Tag Archives: Culture

It isn’t the zombies that you have to worry about

Incomplete and buggy as it is, DayZ (the terrifying zombie-survival modification for Arma 2: Combined Operations) is a superb and compelling piece of work, with more players trying to play than can comfortably be accommodated on its large list of hosted servers.

Now, you put a foot wrong and you can get pulled down by zombies in less time than it takes to tell. When one comes after you, it may bring more. Actually taking a shot at it will almost always bring more.

But it isn’t the zombies that you have to worry about.

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A satisfying ending

A number of games feature multiple endings to their narratives. Right off the top of my head, I’ll name four: All three of the Deus Ex games, and Mass Effect 3. These come particularly to mind for a singular gaming conceit: The magic pick-an-ending button.

Regardless of what you’ve done, how you’ve developed and defined your character’s personality, who has lived and died, who you’ve befriended or opposed, you’re presented with three choices right at the end. Press the button (so to speak) and get the ending.

In narrative terms, that’s a cop-out. That isn’t even phoning it in.

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