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Lore is handled in games in many different ways. Here I explain why Control succeeded where other games struggle.

max payne rhetorical question

Jennifer and I used to watch this show on Fox called Fringe, which was about various paranormal topics like time travel, multidimensional beings, shocking bioweapons, and other similarly creepy things. It ran for a while, managing to finish a tremendously unpredictable story arc that ends quite well. Think of it like X-Files, except with a demented scientist who takes care of a cow in his lab. Control reminds me of Fringe, though with far less cows. Jesse Max payne rhetorical question serves as your eyes and ears into jax the hell is happening in the Federal Bureau of Control, which has been locked down to stop the spread of something called the Hiss. At least to me. My brother and step-father are that way.

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To an extent, I get it. Many games, especially science fiction titles, need to fabricate a dense history from nothing, and the best example of a game I could think of that did this poorly is Destiny. In fact, Bungie seemed to go out of their way to make understanding anything about what occurred before your Guardian is magically resurrected as vague as possible. Want to read them in-game?

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You gotta go onto the website and read them there. What made it terraform planets and moons? Why does Venus look like a garden world while Mars, which is far more habitable, still looks like a desert? Your character in the original Destiny is just resurrected from a long death for however long they were dead, somehow….

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Then there are games like the Rapunzel online Effect series, which contain relevant information in-game in the form of the story itself, as well as the litany of codex entries. Reading or listening to them is optional of course, which is a major plus for those that just want to get to the next scene or fight, but if you choose to dive in, you can find all sorts of bits of information. Almost certainly not. However that extra context is just icing on the cake for weirdos max payne rhetorical question myself. Where Mass Effect has steered itself wrong in my opinion is that Bioware tried too hard to make the Reapers understandable, when the true horror of their existence was better left un-understood… Obscure?

max payne rhetorical question

You get my drift. Bioware emulated the eldritch horrors from the H. Lovecraft universe to create the Reapers, but then proceeded to explain everything about them.

What made the Reapers horrific, beyond the methods they used to complete their tasks of course, was that their motives were unfathomable. Nobody knew why they did what they did, and then Bioware ended the series with a god-child-AI who just spills the beans.

max payne rhetorical question

To further extinguish any sense of unfathomability, Bioware created the Leviathan DLC, which while it was pretty cool, it essentially dispelled any mystery there was left. By the time the credits rolled on the third game, players learned that the invincibility, mystery, and dread that the Reapers amx was just a mirage. Bioware explained too much.]

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