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It's usually just to let you know that more monsters are on the way for you to blow to pieces, but early on it feels like every couple of steps you're interrupted by a short cinematic. There is a story, and numerous cutscenes breakup the action, but they are blessedly short. In that regard, Darkwatch slips up a bit. They're monsters, and that's reason enough. I don't need to know why I'm shooting things. or BioShock, but there are times when all I want to do is shoot things without being bogged down by lengthy expository cutscenes. I love a good story-driven FPS, like F.E.A.R. The plot exists solely for the purpose of pitting you against a bunch of monsters, all of whom run straight toward you as if to say, "Please, let me make it easier for you to shoot me in the face." And there's nothing wrong with that.ĭarkwatch hearkens back to the old days of twitch shooters. As a result, you set out on a quest for revenge against the evil Lazarus, and in the process become a member of the titular Darkwatch - an organization of outlaws and cowboys who keep the monsters at bay. You play Jericho Cross, a gunslinging train robber who ends up getting bitten by a vampire, thus causing you to turn into a half-breed. Darkwatch is no Doom, but it thrives on that same mentality. Doom is considered not only a classic in its genre, but in all of gaming history.
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The monsters rushed straight at you, hellbent on either eating you unless you shot them in the face. It gave you a bunch of cool weapons to turn hordes of evil monsters into goo. Remember Doom, the seminal first-person shooter where you played a marine who went into space and discovered a portal to hell, then subsequently shot a bunch of demons? It didn't need an amazing story, or captivating dialogue. Like with films, however, there are some games that are just mindless action, meant to be experienced for the sheer dumb joy of shooting monsters in the face. I think, at their best, video games are entertaining, engaging, and even emotional in a way few other mediums are because of their interactivity, and the connection that builds with the player.
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I'm a big supporter of the "Games Are Art" debate.
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