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To HP Re: Arbiter character development *SP* | |
Posted By: Lobster | Date: 9/29/10 1:42 a.m. |
In Response To: Re: Arbiter character development *SP* (Hawaiian Pig) When Narcogen said this- : I think you may be doing a bit of that yourself on behalf of the Arbiter,
-regarding your willingness to read into the character of the arbiter but your lack of desire to read into the character of kat. You replied with- : The former appeals to me more than the latter because there's a lot more
To which i say, you're missing the point. It could very easily be said of the arbiter that he's just the "betrayed character looking for revenge". You developed the rest of the opinion through considering his actions as a whole. Kat is more than just the "tech girl" as you continue to call her. She is the only Spartan we've seen that doesn't just blindly follow orders. She has little respect for command, and no respect for secrets. She cares more about her own assessment of the situation that of her superiors not in the field. She reads into as much classified material as possible, so that she can make the most informed decision. Had she not known about the secret Sabre program she'd never have been able to suggest the mission that occurs in LNoS. I can respect this because I can understand it. I'd never be able to follow orders from someone without all of the information and a rational argument. But this is especially interesting in a Spartan because they're trained and bred as soldiers. They're trained to respect command and to follow orders. Yet somewhere Kat learned to have more respect for her own mind than that of others. Interesting. And the arbiter gets two whole games to flesh out his story, whereas kat gets less than half. Noble team's characters are interesting. You just need to give them the chance you gave the arbiter. : Maybe it would have been nice if Noble Six were more strongly characterized;
Well I think you missed the point HUGELY here. 6 was strongly characterised, but in a way that has to let the player do it, rather than have it shoved down your throat. I think your entire critique of the Reach story is based on Reach as a movie. As if you just watched the cutscenes one after the other. Games tell stories through immersion (well and other ways, but they can, anyway Reach does). And to do that you need to let the player be in the game. I think the did 6 perfectly to let him show his emotion and let the player go through what he's going through, rather than give him any dialogue that'd kick you out of it. When I see 6 standing looking at New Alexandria, and then you see he's still holding Jorge's dog tags. I know that he's held on to those things for the better part of a week, including a fall from orbit and running around the countryside. He never just gave up, because he has to do something, because he watched a soldier and a friend give his life to give the planet one more chance. So limping and injured he runs to New Alexandria to try and do something. It was probably my favourite level actually, because it focused on 6. Who I really liked by this point, it made be realise what a lone wolf 6 is (Jillybean said it well somewhere in a post buried in this monster of a thread). Fighting alone, 1 man against an army he tried to take what little he can from the covenant and saves a few civilians. The cutscene at the end of the level also does it well; 6 alone in the back of a pelican looking out over the crumbling city of New Alexandria. There are many moments like this in the game, it lets the player be 6, and to feel what he's going through. The Lone Wolf level is of course the highlight of all of this. Knowing and seeing that 6 fought for every last breath of his life would be something. But actually fighting and running for every last moment makes me feel it a lot more.
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