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Re: Speak for yourself | |
Posted By: Narcogen <narcogen@rampancy.net> | Date: 9/23/10 11:44 p.m. |
In Response To: Speak for yourself (Jillybean) : That's a poor choice. Either you want these characters to go through : something - and for me Six certainly goes through something. She goes from : being a test pilot, a lone wolf, to someone who grieves for each of her : team mates in turn. - Or you want these characters to be immobile, : unevolving . . . what? Why would you ever want to tell that story? Because you're contractually obligated? I think probably they did want Six to evolve, but there simply wasn't time and space to get five other characters to not only be established, but also to change. The Master Chief doesn't change. His story is not about an internal conflict or character development. His story is about externalities. Most of what Noble go through are externalities. The rest of Noble is an externality to Six at the start. I think the intent was to internalize those roles through the game. It's a point of argument how well Bungie succeeded with that : Pretty much all of Six's development is implied for me. Like you say, it's
Absolutely. Well, it's this game-- possibly your Master Chief is "different" in your mind than in mine (your Cortana certainly is) but that's an internal difference, that's now also become an externality, as each player has visual customizations that now display in cutscenes as well as gameplay. : I contest, however, the idea that 5-6 hours is not enough time to develop
The skull thing is pretentious, I think that's part of it. He chastises Jorge for being too sensitive, and that seems to be why lots of people like him, so it probably puts the two characters on a continuum where people dislike Emile *because* they like Jorge, and because one of the few interactions we see is Emile's reaction to Jorge in that scene. It's also very early, and Emile doesn't get much to do after that until the end. You can say he redeems himself with an awesome death, though.
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