staticneuron
Member
I couldn't find a body count for the uncharted games, but this GAF thread says it's 884 in Uncharted 2.
With 12 hours, that's 1,22 kills/minute. In his most violent film, Temple of Doom, Indy killed 21 guys. That's 0,17 kills/minute. 0,95 and 0,10 in Raiders and Last Crusade, respectively.
The comparison is just silly.
Considering the film is not in the POV of indy constantly goes to show that the comparison cannot be valid. I don't recall killing that many people in uncharted 2 but the question is.....why on earth does it matter? Every single enemy you shoot is out to kill you first.
This is why comments like "in cold blood" or any other statement about "mass murdering" seem silly as hell. When you kill people who want to kill you, that is self defense. Why don't you go through the game and see if you can get drake to talk his way out of every situation. How about a hug-a-thon? A dance off?
No? These pirates/militants/mercs
/zombies/monsters
Is not just about the killing, is about incongruencies of different elements that forms the game. If Indiana kills, it is that character doing it the person is just a passive witness of the action. But when you give the viewer agency like games do, then it is fair for the creator to provide the player with a set of tools that let them express themselves through gameplay. Im waiting for the day that ND actually is above the curve in that regard, then i' ll start talking about them as redefining the way videogame stories are comunicated.
Just because you are given agency doesn't mean that the characters they created need to be altered as well. If these crazy gun toting dudes are going to kill you on sight, then it doesn't matter if you want to talk, dance, juggle stones or do a stand up routine. They will still kill you. If you want the option to just die without progressing you are welcome to enter in a given situation and stand still. Then again, if your goal was to sneak around and not harm anyone then why bother getting an action shooter and why not invest in a stealth game that fits your needs?
And as far as storytelling goes, it is a good thing that the enemies and their behavior is clearly defined. Once that is set, how you react to it is still in your hands but the devs are just giving you a logical way to survive the situation.