Do you like bad guys who talk a lot?
Halo Infinite bless us The funniest grunt in the series, Considering that they have been very talkative, this is a remarkable achievement. According to the deep legend of Halo, due to the flourishing of the extraterrestrial black market of the earth soap opera, Guru Acoustic English is specifically used to insult humans in battle. This is not my fabrication.
Talkative enemies are a feature of stealth games—think of all the thugs in “The Thief”, the thugs who troubled Batman in the Arkham game, and Guards discuss the sociology of crime In No One Lives Forever-but even NPCs don’t need to announce the type of their existence, so you always know where they are, and sometimes there are bad guys full of mouths. This is not always a good thing.
Do you like bad guys who talk a lot?
This is our answer, and some from us forum.
Wes Fenlon, Senior Editor: This week, when some members of the PC Gamer team dare-dare! ——When I think the enemies of Halo Infinite are too talkative or too stupid, I can hardly bear this kind of slander. I love them! When you steal their vehicle, the elites will be very angry. When they try to kill you, each enemy type has its own set of taunting voices, inspiring you to come back there to retaliate. The grunts are the stupidest, they should be, but their stupid lines mainly appear when they are afraid of running away or when the last survivor stays on the field. It really helps Halo Infinite’s battle feel full of energy.
In general, I would say that I am very cautious with talkative enemies in the game, because talkative usually means that you end up hearing the same disgusting repetitions. Some games are well done, and then there are games like Mega Man X7, which may prove that the enemy of video games should never speak. once.
Morgan Park, contributing writer: I’m a fan of talkative enemies, at least when I’m not distracted. I’m still used to being burnt by Halo Infinite’s grunt when the lucky plasma nade sticks to me — makes me wish I could roar at them as the Master Chief, but I think this is what my bullet is. use. I hope that more shooter bad guys will open their mouths instead of silently hovering under the cover of waist height, but I always think it is more like an invisible game. When the guards truly talk about their days, it feels cooler to follow the enemy. However, I hope that more of this conversation is just for flavor, rather than always trying to give you hints about where to go or what to do next. Batman Arkham Knight’s thugs are a bit flavorful, but they are also obsessed with talking about Batman.
Perhaps the best use of chatter is the latest killer game. The NPCs on these maps have been chattering endlessly. Most passing conversations are actually a clue, but the intelligence they give you is usually not obvious.You may hear the postman say that your target neighbor is planting flowers in his backyard, but you don’t know Why This is helpful unless you already know that he has a spare key to your target house in his pocket.
Tyler Wilde, Executive Editor: The Sifu’s thugs had some chattering words. If you are destroying the skull, they will say, “Impossible…there is no fucking way”, and if you are beaten, they will start to ask you if you “have enough” and other general things like that. It’s no big deal, but I don’t like it. Halo Infinite is at least trying to be interesting, but these people are just dictating my performance to themselves.At the same time, the only line of dialogue Raid in the corridor battle for nearly two minutes It is “take the leg”, and it works very well.They did make more kinds of sounds noise More sounds than you get in the game: “Oh”, “Wow”, “Hi”, “Wow Wow, maybe we need more.
Jody Macgregor, Australia/Weekend Editor: As an official Borderlands 2 fan, I approve of it. The psychopath of that game shouted under cover, “Give my puppets more fur hats!” This is a better experience. One of them even quoted Hamlet’s entire monologue, “Oh, this too strong flesh will melt”, which is a crazy thing I heard from the voice actor who played Krilin in Dragon Ball.
Lauren Aitken, Associate Guide Editor: Personal monologues of bad guys don’t matter. Echarum talks too much, which is why I keep scratching his face with grenade. It’s Eredin now, and there is a guy who hides behind a mask in most of the “Witcher 3” content, and then roars loudly at the end, the quality is good.
Wooden disc: If they say smart or funny, I like it. I also like that in stealth games you can sneak close to the bad guys and gain insight into their plans or what is going on.
John Way: I think there is no problem with talkative bad guys. I mean, look at Shodan, he laughs at you all over the castle station, and responds accordingly with murderous intentions and mockery. It can be boring to hype a bad guy throughout the game just to make a grand appearance at the end.
So as with everything, it all comes down to the execution of the dialogue, how interesting the bad guys are and how long it is. I don’t want to see long, unskippable, pretentious, and/or irrelevant monologues from an unflattering character (even by bad guy standards).
main: If done correctly, I think it helps to enrich the personality of the “bad guy”, making him/her/it more than just a universal bullet sponge at the end of the game. Does it gradually reveal the tragic past that forced this person to do bad things, or show a sadistic man with a truly depraved character, or even somewhere in between. As John Way said, execution is crucial, and his Shodan example in the System Shock game is a perfect example.
Another example that comes to mind is Jon Irenicus from Baldur’s Gate 2. Corroded by the temptation of power and expelled by the elves, he fell into acts of depravity and torture, which were gradually revealed through his dialogue in some short film scenes as a brief encounter with the player.
ZedClampet: GLaDOS can speak freely. Another bad guy I like to hear is Far Cry 4’s Pagin Min. Basically I like when the bad guys are funny. When they just threw clichés and threats at me, I would shut them out. And I often like to hear what the NPC bad guys in “Far Cry” are saying, and how the lines are dubbed (usually over-acting). It is usually funny to take someone out and let the body be found. I don’t know why, but when they screamed their pain and frantically looking for the culprit, it just shocked me. Then a minute later, they will calm down and say, “I can’t find them. They must have left”, and then immediately return to what they did before.
Brian Boru: I don’t like bad guys using cutscenes to preach to me, but it’s okay if they come by phone or radio-in short, don’t hinder my gameplay. Another cool thing is that when bad guys speak their own jargon, like Crysis at the hardest level, NKA speaks Korean-great contact.
Similarly in Far Cry Primal, Ubisoft put extra effort into building 3 prehistoric languages for 3 tribes-I like to find a few phrases while following the opposition. General C&C ZH got some ridicule from the enemy general.
Generally speaking, as long as it is not a small portion of boring “noise” repetitively disgusting, I can accept chattering.
McStabStab: In The Witcher 3, Eredin spoke 12 voices during my more than 100 hours of experience. To be honest, I am not satisfied with our competition. His behavior represents him, but I like someone nagging and taunting you, the moment of satisfaction is established, and you will always shut up.
As mentioned above, SHODAN and GLaDOS are good examples, but other reminiscents are Higgs from Death Stranding, Andrew Ryan and Frank Fontaine from BioShock, and Grim Reaper and Engel from the German headquarters. lady.
As for the standard “guru” enemies, I don’t mind them being talkative, but if the voice repeats, I can accept or leave. As the Skyrim attacker said, “This is the part where you fell and bleeds to death!” The first ten times were good, but afterwards it was a bit more.
crude: I like enemy scripts and/or one-off conversations, if they are important, I prefer them. Their behavior is not always clear that they should die (oh, no, are they killing? I have never done this before), so sometimes what they say will give you enough motivation/reason to get rid of them.
Having said that, I don’t like conversations that destroy authenticity, like the notorious robber with an arrow in his chest saying “Guess this is my imagination.” I also don’t like when I’m 99.9% sure that someone hasn’t found me but still like “this is close enough” or “what are you doing there”. (Unless there is a valid story/environmental reason why they can detect me in all other signs.) I also prefer games to know when I “overhear” something, and then choose not to never Repeat, because it’s weird to hear the conversation between the two guards is exactly the same as their conversation five minutes ago. Don’t loop it. If it’s important, please add it to my task log or overheard.