Date: 2013-02-19 01:27 pm (UTC)
intaglionyx: (Default)
From: [personal profile] intaglionyx
As hokey as it sounds, I think The Walking Dead is an example of interactive storytelling where the journey matters a lot more than the destination. Sure, the dozens of choices, small and Big that make up your playthrough aren't going to matter much when you get to that Last Big (arguably Biggest) Choice, but they do shape how you're going to get there and who'll be along for the ride. Few playthroughs are the same, yadda yadda.

The quick-time events pretty much blow, yeah.

In all honesty, while I definitely loved the voice acting in the game, I didn't see it as particularly phenomenal. And, I mean, let's get serious, the voice acting was pretty obviously not a priority when they were making those games. I always figured they pulled a few volunteers from the dev team (or, in NoA's case, a few random people off the street) and had them record the dialogue to save a little money.

Maybe that's uncharitable of me, thou--okay, no, it's really not, FE9/10's voice acting just sucked a whole bunch. I don't know why they bothered.
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