The strong but silent type – burly enough to carry a suite of armaments without fatigue, yet not so talkative as to impose an unwanted personality on the player, nor to trouble a nascent sound card with quips and monologues – has been a fixture of the FPS genre since its inception. As technology and storytelling techniques have developed, normalising performance capture and the presence of actors in our action games, that status quo has been challenged numerous times. Yet, unlike other artefacts from the ’90s, the mute archetype has never quite gone away.
Their persistence raises fundamental questions. What is a firstperson avatar for? Is it about beaming a player into a fantastical land as themselves, to imagine how they might deal with their discombobulation and growing power? Or is it an act of roleplay, in which you holiday in the body of a fixed character with their own whims and motivations? (Even if they choose not to voice them.)
Before arriving at Valve, Erik Wolpaw had written with Tim Schafer on Psychonauts, the charming 3D platformer with the conversational bent of a point-andclick adventure. Its protagonist, Raz, was an enthusiastic kid away at summer camp to meet his heroes, the titular telekinetic secret agents. He didn’t merely speak – Raz was positively chatty.
“The first thing Tim showed me in terms of the writing for the game was a fake MySpace website he had created, that had all the campers and messages between them,” Wolpaw tells us. “So those relationships were really important. They were a lot easier to delve into if the protagonist was talking. And for whatever reason, it seems like thirdperson characters talk more often.”
Denne historien er fra October 2023-utgaven av Edge UK.
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Denne historien er fra October 2023-utgaven av Edge UK.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image