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ZombiU (Nintendo Wii U) discussion [game]
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10/01/12, 15:38 Edited: 11/23/12, 20:15
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@JargonResident Evil could be ruthless if you made really bad decisions, though, which I did on a few occasions throughout the years. Using too many ink ribbons when I didn't need to, or saving at a point where I didn't have enough health and ammo to make realistic progression in the game (I think it was REmake or RE0 on my first playthrough ages ago, not sure which, where I had to play about an hour of the game perfectly or I wasn't going to be able to finish it; oh, I learned my lesson after that. ) With ZombiU, I feel like the ground rules were established from the beginning, and this design decision on Ubisoft's part (regarding the end game) was more or less the design concept that the entire game is built around. Which was that at any point, you were one very regrettable mistake away from being a very sad person. Reality set in for me when, at one point I had been playing for a while and had acquired a lot of ammo, health and weapons, got overconfident and became infected when facing off with 3 or 4 zombies. The part that was tragic was that my next survivor died at the same part when trying to go back and get supplies, because there were still a few zombies there in addition to my super-powerful former-self. Bye bye all of the supplies, back to 6 bullets. My first inclination was to go exit the game immediately and load an earlier save, but to no avail; the damage was already done. The moral of the story was that I was upset at myself rather than the game, and as a result, I made sure that didn't happen again. I changed my strategy and played better, and each time I was presented with a dire situation where screwing up would be a very, very bad thing, the game became much more of an intense experience. The knowledge that they weren't fucking around with the idea that dying sucks really, really bad is part of the reason why I appreciate this game so much for what it brings to the table. If ZombiU was just another hand-holdy modern game that doesn't expect much of the player and made my (numerous) slip-ups inconsequential, it wouldn't have come close to being one of my top 3 games of 2012. (Obviously, this type of game isn't for everyone these days, I recognize that. ZombiU did get really awful reviews from the same mainstream outlets that all but threw a parade when Resident Evil 4 was turned into a mindless shooter. So I get that my ZombiU love isn't going to be universally accepted, but I will nonetheless show it the love. ) And I feel like when the ending is brought into the equation, having that be something that you could just keep retrying over and over would be a betrayal of everything that the game is built around. The finality of it all is something that you don't see in games, not because it's bad design, but because not many developers are willing to make the player feel bad. Maybe as a launch title Ubisoft had more freedom to take risks, but I'll be damned, this game had me floored over and over with a lot of what they did with this game.
Once the credits rolled, I wasn't sure what to expect because it happened really abruptly. I had died between the time I got the USB stick and approached the Tower of London, so I didn't know if I had already gotten a bad ending or ran out of time or something. I obviously expected something after the credits, probably just a cutscene, but once I was back in control I had a feeling I only had one shot at this (seeing as the Prepper turned on you and moved on to someone else, and the game never let you go back to an earlier save). So that final 5 minutes or so was incredibly intense, maybe moreso than at any other part of the game.
Obviously, I can't speak about failing that part and what my reaction would be, though I got incredibly lucky to make it to the end. Out of necessity, I had to kill one of the explosive zombies when it was close to me, and miraculously I didn't die and was able to clumsily use a large med kid before another zombie got to me. But had I died, I would have been disappointed at myself but I also feel like that impact of finality stemming from your last survivor either living or dying was the most fitting ending to the game.
I think it's too bad that this ruined a lot of the game for you, especially since there's a minuscule difference between the endings, and no tangible reward such as an achievement. Although I suppose I would have been fine with any ending, after I had such a positive experience with the game up to that point. But I also appreciate films that have unhappy endings when that is the appropriate end that the movie built up to, and didn't cop out with a happy ending where the good guys win. I think in an era where the vast majority of games end with a hard "you win!" and most of those games having everything work out for the good guys, I find it refreshing and in a lot of ways ballsy that Ubisoft would end the game that way, and in a way that doesn't go against ZombiU is about.
And not to sound like I'm delighting in the misery of others -- I'm not (I could write the book on losing) -- but I think it's really awesome, rather than something inconceivable in this day and age, to basically have a "You Suck!" ending. It may come across at first as disrespecting the player by not giving them another chance to succeed, but I see it as the opposite. That the game holds you, the player, accountable for your own successes and failures and really sticks to its guns in that regard -- in a lot of ways it embodies the ultimate form of player respect. And in the era of dumbed-down video game experiences and in particular, the neutering of survival horror, everything about ZombiU really resonated with me. |
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