“Your accent is strange. Which part of France are you from? – Montréal!”
-Assassin’s Creed: Brotherhood
When a game is translated and packed up for export, it can be easy to lose sight of its origin. And with games becoming a bigger market all across the globe, it wouldn’t be uncommon for the next game you play to be from Poland, Korea, Canada, etc. But would you even realize it? Are there “national” traits or characteristics unique to games made in certain parts of the world?
In this tricky episode, Roy and Thomas take a closer look at what makes a game Japanese, French or even American. Stay tuned for the shocking truth about how Grand Theft Auto factors into all this…
Examples discussed: Grand Theft Auto, The Witcher, Little Big Adventure, Monster Hunter, VA-11 HALL-A: Cyberpunk Bartender Action, Farenheit, Dragon Quest.
Games we’re playing: Night in the Woods, Yakuza 0, Detention, Hollow Knight
“Lesser, greater, middling, it’s all the same. Proportions are negotiated, boundaries blurred. I’m not a pious hermit, I haven’t done only good in my life. But if I’m to choose between one evil and another, then I prefer not to choose at all.”
No good deed goes unpunished. It might be true in real life, but in video games, being “good” might just be the key to gaining more experience, items or simply unlocking the best ending. Can you define “good” in a virtual environment where your actions do not hold any real consequences? Or maybe they do?
On today’s episode, Roy & Thomas reveal the best (or the worse) of themselves and discuss the tricky subject of morality in games.
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Examples discussed: Mass Effect, Shin Megami Tensei, The Witcher, Knights of the Old Republic, Fallout 3, Fallout: New Vegas, DayZ, Bioshock
Games we’re playing: Horizon Zero Down, VA-11 HALL-A: Cyberpunk Bartender Action