>game has dog
>dog dies
>they expect you to feel sad
Game has dog
>Stealth game
>The rocket launcher is a silent takedown
t. Abdul
>game has dog
>is a sidequest that can be ignored
>game has a brother
>"don't worry i'll be fine just go out the window"
>he dies
>new game
>follow him instead
>he clears out everyone on his own
>he lives
wtf paul
>game has dog
>dog can die
>people get mad
>dog is invincible next game
>game puts priority in skill customization and player choice
>tells the player to go in and go in and go in and go in and go in like a US marshal
>Game has misson director giving orders
>Tells you to kill a prisoner against his orders
What a shame. He was a good dog… What a rotten way to die.
Yeah RIP
In all seriousness though, I can't think of a more lazy, overdone, pathetic way to try and get the audience to feel something. But what confuses me is what kind of retards are writing such games, thinking that they'll be able to move the player with something that he's probably seen a million fucking times by now.
>implying the GEP gun is a rocket launcher
>game has character
>character dies
>they expect you to feel sad
I seriously can't think of a game where a dog dies in a scripted way and not like dogmeat dying in fallout or something
Good, I hate pets in vidya because I don't like watch them getting hurt.
What game?
It's the thought that counts JC.
haven't played it but probably Fallout 4
>game
>game dies
>they expect you to feel sad
>It filled a niche that no other game does
...
>game expects me to feel bad for third world sandniggers
But honestly, I hate these modern preachy war games where you go and slaughter entire villages, and then you're supposed to feel bad about it even though it was the only objective of the game.
If I'm ever involved in making a game I'll demand the character to have a dog that can die and be replaced but the dog would be really useful.