*blinks*
*blinks*
What a silly take and reach of a comparison. Marlene as the leader of the fireflies had been murdering or instructing the murder of people for a very long time, for what she and the Fireflies feel is the opposition to tyranny/military occupation.
As mentioned, she literally RAISED Ellie, she knows sacrificing herself for a cure is what she's always wanted (a point that's reiterated throughout the games).
For Marlene it is a painful decision, but one she knows can not only save all of humanity, but is what Ellie herself wants. But the latter is immaterial, whether Ellie wants it or not, Marlene was most likely going to kill her to potentially save humanity.
The scenario is literally a less challenging one pertaining to murder vs the greater good, than Marlene is instructing throughout the rest of the game, so there's no "turn" as you're trying to make out.
It's also completely different to Daisy Fitzroy, who condemns tyranny, murder, the killing of innocents etc throughout the game, only to turn into that which she reviled towards the end.
That isn't at all the same as Marlene, who's always been willing to make violent plans and decisions for the greater good, from the very beginning.
The analogy isn't perfect, both both factions are very similar and ultimately both characters meet their end because of a desire to kill a child.
I'd argue Daisy Fitzroy does indeed start innocently (as Lady Comstock's attendant), but she both she and Marlene use violence as a means to an end throughout their games. The very first time you meet Daisy she tasks you with amassing stockpiles of arms via gunsmith Chen Lin.
You have uncovered an even greater truth than OP.The real one is Zelda and Metal Gear.
Both series started as 8-bit top down action adventure games about exploring a seamless world, collecting items to further progress, defeating bosses that raise your health (Zelda, Metal Gear).
Followed up by an NES sequel that's considered the black sheep of the series, has numerous side scrolling elements, has a title with the hero's name in it (Zelda II, Link's Adventure, Snake's Revenge).
Next came a game that set the series back on track by being a bigger and better evolution of the first game, and basically became the blueprint for what was to come (Link to the Past, Metal Gear 2).
In 1998 the first 3D game is released. It's essentially the previous game in the third dimension, but overall it's considered a masterpiece that blends graphics, storytelling, and gameplay to become an all-time milestone. (Metal Gear Solid, Ocarina of Time)
A weird experimental follow-up is released that reuses assets from the original game is released. (MGS: VR Missions/Integral, Majora's Mask)
There's a Game Boy game made by a different team that a lot of people hold up as a secret gem that's better than many of the main games. (Oracles, Ghost Babel)
The first full sequel is released on next gen systems. It's hyped up with a trailer that does not reflect the final game. The protagonist is mocked for not being mature and cool enough. The level design is derided for being too repetitive. A large part of the story involves traveling over islands in the ocean, except they didn't have enough development time to let you see all of them so some of them get destroyed mid-story. A large part of the story is, in fact, about expectations and living in the shadow of the previous game, wherein the protagonist proves themselves to be their own hero. They descend to the bottom of the ocean to discover a dark secret about the world. They eventually have a sword duel on top of a stone building against a bearded former ruler of a country (who wields twin swords) who tries to explain that he has sympathetic reasons for his actions. (MGS2, Wind Waker)
The controversy of that game causes the next one to try and return to more familiar trappings. It's brown and dark and the main hero is a "badass" again. They start out the game being injured and having to team up with a mysterious woman who secretly has her own agenda and is just using you at first (you have to escort her when she's wounded). There's a sequence at the end where you and a woman are riding, and the other is shooting at the main bad guy who's chasing you around while riding himself. (MGS3, Twilight Princess)
There's this really weird moment where a shooting gallery spinoff is announced. (Link's Crossbow Training, MGS: Touch)
The next big console release is somewhat divisive. It's very cinematic, its world is compartmentalized, it's super linear. The story spends a lot of time trying to explain why everything in the series happened. (MGS4, Skyward Sword)
The series producers decide it's time to make a change. They begin experimenting with a handheld game that contains all new gameplay elements and radically changes the overall structure of the series to up-end series conventions. (Peace Walker, A Link Between Worlds)
Following the success of the handheld game, the blueprint is set for the big reinvention of the franchise on console: a massive open world game. The protagonist wakes up in a medical bed after being in a coma for years, suffering from partial memory loss. It turns out that prior to the game's start, they were attacked and nearly killed when the villain sprung their trap, also killing many of the hero's comrades in arms. They now need to get their bearings and build up their strength to avenge those lost. To do so they'll need to travel the world, scouting outposts and clearing them of enemies, gathering materials, avoiding or befriending wildlife, using their anachronisticly hyper advanced holographic tablet that's also a camera and map, and more. Want to use a classic piece of series equipment to slide down a hill? Sure! Oh, and he has a ponytail now for some reason. A lot of the cutscenes are sparse affairs where someone just talks while the protagonist just stares at them, which upsets people who enjoyed the story elements of the series, but it's treated as a masterpiece by most of the world (MGSV, Breath of the Wild)
The Vox Populi are a retread of Frank Fontaine's working class uprising. Fontaine sends a version of Ryan to kill Ryan, and Comstock has a version of Comstock kill Comstock. The factions in power in BioShock games always demonstrate that despite best intentions, power corrupts.
"You know Lutece, the real Constants were the Variables we encountered along the way."
This is all very selective though, you don't mention minish cap or 4 sword games. In MGSVThe real one is Zelda and Metal Gear.
Both series started as 8-bit top down action adventure games about exploring a seamless world, collecting items to further progress, defeating bosses that raise your health (Zelda, Metal Gear).
Followed up by an NES sequel that's considered the black sheep of the series, has numerous side scrolling elements, has a title with the hero's name in it (Zelda II, Link's Adventure, Snake's Revenge).
Next came a game that set the series back on track by being a bigger and better evolution of the first game, and basically became the blueprint for what was to come (Link to the Past, Metal Gear 2).
In 1998 the first 3D game is released. It's essentially the previous game in the third dimension, but overall it's considered a masterpiece that blends graphics, storytelling, and gameplay to become an all-time milestone. (Metal Gear Solid, Ocarina of Time)
A weird experimental follow-up is released that reuses assets from the original game is released. (MGS: VR Missions/Integral, Majora's Mask)
There's a Game Boy game made by a different team that a lot of people hold up as a secret gem that's better than many of the main games. (Oracles, Ghost Babel)
The first full sequel is released on next gen systems. It's hyped up with a trailer that does not reflect the final game. The protagonist is mocked for not being mature and cool enough. The level design is derided for being too repetitive. A large part of the story involves traveling over islands in the ocean, except they didn't have enough development time to let you see all of them so some of them get destroyed mid-story. A large part of the story is, in fact, about expectations and living in the shadow of the previous game, wherein the protagonist proves themselves to be their own hero. They descend to the bottom of the ocean to discover a dark secret about the world. They eventually have a sword duel on top of a stone building against a bearded former ruler of a country (who wields twin swords) who tries to explain that he has sympathetic reasons for his actions. (MGS2, Wind Waker)
The controversy of that game causes the next one to try and return to more familiar trappings. It's brown and dark and the main hero is a "badass" again. They start out the game being injured and having to team up with a mysterious woman who secretly has her own agenda and is just using you at first (you have to escort her when she's wounded). There's a sequence at the end where you and a woman are riding, and the other is shooting at the main bad guy who's chasing you around while riding himself. (MGS3, Twilight Princess)
There's this really weird moment where a shooting gallery spinoff is announced. (Link's Crossbow Training, MGS: Touch)
The next big console release is somewhat divisive. It's very cinematic, its world is compartmentalized, it's super linear. The story spends a lot of time trying to explain why everything in the series happened. (MGS4, Skyward Sword)
The series producers decide it's time to make a change. They begin experimenting with a handheld game that contains all new gameplay elements and radically changes the overall structure of the series to up-end series conventions. (Peace Walker, A Link Between Worlds)
Following the success of the handheld game, the blueprint is set for the big reinvention of the franchise on console: a massive open world game. The protagonist wakes up in a medical bed after being in a coma for years, suffering from partial memory loss. It turns out that prior to the game's start, they were attacked and nearly killed when the villain sprung their trap, also killing many of the hero's comrades in arms. They now need to get their bearings and build up their strength to avenge those lost. To do so they'll need to travel the world, scouting outposts and clearing them of enemies, gathering materials, avoiding or befriending wildlife, using their anachronisticly hyper advanced holographic tablet that's also a camera and map, and more. Want to use a classic piece of series equipment to slide down a hill? Sure! Oh, and he has a ponytail now for some reason. A lot of the cutscenes are sparse affairs where someone just talks while the protagonist just stares at them, which upsets people who enjoyed the story elements of the series, but it's treated as a masterpiece by most of the world (MGSV, Breath of the Wild)
-Both games feature a faction subverting fascist governments and both of those factions are led by idealistic black women who turn murderous
this is a baaaaaad take on Nadine... I can't even begin to describe how bad
This is impressive.The real one is Zelda and Metal Gear.
Both series started as 8-bit top down action adventure games about exploring a seamless world, collecting items to further progress, defeating bosses that raise your health (Zelda, Metal Gear).
Followed up by an NES sequel that's considered the black sheep of the series, has numerous side scrolling elements, has a title with the hero's name in it (Zelda II, Link's Adventure, Snake's Revenge).
Next came a game that set the series back on track by being a bigger and better evolution of the first game, and basically became the blueprint for what was to come (Link to the Past, Metal Gear 2).
In 1998 the first 3D game is released. It's essentially the previous game in the third dimension, but overall it's considered a masterpiece that blends graphics, storytelling, and gameplay to become an all-time milestone. (Metal Gear Solid, Ocarina of Time)
A weird experimental follow-up is released that reuses assets from the original game is released. (MGS: VR Missions/Integral, Majora's Mask)
There's a Game Boy game made by a different team that a lot of people hold up as a secret gem that's better than many of the main games. (Oracles, Ghost Babel)
The first full sequel is released on next gen systems. It's hyped up with a trailer that does not reflect the final game. The protagonist is mocked for not being mature and cool enough. The level design is derided for being too repetitive. A large part of the story involves traveling over islands in the ocean, except they didn't have enough development time to let you see all of them so some of them get destroyed mid-story. A large part of the story is, in fact, about expectations and living in the shadow of the previous game, wherein the protagonist proves themselves to be their own hero. They descend to the bottom of the ocean to discover a dark secret about the world. They eventually have a sword duel on top of a stone building against a bearded former ruler of a country (who wields twin swords) who tries to explain that he has sympathetic reasons for his actions. (MGS2, Wind Waker)
The controversy of that game causes the next one to try and return to more familiar trappings. It's brown and dark and the main hero is a "badass" again. They start out the game being injured and having to team up with a mysterious woman who secretly has her own agenda and is just using you at first (you have to escort her when she's wounded). There's a sequence at the end where you and a woman are riding, and the other is shooting at the main bad guy who's chasing you around while riding himself. (MGS3, Twilight Princess)
There's this really weird moment where a shooting gallery spinoff is announced. (Link's Crossbow Training, MGS: Touch)
The next big console release is somewhat divisive. It's very cinematic, its world is compartmentalized, it's super linear. The story spends a lot of time trying to explain why everything in the series happened. (MGS4, Skyward Sword)
The series producers decide it's time to make a change. They begin experimenting with a handheld game that contains all new gameplay elements and radically changes the overall structure of the series to up-end series conventions. (Peace Walker, A Link Between Worlds)
Following the success of the handheld game, the blueprint is set for the big reinvention of the franchise on console: a massive open world game. The protagonist wakes up in a medical bed after being in a coma for years, suffering from partial memory loss. It turns out that prior to the game's start, they were attacked and nearly killed when the villain sprung their trap, also killing many of the hero's comrades in arms. They now need to get their bearings and build up their strength to avenge those lost. To do so they'll need to travel the world, scouting outposts and clearing them of enemies, gathering materials, avoiding or befriending wildlife, using their anachronisticly hyper advanced holographic tablet that's also a camera and map, and more. Want to use a classic piece of series equipment to slide down a hill? Sure! Oh, and he has a ponytail now for some reason. A lot of the cutscenes are sparse affairs where someone just talks while the protagonist just stares at them, which upsets people who enjoyed the story elements of the series, but it's treated as a masterpiece by most of the world (MGSV, Breath of the Wild)
Counterpoint: The Last of Us and Enslaved: Odyssey to the West are the same game, but they're both just Journey to the West.
The analogy isn't perfect, both both factions are very similar and ultimately both characters meet their end because of a desire to kill a child.
Okay, this isn't for real. You cannot compare holding a child hostage at gunpoint to the unexpected fact that the cure will kill ellie.
Last of Us is actually Children of Men
and even some little stuff, like pushing a car downhill, while being chased, to get the engine running
- Dystopian world that is in ruins
- Remains of the government held in place by fascist military rule
- Disillusioned hero who lost his child
- "chosen one" a young girl that is immune to what affects everyone else
- Hero reluctantly decides to escort this girl to safety
- Heroes best friend, a tough woman, dies on the journey
- Rebel group (both named after an animal) that wants to use the girl for their own purposes and turn out to be no better than the military
Yes, circa 2013 was the heyday of the burgeoning "Troy Baker-voiced badass becoming a father figure to a young woman" genre.
Love both games, Infinite is my favorite though. I hate all the revisionist takes in the years since that now regard it as a bad game.
Ellie is in The Last of Us' artbox. Elizabeth isn't on Bioshock Infinite's. I'll never forget this bizarre thing.
* To elaborate, in BioShock 1 the superpowers had an in-world justification for their existence. The development of plasmid technology is a core part of the story in BioShock 1 and so of course you find them throughout the world and get to use them yourself. In BioShock Infinite, the vigors exist because it's a BioShock game and they couldn't just not include superpowers in a BioShock game. The same issue is present to a lesser extent with the audio logs. It makes sense that people were recording their thoughts and feelings during the fall of Rapture as the city was going to hell and they didn't want the knowledge of how it happened to die with them. In Columbia, there are audio logs all over the place because... I don't know why.
** Unlike in the previous games, in Infinite you can only carry two weapons at a time. This is already a downgrade from the previous games since being able to carry multiple weapons added some much-needed variety to the decidedly limp-feeling shooting. This wouldn't be the end of the world on its own, but BioShock Infinite carries over the upgrade system from previous games despite it being straight-up incompatible with the 2-weapon limit. Got a favorite weapon? Don't bother upgrading it, because once you reach a certain point in the game, you'll stop running into enemies that drop ammo for it. At that point, you'll be forced to drop it and pick up something else you can actually find ammo for. This problem could have been avoided or at least alleviated massively by the removal of the Vox Populi weapons which are basically just reskins of existing weapons from earlier in the game.
*** Infinite spends the whole game teasing an epic final showdown against Songbird, and in the end it never happens. You just press a button to make it attack blimps. The ghost of Lady Comstock is incredibly frustrating to fight on higher difficulties because she will spawn enemies to fight you INFINITELY and if you keep dying, you'll eventually run out of ammo and at that point you're basically screwed. It's been almost 8 years and I still remember how infuriating this encounter was.
I could go into greater detail but at this point I think people have made up their minds on whether or not they like the game. It does some things well, but it also does some things very poorly.
The real one is Zelda and Metal Gear.
Both series started as 8-bit top down action adventure games about exploring a seamless world, collecting items to further progress, defeating bosses that raise your health (Zelda, Metal Gear).
Followed up by an NES sequel that's considered the black sheep of the series, has numerous side scrolling elements, has a title with the hero's name in it (Zelda II, Link's Adventure, Snake's Revenge).
Next came a game that set the series back on track by being a bigger and better evolution of the first game, and basically became the blueprint for what was to come (Link to the Past, Metal Gear 2).
In 1998 the first 3D game is released. It's essentially the previous game in the third dimension, but overall it's considered a masterpiece that blends graphics, storytelling, and gameplay to become an all-time milestone. (Metal Gear Solid, Ocarina of Time)
A weird experimental follow-up is released that reuses assets from the original game is released. (MGS: VR Missions/Integral, Majora's Mask)
There's a Game Boy game made by a different team that a lot of people hold up as a secret gem that's better than many of the main games. (Oracles, Ghost Babel)
The first full sequel is released on next gen systems. It's hyped up with a trailer that does not reflect the final game. The protagonist is mocked for not being mature and cool enough. The level design is derided for being too repetitive. A large part of the story involves traveling over islands in the ocean, except they didn't have enough development time to let you see all of them so some of them get destroyed mid-story. A large part of the story is, in fact, about expectations and living in the shadow of the previous game, wherein the protagonist proves themselves to be their own hero. They descend to the bottom of the ocean to discover a dark secret about the world. They eventually have a sword duel on top of a stone building against a bearded former ruler of a country (who wields twin swords) who tries to explain that he has sympathetic reasons for his actions. (MGS2, Wind Waker)
The controversy of that game causes the next one to try and return to more familiar trappings. It's brown and dark and the main hero is a "badass" again. They start out the game being injured and having to team up with a mysterious woman who secretly has her own agenda and is just using you at first (you have to escort her when she's wounded). There's a sequence at the end where you and a woman are riding, and the other is shooting at the main bad guy who's chasing you around while riding himself. (MGS3, Twilight Princess)
There's this really weird moment where a shooting gallery spinoff is announced. (Link's Crossbow Training, MGS: Touch)
The next big console release is somewhat divisive. It's very cinematic, its world is compartmentalized, it's super linear. The story spends a lot of time trying to explain why everything in the series happened. (MGS4, Skyward Sword)
The series producers decide it's time to make a change. They begin experimenting with a handheld game that contains all new gameplay elements and radically changes the overall structure of the series to up-end series conventions. (Peace Walker, A Link Between Worlds)
Following the success of the handheld game, the blueprint is set for the big reinvention of the franchise on console: a massive open world game. The protagonist wakes up in a medical bed after being in a coma for years, suffering from partial memory loss. It turns out that prior to the game's start, they were attacked and nearly killed when the villain sprung their trap, also killing many of the hero's comrades in arms. They now need to get their bearings and build up their strength to avenge those lost. To do so they'll need to travel the world, scouting outposts and clearing them of enemies, gathering materials, avoiding or befriending wildlife, using their anachronisticly hyper advanced holographic tablet that's also a camera and map, and more. Want to use a classic piece of series equipment to slide down a hill? Sure! Oh, and he has a ponytail now for some reason. A lot of the cutscenes are sparse affairs where someone just talks while the protagonist just stares at them, which upsets people who enjoyed the story elements of the series, but it's treated as a masterpiece by most of the world (MGSV, Breath of the Wild)