The "Trippy" effect in games where it doesn't belong...A trend?

Stat Flow

He gonna cry in the car
As I was recently reading the Ninja Gaiden 3 OT, I noticed that it's yet another game that utilizes this "force player to walk slowly, be in a daze, make surroundings hazy" effect where it's supposed to mean something. As I was thinking about it, this has happened in quite a few of the more popular games I've played recently (albeit, I haven't played as many games as I used to).

Uncharted 3:
Drake being fucked up like he's on drugs and wandering through the bazaars

God Of War 3:
This isn't until the end, but I remember some kind of dream like sequence where he's walking through blackness near the end or something

Mass Effect 3:
Shepard's 'nightmares' that happen only a couple of times...purposely walking slow, chasing shadows and shit...I mean, really?

Ninja Gaiden 3:
When Ryu's arm is getting fucked up, it's like he's tripping on PCP or something and they want to show that to the player.

I'm sure there are others, but I can't think of them. I understand when these kind of sequences exist where the point of the entire game is to fuck with a players' psyche anyway...But why in my action/adventure games? Is this just me, or is this becoming a trend? Are there any other games that utilize this kind of mechanic? I'm not just talking about dream like sequences, I'm talking about when devs think it's a good idea to have moments where we are forced to walk ridiculously slowly for a while and at the same time feel like we're on drugs in a game.
 
Max Payne, baby! So good.
 
'm talking about when devs think it's a good idea to have moments where we are forced to walk ridiculously slowly for a while and at the same time feel like we're on drugs in a game.

Our radios don't work unless we push a finger into our ear and walk slowly!
 
I did find those sequences in ME3 a bit jarring. But I guess they believe it is an artistic statement or somesuch.

I'm not against these "trippy" sequences in general though, in fact TLJ Dreamfall is one of my favourite games of all time. The problem is that they are often handled in a really hamfisted way and just seem out of place when inserted into the latest AAA romp.
 
It's used to to show the player character's disorientation and having the player experience it themselves by not removing them from gameplay. Unfortunately, it's done poorly in most games (I actually can't think of any right now).

It's especially egregious in ME3 because Bioware is forcing their own idea of what Shepard's mental state should be onto the player's Shepard. This creates some conflict if that's not how the player actually feels.
 
It's used to to show the player character's disorientation and having the player experience it themselves by not removing them from gameplay. Unfortunately, it's done poorly in most games (I actually can't think of any right now).

It's especially egregious in ME3 because Bioware is forcing their own idea of what Shepard's mental state should be onto the player's Shepard. This creates some conflict if that's not how the player actually feels.

Shep suddenly has PTSD consider all she has done in ME1 and 2, but instead of having nightmares about fallen comrades, she has nightmares about some kid she met for less than half a minute
 
Some posters seem to be reading too much into these "trippy" effects. I don't think it is for "artistic" effect, it is just a change in pace without cutting to a cut-scene. It can be done well if put in a good place, but not every game does that.
 
It's especially egregious in ME3 because Bioware is forcing their own idea of what Shepard's mental state should be onto the player's Shepard. This creates some conflict if that's not how the player actually feels.

It felt very out of place at the end of God of War 3 as well, mostly because that game's plot was so baked by that point nothing made even the slightest bit of sense. Trying to restore Kratos to the status of a tragic and sympathetic figure while he was carrying around the disembodied head of Helios for his own personal flashlight and destroying the entire world by killing all the Olympians somehow rang hollow and insincere to me.
 
Was I the only one in Uncharted 3 who
Totally bought into the demon stuff and Sully dying. I was pleasantly surprised when instead of a feeling obliged to include a supernatural element they were like "nope the ancient demon is just PCP"

Probably the most suprising part of the game.
 
Uncharted 3:
Drake being fucked up like he's on drugs and wandering through the bazaars

I'm sure there are others, but I can't think of them. I understand when these kind of sequences exist where the point of the entire game is to fuck with a players' psyche anyway...But why in my action/adventure games? Is this just me, or is this becoming a trend? Are there any other games that utilize this kind of mechanic? I'm not just talking about dream like sequences, I'm talking about when devs think it's a good idea to have moments where we are forced to walk ridiculously slowly for a while and at the same time feel like we're on drugs in a game.
Mega 64 did I a nice take on it.

Obviously contains spoilers as well
 
I can only remember Amnesia. Everything else doesn't make much of an impression. Although the dream sequence in No More Heroes 2 was neat.
 
Games are so artsy!

Edit: Would Batman AA & AC sequences count? If so they do it in a much smarter way. I guess the problem is that these sequences limit your controls, so if you don't buy into their statement they become super tedious.
 
Very irritating in ME3.

It was also very frustrating in Halo 3 and really interfered with the gameplay. We interrupt your dose of shooting to bring you a slow motion walk and nonsensical messages.
 
Love em actually...always a pleasant surprise in a game...walking along hen suddenly everything gets all kinds of f'd up
Arkham games do it very well
MGS3 did it very well
dunno always really really liked these kind of sequences
 
I'm not just talking about dream like sequences, I'm talking about when devs think it's a good idea to have moments where we are forced to walk ridiculously slowly for a while and at the same time feel like we're on drugs in a game.

When why bring up God of War 3? Unless my memory is completely horrible, there was no slow walking or hazy drug view in that part.

As for the trend, I can't say I really mind so long as it's executed well. Uncharted 3 and Arkham Asylum are examples of that, while Mass Effect 3 isn't. Can't say I really liked it in Arkham City, though that may be because I think the plot in that game was a joke.
 
Very irritating in ME3.

It was also very frustrating in Halo 3 and really interfered with the gameplay. We interrupt your dose of shooting to bring you a slow motion walk and nonsensical messages.

I don't even remember Halo 3's dream sequences.


Edit; Oh, Cortana, yeah. That whole level sucked.
 
This is done extremely well in Batman Arkham Asylum. It's subtle at first, but then it turns into a really crazy but memorable segment. They tried to duplicate it in Arkham City, but it was too transparent and goofy.
 
Yeah, Arkham's Asylum's are great.

It gives the artists/designers a chance to go crazy, and is also sort of a pacing thing I think. I'd just soon otherwise-realistic games like Uncharted 3 be all psychedelic madness, myself. Although the ones that are in Uncharted 3 are pretty weak in general; feel like padding. Basically I want all games to be Bayonetta and Katamari Damacy and Zeno Clash, is what I'm saying.
 
Touch Fuzzy, Get Dizzy from Yoshi's Island and Tanetane Island from Mother 3 are two of my favorites. Then again, I'd say that these things actually fully belong in their respective games.
 
Yeah Mass Effect and Ninja Gaiden 3 made me hate them.
 
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