felt that 'game over' is a state of failure more for the game designer than from the player." David Cage on story-driven games.

Assuming he still believes this (this statement was made before Beyond: Two Souls was released and I haven't kept up with his antics post-Detroit), then his idea of what games should be is fundamentally different than most of us.

My impression of Cage has always been one of a movie director looking to add more interactivity to his movies. Distinguishing a game with a deep and involved story and a movie with interactive elements from each other is important because it puts a lot of Cage's design choices into perspective. While both of these definitions fall under the broad umbrella of a "video game," Cage is probably only referring to the latter classification whenever he talks about games. Because of that, it's kinda difficult for me to put the man on blast for his design decisions and philosophies regarding interactive storytelling. I am clearly not the target audience, so I consider his QTE-heavy approach to games harmless at worst.

Besides, there are other aspects to his games that are actually harmful to story-driven games that need to be criticized, such as his inability to write a decent third act, his degrading treatment of women characters, and central themes so ham-fisted that it makes Sonic Says look subtle by comparison.

Admittedly, this seems to have been toned down in Detroit, and it makes me wonder whether or not he can actually pull off something great if he had more people keeping his feet glued to the ground. However, one toned down game isn't enough to convince me that he's learned his lesson quite yet.

Worry not, dear fellows! I have returned~<3

Who are you again?

Amputation is the Best Medicine

Thanks, all! Nice to see the positive reception to these changes!

I'm glad you like it, Cash! Yes, taking a rest was by far the best decision I had ever made regarding this game.