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Scripted Deaths in Tomb Raider and other games

Not really scripted, but still one of the best deaths in a game.

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(Mirror's Edge better with sound)

Also, obviously Heart of Darkness which had an E rating.
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They can add impact to your failures. RE4 is the best in (everything) death animations. You knew you fucked up and they were quickly over.

But devs shouldn't make the scenes too disgusting. Nobody likes torture porn except weirdos.
 
SPOILER!!!!!!1

Not really. I don't even remember that game's story well enough to spoiler it. And I only put in the "usually" because I'm not very familiar with the Batman franchise and wasn't sure if there were exceptions in some of the comics or movies.

Not really scripted, but still one of the best deaths in a game.

ixZ0GQ0bRB2M7.gif

(Mirror's Edge better with sound)

It always annoyed me that Faith wouldn't scream when falling off a building. It's a weird thing to get annoyed over but it always bugged me because it felt unrealistic and made the character less authentic to me. A real person would be screaming their lungs out if they fell like that.
 
I find that gif much more disturbing than the GOW3 head rip. At least GOW's tone is thematically and stylishly over-the-top. The Tomb Raider scene just comes across as gratuitous and disconcerting in a relatively "realistic" game.
 
Kane and Lynch 2's blurred violence was disturbing the gore and torture porn that seems to be trending nowadays. It was a nongratuitous acknowledgement of what you'd done - cold and callous. The visual effects for the game were outstanding as well, I know many hated it for it's post processing, but the sense that you were "playing" a Liveleak or horrifying Youtube video fit in well with the grim aesthetic. Too bad the storyline and gameplay failed to hold up their side of the bargain.

Max Payne 3's death scenes were pretty incredible given their realism too. There was a terrific sense of physicality and blunt force with each shot landed.

It always annoyed me that Faith wouldn't scream when falling off a building. It's a weird thing to get annoyed over but it always bugged me because it felt unrealistic and made the character less authentic to me. A real person would be screaming their lungs out if they fell like that.

Not speaking from experience, obviously, but I disagree. The silent acceptance of ones' absolute fate strikes me as just as probable as screaming ones' lungs out.
 
I find these death animations in poor taste and will avoid games, I'd I feel like they are crossing a line. I will not buy Tomb Raider for example. It's just too much for me.

Worst offender this gen was probably Limbo though. Why anyone would want to watch a kid getting beheaded is completely beyond me. Who in their right mind is okay with children being killed in the most horrific ways?
 
They only bug me if I'm playing a tough part of the game where I keep dying and I have to sit through them over and over again. Makes me wanna scream, "I GET IT ALREADY."
 
From a game design perspective, I think that these animations make no sense whatsoever. It's enouraging the player to die to see additional game content; in this case special death animations. It fucking ridiculous. Resources should be spent elsewhere.

This is kind of the sticking point to me. It's not a generic animation that plays whenever your health reaches zero the way most video game death works. The designers went to the trouble of scripting and animating that death sequence specifically with the sound effects and changing camera, and designed the levels with specific failure points in order to trigger them. This essentially rewards the player for dying, which implies that part of the appeal of the game is in making the death animations happen and finding a morbid pleasure in doing so. While I'm not opposed to such violence in games, the way developers seem to fetishize gruesome death scenes in what are considered mainstream, high-profile games is a little disconcerting.
 
I find these death animations in poor taste and will avoid games, I'd I feel like they are crossing a line. I will not buy Tomb Raider for example. It's just too much for me.

Worst offender this gen was probably Limbo though. Why anyone would want to watch a kid getting beheaded is completely beyond me. Who in their right mind is okay with children being killed in the most horrific ways?

I do not know that game so I cannot comment on it. However, generally speaking, playing a game that has scenes like this and actually being okay with things like that happening (or even just being okay with watching those scenes) are two completely different things. I'm sure a lot of people playing TR will not be okay with watching these death scenes. But that's the whole point of them. You're supposed to want to avoid them. You're supposed to find them gruesome and disturbing.
 
The fact you see her face and the flailing make it different from earlier and more simplistic death animations for me. Makes me think of watching a horror movie that starts turning into a gore fest. I'm not into that stuff.

I liked the Mirror's Edge deaths. I don't get what's wrong with just that. Why would you need screaming? How about looking into the characters screaming terrified face as they fall? Is that "better"?
 
The fact you see her face and the flailing make it different from earlier and more simplistic death animations for me. Makes me think of watching a horror movie that starts turning into a gore fest. I'm not into that stuff.

You make it sound like the game is focused on these kinds of scenes.
 
Actually, I gotta say I don't really mind the violent deaths in Tomb Raider or most other games.

Long before this last Tomb Raider came out or I had even tried out the series I wished they'd implement gruesome, RE4-esque deaths. Not exactly sure why I cared given that I don't even play the series, but I always liked those aspects of games and felt like seeing the main characters' grisly deaths increased my connection to the game and its characters. The idea that they went to the lengths of crafting situation-specific death scenes always gave the games that did a little extra bit of something to me.

As for the spike-through-the-neck scene from Tomb Raider, I like it. It reminds me of how in Resident Evil 4 everyone claimed the chainsaw beheading was the most gruesome death in the game and I always wondered how they could say that given the acid-melting-off-half-your-goddamn-face scene. Like, holy shit.

Edit: Ah see, I didn't even know the series already had a penchant for that sort of thing. Cool.
 
Kane and Lynch 2's blurred violence was disturbing the gore and torture porn that seems to be trending nowadays. It was a nongratuitous acknowledgement of what you'd done - cold and callous. The visual effects for the game were outstanding as well, I know many hated it for it's post processing, but the sense that you were "playing" a Liveleak or horrifying Youtube video fit in well with the grim aesthetic. Too bad the storyline and gameplay failed to hold up their side of the bargain.

Actually, even haters liked the unique look of the game. Only other game with such a psychotic side was Hotline Miami.

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Heart of Darkness clearly inspired Limbo in this aspect, poor arachnophobics. The stuff of child nightmares.

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RE4's deaths weren't as scary after watching the Yakety Sax compilation video of them. That song would probably make all the games people have been talking about so far less gruesome.
 
I completely understand people's revulsion at these deaths scenes, but I don't get where they're morally reprehensible or inherently in poor taste. They're supposed to be horrifying and a deterrent from failing in-game.

Most deaths in RE4 were contextual and graphic. Dying meant more than just being set back a ways. You had to watch your character be eviscerated, beheaded, Etc. If that bothers the player (which the game does a good job at making possible), then they'll want to avoid failing even more, in turn making dire situations all the more intense. It helped reinforce that Leon was mortal and vulnerable, no matter how many enemies he dispatched or impressive feats he performed.

RE5 was neutered in that regard. Ignoring all other aspects of the game that made it less scary/intense than RE4, the deaths were tame. The chainsaw man couldn't behead characters and the executioner's downward slash finished didn't cleave them in half. While the effect woul dsurely vary from person to person, overall, dying in that game will lack something RE4's deaths has: a believable out come to in-game actions.

Believable results to everything that occurs in games does a lot to help make the gameplay feel more substantial. Metal Gear Rising lets you play as a cyborg ninja with a high-frequency blade capable of cutting through anything. Throughout the game, you can do just that: Cut through anything. Well, not absolutely everything, but what you can cut, you can cut however you like. If you tried cutting a box and nothing happened, it would lessen the impact of performing that cutting action. You can cut boxes, and Ferris wheels, windows, missiles, enemies, Etc. That plays a big part in making the game awesome.

It's the same situation with Max Payne 3's enemy hit-reactions and environments. You're a guy in a realistic setting getting into shootouts. If I shoot someone who's shooting at me, there needs to be a proper reaction to that shot, or else it won't at all capture the feel of the situation and in turn lessen the importance of playing the game.

I've never seen someone impale their head on a spike, and I never want to, so I can't comment on how over-the-top/over-the-line that Tomb Raider gif is. However, I imagine something like that to be exceedingly disturbing, and that death animation really bothers me. If I play this game, I will definitely want to avoid that spike and I'll probably lean forward/pay more attention/get more into the game in order to avoid that. I'd say that's mission accomplished.
 
Couldn't a lot of this be due to localisation? Capcom brought out RE5 in the same week across the whole world.

If I remember right, biohazard4 didn't actually have beheading as it was a bit too violent for the CERO. Maybe now the pressure to get a game out for the world means it's harder to put more violent death scenes in, as they have to just create a version of the game to launch worldwide simultaneously.
 
I think it's oddly sadistic and sexualized in Tomb Raider's case. At some points the video previews I watched just started looking like scenes from a snuff film.

Like there's brutal stuff in Mortal Kombat 9's fatalities, but it's not full on sadism.
 
While the effect woul dsurely vary from person to person, overall, dying in that game will lack something RE4's deaths has: a believable out come to in-game actions.

Believable results to everything that occurs in games does a lot to help make the gameplay feel more substantial.

And this is why people got pissed that you couldn't cut anything with lightsabers in the Force Unleashed games. It looked like a bat. We had Jedi Knights before do it, you'd think with a new physics engine (Euphoria) and graphics engine it should be possible but noooo Star Wars is for teens and kids.

Even in Metal Gear Rising, I still expect an enemy to get cut with every slash, but that's done more for game balance I guess so it's more of a flashy slow-mo reward than "cut what you will".

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I don't really have a problem with it. But I've been desensitized to violence ever since Bishop got torn in half by the Queen.

Don't the deaths have to be intense in order to maintain suspense? How anti-climatic is falling down a waterfall through fields of debris and obstacles only to be greeted by "You Died Try Again" screen when you fail? If it was a teen game I would say they're playing up the slasher qualities to score cheap points, but the game is pointedly "M" thus impulsive thrill sales were unlikely a focal point.
 
I've never seen someone impale their head on a spike, and I never want to, so I can't comment on how over-the-top/over-the-line that Tomb Raider gif is. However, I imagine something like that to be exceedingly disturbing, and that death animation really bothers me. If I play this game, I will definitely want to avoid that spike and I'll probably lean forward/pay more attention/get more into the game in order to avoid that. I'd say that's mission accomplished.
It's interesting that you say "if I play this game", because like myself (and probably many others), it seems you weren't aware such a scene was in there before seeing it outside of context.

Now, I'm not blaming Clueless Gamer, death compilation Youtubers or anyone else for that matter, but is this the "mission" you're talking about? To get people talking about/interested in the game? Are grisly deaths part of a publisher/developer's marketing scheme? I'm going to give them the benefit of the doubt and say no; it just becomes a natural part of the hype.

I guess you mean the mission where, even going in unprepared, such scenes may provide some players with a sudden sense of urgency, and strengthen their experience. However, they may also turn others off immediately. I didn't plan to buy this reboot, but I was curious to see them take it in a somewhat new direction. Such scenes do nothing to boost my enthusiasm for the game (or any other mentioned for that matter), though. Like others have said, it just makes me think it's trying to be too many things/something it's not.
 
Even in Metal Gear Rising, I still expect an enemy to get cut with every slash, but that's done more for game balance I guess so it's more of a flashy slow-mo reward than "cut what you will".

The FOX blade will cut any normal enemy apart with a single blow. I haven't tried it, but equipping the infinite fuel cell wig and using Ripper Mode while using the FOX blade will probably achieve that.

And what MGR does with cutting stuff, it does it better than any other game really. Cutting things should be played up in any possible sequels, so long as a game can be designed around that (e.g. destroying scenery to damage enemies/traverse levels). being able to always cut through everything was part of why KojiPro couldn't build a game around the mechanic. MGR still gives the player that sense of power while keeping balance.
 
They can add impact to your failures. RE4 is the best in (everything) death animations. You knew you fucked up and they were quickly over.

But devs shouldn't make the scenes too disgusting. Nobody likes torture porn except weirdos.
The chainsaw to the neck in RE4, was about as quick as the spear to the neck for Lara, second more second less.
 
Haha. NONE of the enemies in Arkham Asylum die (as far as I remember). They're just unconscious. Batman doesn't usually kill people :p.

It's so annoying though. I did this awesome somersault kick to the thug's chest, he fell over holding his head. An awesome uppercut, fell over holding his head. A super bombastic nuclear punch directly to his face, fell over holding his head. WTF.
 
It's so annoying though. I did this awesome somersault kick to the thug's chest, he fell over holding his head. An awesome uppercut, fell over holding his head. A super bombastic nuclear punch directly to his face, fell over holding his head. WTF.

Have you seen the World Wrestling Federation?
 
Whilst I admit the Tomb Raider river death was a bit jarring to watch, if there was an option to turn off graphic violence in the game, I think the vast majority of players would leave it on (myself included).
 
I completely understand people's revulsion at these deaths scenes, but I don't get where they're morally reprehensible or inherently in poor taste. They're supposed to be horrifying and a deterrent from failing in-game.

Most deaths in RE4 were contextual and graphic. Dying meant more than just being set back a ways. You had to watch your character be eviscerated, beheaded, Etc. If that bothers the player (which the game does a good job at making possible), then they'll want to avoid failing even more, in turn making dire situations all the more intense. It helped reinforce that Leon was mortal and vulnerable, no matter how many enemies he dispatched or impressive feats he performed.

RE5 was neutered in that regard. Ignoring all other aspects of the game that made it less scary/intense than RE4, the deaths were tame. The chainsaw man couldn't behead characters and the executioner's downward slash finished didn't cleave them in half. While the effect woul dsurely vary from person to person, overall, dying in that game will lack something RE4's deaths has: a believable out come to in-game actions.

Believable results to everything that occurs in games does a lot to help make the gameplay feel more substantial. Metal Gear Rising lets you play as a cyborg ninja with a high-frequency blade capable of cutting through anything. Throughout the game, you can do just that: Cut through anything. Well, not absolutely everything, but what you can cut, you can cut however you like. If you tried cutting a box and nothing happened, it would lessen the impact of performing that cutting action. You can cut boxes, and Ferris wheels, windows, missiles, enemies, Etc. That plays a big part in making the game awesome.

It's the same situation with Max Payne 3's enemy hit-reactions and environments. You're a guy in a realistic setting getting into shootouts. If I shoot someone who's shooting at me, there needs to be a proper reaction to that shot, or else it won't at all capture the feel of the situation and in turn lessen the importance of playing the game.

I've never seen someone impale their head on a spike, and I never want to, so I can't comment on how over-the-top/over-the-line that Tomb Raider gif is. However, I imagine something like that to be exceedingly disturbing, and that death animation really bothers me. If I play this game, I will definitely want to avoid that spike and I'll probably lean forward/pay more attention/get more into the game in order to avoid that. I'd say that's mission accomplished.

I completely echo this sentiment. I couldn't of written it better.
 
I do not know that game so I cannot comment on it. However, generally speaking, playing a game that has scenes like this and actually being okay with things like that happening (or even just being okay with watching those scenes) are two completely different things. I'm sure a lot of people playing TR will not be okay with watching these death scenes. But that's the whole point of them. You're supposed to want to avoid them. You're supposed to find them gruesome and disturbing.

Thank god someone has finally figured out a way to incentivize avoiding death In games. Too often I'll be playing some lame, childish game, say Mario Galaxy, and find myself thinking "What is the point of all this? What's my motivation? It's not like I'm going to be surprised with some nightmare fuel torture porn if I miss this jump, so why try to make it?"

It's taken years, but at least someone finally figured out a way to make us want to play well in a game.
 
I don't mind violence at all in video games, but it just seems so unnecessary in Tomb Raider.

Well let's look at the original Tomb Raider, Indiana Jones. Lost Ark and Temple of Doom are PG-13 movies mostly about adventure, chase scenes, and general fun which all ages can enjoy, except both those movies have a gruesome death that have become very famous on their own rights. If it wasn't for the gruesome death scene in Temple of Doom, everyone would hate it as much as they hate the 4th movie.
 
I don't mind them. They create a certain tone which can work well in the right kind of game. I thought it lent an added sense of mortality and urgency to RE4's action, for instance. The first time Dr. Salvador lops off your head, you know that things are serious in more significant way than just losing all your health.

Drawn-out failure states for scripted scenes and stuff don't make as much sense to me, because there's only so much you can do to avoid them and it can't really change how you play. For me, stuff like that exists so you can get to the other side of the sequence, so when I fail those, I want to get back to the action quickly. Something like that "die-restart-repeat" loop in the Conan view makes that sequence more gratuitous than anything. As Conan said, "I didn't even have a chance to mourn!" Falling deaths in Mirror's Edge were always rough, but failing the scripted encounter with that pro wrestler dude and having to get tossed around over and over was merely grating.

Whereas when a scripted death comes from an enemy, that affects every encounter you have with them going forward.

Maybe it fits better in context, given the desperate survival tone they're trying to achieve.
 
Those death animations in RE4 made me a better player - I didn't want to watch my beloved protagonist suffering so I had to do something to avoid this: playing the game with a clear head, always focused and concentrated.
 
Getting those deaths isn't really an honor. It's a sign of you bumming it up. I guess you're rewarded in a weird ass way, but it should encourage you to do better, because you got your character killed.

This. Its not a "reward". I guess sickos like to kill their chars in games but its supposed to be uncomfortable. I really dont like the TombRaider death spike, but its supposed to make me feel disgusted not "FUCK YEA SHE DIED"
 


sn00zer said:
They honestly straight-up turn me off ta a game....although Ive never been a gangbangin' hustla of realistic violins up in game

Da freshly smoked up Tomb Raider head stab on tha river is probably da most thugged-out gruesome thang I have eva peeped up in a game...the way they animate tha arms grabbin all up in tha spike....god....yeah honestly tha only reason I aint gonna be pickin up tha freshly smoked up Tomb Raider...I don't give a fuck bout seein animated suffering


That's really good.
 
First time seeing these Tomb Raider gifs. Wow, that's really disturbing. I do appreciate these scenes in survivor/horror games though. RE4 is a great example of crazy death animations effecting gameplay.
 
Worst offender this gen was probably Limbo though. Why anyone would want to watch a kid getting beheaded is completely beyond me. Who in their right mind is okay with children being killed in the most horrific ways?

Limbo got nothing on Heart of Darkness. Andy, the main character in that game, is burnt alive, eaten alive, smashed, cut in half, torn to pieces, drown... And the game was still rated "E" :lol

ho ly shit. I need to play this some day.

edit: Nice, it's on GOG.

The game is very so-so as an adventure game and is very short (especially given it was released on 5 CDs IIRC). If it wasn't for the gory cut-scenes, it would be long forgotten.
 
Thank god someone has finally figured out a way to incentivize avoiding death In games. Too often I'll be playing some lame, childish game, say Mario Galaxy, and find myself thinking "What is the point of all this? What's my motivation? It's not like I'm going to be surprised with some nightmare fuel torture porn if I miss this jump, so why try to make it?"

It's taken years, but at least someone finally figured out a way to make us want to play well in a game.

ibnlYFEBLIUiSw.gif


It's about having an appropriate result to player action. The games with horrific deaths are survival/survival-horror themed. having such consequences for failing are a part of the experience.

What would you rather have happen in that Tomb Raider death scene in the OP? What about throughout RE4? If Leon or Lara just popped up into the air facing the camera, arms and legs spread out, followed by them falling off screen every time their health runs out, it would accomplish the same thing as the graphic death scenes, right?

Right.
 
Where's that game where you can snipe someone's testicles and the game zooms into a graphic cutscenes where you see the testicles exploding? Or is that some football game?

Anyway, that shit was grotesque. I went >_< when I saw that graphic death the first time
 
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