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 No.27465

I was thinking about how these games approached violence and just came to the following conclusions on what these games had to say about it.

Violence is multifarious.
Violence is expensive.
The disposition of someone may not necessarily be directly tied to how violent they’re within a given period of time nor how much they’ve suffered.


>violence is multifarious

I think tlou2 and to a lesser extent hotline Miami 2 do a the best at expressing this idea. Throughout tlou2 you play as both Ellie and Abby and how each character kills is influenced by how much they view their targets. Generally these games take a realistic approach to how humans rationalize violence towards one another by using factionalism as a tool the protagonist’s use to justify their actions. You see it all the time, the WLF vs the fanatic seraphites(whom were not initially violent lore wise oddly enough without the WLFs influence), how the residents of Jackson justify the killing of WF soldiers under the guise that they’re harming their communities despite only one group, a group consisting mostly of fireflies actually causing real damage to Ellie and her friends. With the infected they’re always the prime targets no matter what, NPCs, the characters and sometimes even other infected recognize that they’re creatures with convulsive motion, easily and desperate to infect anything and anyone near them and likewise no one feels any remorse for killing them despite some also being aware of how much pain victims of the fungi go through and how you can observe them ingame showing sadness over their inability to control their actions. In hotline Miami factionalism again plays a role in the justification behind the mass deaths seen in game with the Russian mafias tenacity to maintain their control over the drug distribution in Florida up until jacket comes into play without knowledge of what he’s doing to the country he shows so much love for. These games through how violence is setup and how the reasons for it are explored show to the player that how people kill and why people killed shares a direct relationship to how much people are willing to distance themselves emotionally to their targets. It’s quite powerful for the tlou2 to show every npc including seraphites will beg for mercy for themselves or loved ones only when they became vulnerable to one another’s violence as a guaranteed outcome of every encounter

 No.27467

>violence is expensive
Very rarely does violence on a mass scale come with benevolent intentions within these titles and throughout far cry 2
<and I mean far cry 2 I wrote 3 as a typo
and hotline Miami you can see how many resources are used up just to get by and commit these Far cry 2s gameplay is as violent as it is exhausting, sprinting is a limited action, ammo on higher difficulties is scarce enough that you’ll frequently run out, guns break in the middle of combat or jam before you can kill anything, you’ll frequently die either from gunfire or from disease all just to take down one man. In between these sessions of killing the player has opportunities to save themselves by gaining medicine through protecting refugees, taking moments to be with their companions in safe houses and ceasefire zones away from conflict. thus the developers showcase how much commitment is involved in making violent decisions through the level of adversity the player endured through the core elements of gameplay and show how many opportunities for peace are formed through this level of commitment by refugee interactions, so much so that by taking the chance to free refugees instead of trying to continue fighting against either ingame faction for their behaviours the player character is granted a new opportunity to start over in life and has granted thousands a chance to see peace.

Hotline Miami does this in a similar fashion. The fast paced action and equally paced deaths can lead to intense gameplay that may leave players feeling more exhausted than satisfied once a level is complete. Watching companions die for each playable character in the two games and recognizing when opportunity’s they had to start anew we’re stripped for seeking peace at the wrong time and wrong places wether it be the thug that was murdered by the fans, the biker whom failed to stop the bombs or jacket for failing to protect his lover can showcase an opposite view that far cry 2 did. Showing how violence isn’t just commital to one’s life as an action but a part of life that has to be addressed a with a level of responsibility lest it takes control over one’s life in ways they wouldn’t want.

 No.27468

>>27465
>the disposition of an individual isn’t tied to their violent tendencies
Thanks to the massive effort by naughty dog and debating towards storytelling this idea is explored through to such detail I couldn’t explain all this in a conventional amount of time in this post. But I’ll do what I can.

Hotline Miami 1 tells us a lot about this concept just off with jacket. The man kills not because he’s loved anyone, or because his life is in any immediate danger(hitherto when the calls start arriving). Simply he calls out of patriotism for the USA and seeks to channel his passion for the country through the often brutal murders of whatever his advisors consider to be enemies, communists, Russians, maybe even troops outside of the countries listed at any point would be included. You can see this aspect of him clearly through how during the murder of a homeless man next to one of his missions he shows visible disgust unable to rationalize his actions or use factionalism as a tool to justify his frustration. His disposition doesn’t change ingame until his girlfriend is seen dead upon rejecting a call, changing his character between each mission to reject violence and his patriotism for the USA as time passes only seeking to be reunited with those who were once with him like beard and isolation away from murder. Ultimately this never happens and by the end he finds little meaning in life once the mafias completely stopped and soon lands himself in prison with little motivation to free himself or find any reason to seek solace in what he’s done.

For the case of Ellie we see a separate scenario where her character was already predisposed to violence. Ellie is a violent person, an aspect of her existing as a sign of her upbringing, in the beginning she would kill and would kill frequently people and infected alike for any reason. In the sequel this aspect of her only amplified her problems and more time is spent acknowledging and exploring how she copes with this as time passes. At the start of part 2 and the entirety of part 1 she openly celebrates violence, complimenting her loved ones for their abilities in killing and her own, but by the murder of Nora she changes. Her passion for killing manifests into an endeavour for tranquility of the situation she was in upon realization of why Joel had conflicts with the fireflies. Thus her killing becomes less coordinated, innocents like Owen and Mel are shot despite showing a want to resolve conflict with the girl initially both at the start of the game by convincing the other fireflies to spare Ellie and in their final moments, the freeing of Abby not once but twice in Santa Barbara despite her initial goals of seeking revenge show how much her priorities and violent tendencies have evolved. Or even how she grows isolated and deeper into despair as her loved ones move on with their lives away from her as Ellie is left with less to value in the world without people like tommy and Dina in her life, people she once valued significantly more before the murder of Joel. Or even how her already violent disposition is used as a form of coping as she undergoes her emotional convalescence as she loses more people emotionally or physically like Jesse and Dina with what she does by attacking more and more WLF outposts in between initial goals like leaving Jesse behind to kill soldiers for a boat or move to travel to Santa Barbara than be with her wife at the farm. Violence for Ellie is a major part of her life but it’s clear based on the story and her actions that she violence is only an influence for what she’ll do at a given time not what she may become.


That’s all thanks for reading this and I hope I can get better than this since this was terribly formatted.


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