From Software's 'Demon's Souls' is one title taking the right approach to gaming narrative
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Nathan Drake in 'Uncharted 3: Drake's Deception': friendly for five minutes, a gun-toting maniac for several hours
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Play through 'The Last of Us' and you'd have to be a husk of a human to have not developed a connection with Ellie here
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On the streets of Yharnam
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Stories through sound: pay a visit to Noisey
Walking through a building when it's deserted, packed, light, dark, warm or cold results in a very different experience. This rings true for games that embrace their potential, too: the space and the interaction holds the key to understanding and meaning.If Bloodborne is architecture, then Don't Starve is a poem. Like From Software, its makers at Klei Entertainment have managed to use the unique traits of video games to tell a narrative within a supposedly story-free trial of hardship and survival. While the plot might not be presented in an instantly recognisable format, your personal struggle is more memorable than the plight of Nathan Drake or Half-Life's Gordon Freeman. Anyone that has lived long into Don't Starve's run time will be able to regale you with stories of near-death nights and overcoming impossible odds. Most people can barely remember the story of any Uncharted game, beyond their set-pieces.Like a poem, the core text and language of Don't Starve remains the same to all players. It's the deciphering and the absorbing of the text, however, usually based on personal experience and outlook, that makes it hit in different ways. Such a strong outcome isn't available to games that simply copy the safer, easier-to-understand ideas of cinema.
A screen shot from 'Don't Starve'