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Man God

Member
Oct 25, 2017
38,306
Etrian Odyssey I and II have this in spades, which is why it is so disappointing when they moved away from it with III and IV.
 

Zaied

Member
Oct 27, 2017
4,564
Tomb Raider was one of my favorite examples of environmental storytelling in recent years. It gives you the perspective of multiple survivors across the decades who became stranded on Yamatai, including the main villain, which really helps sell the danger of the setting. You can also learn the disturbing truth as to why there aren't any women NPCs on the island, and why the cult exists. Crystal Dynamics did a great of utilizing the game's gritty, horror vibe (it borrows heavily from The Descent). Rise of the Tomb Raider was also exceptional with its environmental storytelling, but I didn't find the setting as intriguing. Some other games that come to mind are Dishonored, The Last of Us, Resident Evil, Crysis 2, New Vegas, Skyrim, and Fallout 4.
 

PSqueak

Member
Oct 25, 2017
12,464
Megaman X.

Defeating certain Bosses causes environmental changes to other levels, that sort of tells you how the ecosystem of the map was related.

Defeat Storm Eagle -> His airship crashes into Spark Mandrill's Power plant causing a black out.
Defeat Chill Penguin -> causes the weather to go out of control freezing Flame Mammoth's Foundry
Defeat Launch Octopus -> Destruction of his base causes a Flood on Sting Chameleon's jungle
 

Roaringburn

Member
Oct 27, 2017
69
Has to be the Fallout or Elder Scrolls series. Absolutely loved exploring Vaults, each had such an interesting substory.
 

Brhoom

Banned
Oct 25, 2017
1,654
Kuwait
Silent Hill 2

316340-287689-AbstractShotjpg-620x.jpg


da4dff5d502346bf9fb1fbe04076f90b.png
 

Zelda

Banned
Oct 25, 2017
2,079
I can't think of a game that doesn't have any environmental storytelling. Even Mario games have it.
 

Macca

Member
Oct 25, 2017
17,242
The Last of Us did a brilliant job with this.

Especially in:

The sewer society and the suburbs right after that, when you go into all the houses and you can see how everyone left their homes etc.
 

GIANKRATOS

Member
Oct 26, 2017
692
Bloodborne is the best one. The last of us, Ueda games and the other Souls games also comes o mind.
 
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Staticneuron

Member
Oct 25, 2017
1,187
Games that don't make it obvious that "here, ENVIRONMENTAL STORYTELLING", by e.g. putting very specific clues in a room so it really stands out at the expense of its believability.

I think Rockstar games have some of the best environmental storytelling because their designers did not seem to design it by label; did not say "Let's create environmental storytelling(TM)" but rather, "let's decorate this room to suit Roman's style"

I kinda hate "Environmental Storytelling" honestly. I think coining it as a term has made it a shorthand for really on-the-nose depictive content in games like that Horizon picture where... I mean, it's like art. An artist loves this kind of stuff because they get to design a map in a game so that just taking one gander at it you get "the idea", but personally I hate this because this isn't just art (as in painting) this is an interactive media, and so often "environmental storytelling" only results in a very non-interactive moment of entering a place in a game and you're supposed to passively be wowed at how "the room tells a story" and holy fuck if that isn't squandered potential in this medium.

Here! Try dragging the camera around while doing nothing. GREAT STORY!

I think my last point to make is that good environmental storytelling is not a feature, it's a bonus feature,
but since people started fussing over the term and GDC talks were held and "higher-art" indie games were made with it in mind, it has become "THE FEATURE" which is lame... and I say it is "lame" because it's a passive form of interaction, it's at the direct expense of the medium's strongest abilities to make you feel something by doing something. It's an optional, on-the-side bonus, not a main attraction but it has become the latter for no good reason.


1. Horizon tells the history in more than just visuals. Bad example to try to use.

2. A bonus "feature" is not considered a "feature" to you?

3. Yes, we all understand games are interactive, but games are also curated and balanced. The vast majority of gamers would be annoyed if they find many things they can interact with yet nothing has to do with progression or main story. The idea that "Everything" needs to be interactive in a game is a horrible one and after playing literally thousands of games, the best way for games to convey the lore of the world is either non interactive or unobtrusive as possible.

Everything that was mentioned from Horizon, inside, Halo series, Bloodborne and many more are examples of how an interactive medium such as games do excel more than books and movies because of the sheer fact that the other mediums have to force that information/perspective on audiences while games do not.
 

iliketopaint_93

Use of alt account
Member
Sep 3, 2018
597
Bioshock is the example that sticks in my mind first. Unique settings and situations that are like drugs for curiosity and challenge your perspective at times.

Half-Life 2 uses environmental storytelling to build atmosphere in an impactful way. Quite a bit of the lore has to be pieced together via pre-production info and data mining, though all of it is fascinating.

I love how Soulsborne games feature worlds that reward your curiosity similar to how your patience and determination are rewarded via adapting to the gameplay's difficulty curve.

Red Dead 2 has a somewhat different approach - I love the sheer volume of unscripted stories that take place around you and that you play a role in by exploring the environment.
 

Yog-Sothoth

Member
Oct 1, 2018
3,225
BioShock. I does fall into the clichè "message on the wall written in blood" sometimes but the whole atmosphere is so rich that it really tells a story.
Especially levels like the medical pavilion and Fort Frolic give you the impression that this was once a living, breathing city going through an age of prosperity before shit hit the fan.
 

signal

Member
Oct 28, 2017
40,196
I love this shit. I basically can't stand reading text in games so I need all my story telling to be done this way lol.
 

Fushichou187

Member
Nov 1, 2017
3,313
Sonoma County, California.
Oh man lots of the great examples here: Inside, all of From's Soulsborne games, Horizon, Team ICO games, etc..

The Last of Us really does a good job (for me) communicating beats from the story its trying to tell with the environment it presents.

Another series I think that does a good job of injecting interesting mythos into its world via environmental design is Destiny. I have a serious love/hate relationship with both games but the part that keeps pulling me back in is the world I'm presented with and the off-the-beaten-path spaces I find myself stumbling into that nod to a richer history.
 

Omanisat

Member
Sep 25, 2018
2,395
North Bay, Canada
I loved the way Halo: ODST used the in-game city infrastructure to point you towards both the main campaign locations and the audiologs for the side story.
 

Takyon

Member
Nov 8, 2017
3,707
N's room in Pokemon Black/White. I wouldn't say it's a subtle example, but it's stands out in a series where that sort of story telling is usually absent.
It gives a lot of context on his character.
 

giapel

Member
Oct 28, 2017
4,597
Metroid Prime games are excellent in this but not really subtle.
BoTW is my favourite though as there are so many fragments of stories there for the player to fill the gaps. It's actually really well done.
 

Deleted member 35071

User requested account closure
Banned
Dec 1, 2017
1,656
breath of the wild.
right when the game starts and u see all those dead guardians at the temple

there are many other examples while playing BOTW.....where it gives u something and lets ur mind fill in the rest. But this was the most blatant in ur face storytelling.
 

Musician

Member
Oct 29, 2017
299
Sweden
ShadowMovie2-620x.jpg

This was a land of beauty once. Prosperity. A kingdom of riches, monuments, culture, and beauty. Its people scattered shrines throughout the land, its endless bridges a tether to the rest of the world, its towering pillars looming large over mortal men below. Its Babel tower scrapes the heavens while vestiges of a long-forgotten empire are carved into the very mountains.

It's all gone. Abandoned and decayed. A whole kingdom reduced to the tomb of a fallen god while towering elemental beasts roam its vacant plains and soar across lonely skies. There is no laughter here. No markets or shops or palaces. Just a silent shell of a once-prosperous people, either abandoned... or sealed... lest the rest of the world fall prey to whatever malice reduced them to hollow echoes in the wind.

Nicely written. Thank you.
 

Alex840

Member
Oct 31, 2017
5,119
The Last of Us is the best example I can think of.

Shout outs to Bloodbourne, Inside, Horizon, and Uncharted 4 (Libertalia).
 

TissueBox

Member
Oct 25, 2017
10,019
Urinated States of America
Games that don't make it obvious that "here, ENVIRONMENTAL STORYTELLING", by e.g. putting very specific clues in a room so it really stands out at the expense of its believability.

I think Rockstar games have some of the best environmental storytelling because their designers did not seem to design it by label; did not say "Let's create environmental storytelling(TM)" but rather, "let's decorate this room to suit Roman's style"

I kinda hate "Environmental Storytelling" honestly. I think coining it as a term has made it a shorthand for really on-the-nose depictive content in games like that Horizon picture where... I mean, it's like art. An artist loves this kind of stuff because they get to design a map in a game so that just taking one gander at it you get "the idea", but personally I hate this because this isn't just art (as in painting) this is an interactive media, and so often "environmental storytelling" only results in a very non-interactive moment of entering a place in a game and you're supposed to passively be wowed at how "the room tells a story" and holy fuck if that isn't squandered potential in this medium.

Here! Try dragging the camera around while doing nothing. GREAT STORY!

I think my last point to make is that good environmental storytelling is not a feature, it's a bonus feature, but since people started fussing over the term and GDC talks were held and "higher-art" indie games were made with it in mind, it has become "THE FEATURE" which is lame... and I say it is "lame" because it's a passive form of interaction, it's at the direct expense of the medium's strongest abilities to make you feel something by doing something. It's an optional, on-the-side bonus, not a main attraction but it has become the latter for no good reason.

Truth rings!