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You are playing the idea of camaraderie and positivity and being rewarded for it. But the idea of "using love to navigate through thorny issues" is an integral part of the combat-driven gameplay itself - if you fill a certain power meter, your Guardians all huddle up if you choose the most encouraging piece of pep talk to give them, you get a temporary boost of invulnerability and power (scored to one of many clutch licensed tracks). Sequences of inspiring dialogue permeate the Marvel's GOTG narrative experience, encouraging me to choose the most winsome option possible for its branching dialogue options. As our hero, Peter doesn't just want to be a "hero," he wants everyone to be "heroes." He's not tortured nor suffering he's been dealt a certain hand of cards and he wants to see how he can play it properly with what his teammates (or dare I say, found family?!) are holding. The characters often straight up say how much they mean to each other, telling each other they love them this is especially apparent in how Rocket, that traumatized, gruff little monster, speaks with his best friend Groot. The biggest tool, thank God, is love the love of the people around you the assertion that our experience is better (or at least more palatable) with other people to share it with. Instead, it gives these characters the tools to live with their experiences constructively, threading them within the dialogue, narrative beats, and even gameplay. It doesn't topple into the saccharine, problematically suggesting that trauma is something you can "move on from" it bubbles up to the surface for these characters too much for that to be a pat solution.
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Instead of exploring (or wallowing in) these traumas as the intention and end unto itself, the game wants you and its characters to understand how to constructively reckon with them. What separates Marvel's GOTG from the pack is what it chooses to do with these painful themes. Many of the characters the Guardians stumble upon during their space misadventures have history with them (especially with Peter), and while these interactions are naturally tinged with rabble-rousing humor, they also deepen with personal, oft-painful repercussions.
#Is there a good ending for doki doki series
Rocket "Don't Call Him a" Raccoon has an ever-unfolding backstory rife with pain and gritted trauma he is, after all, sentient and skillful thanks to a vicious series of medical experiments that left most of his peers dead. As is the case with his MCU counterpart, Peter Quill's largest emotional hurdle comes from the death of his mother and absence of his father, and the very first scene is a playable flashback designed to scratch at this painful scab. Marvel's GOTG isn't afraid of real emotions, mind you. RELATED: We Played Some 'Marvel's Guardians of the Galaxy,' and It's Pretty Flarkin' Fun It's a big hug from the best big brother imaginable. While its gameplay and tone may strike you as " Unchartedin space," its overall embrace of wholesomeness, friendship, sappiness, and straight-up love ensure its pleasurable uniqueness. But all of this agony made my experience playing Marvel's Guardians of the Galaxyfeel like such a breath of fresh air.
I love many-to-most of these games (well, sorry Cyberpunk), and I love seeing how talented game designers and writers burrow into complicated, agonizing, brutal experiences in the service of pushing the medium as far as it can go.
#Is there a good ending for doki doki movie
Many of our big, prestigious, AAA video game titles are interested in complex, emotional explorations of the most morally ambiguous experiences of humanity or, to put it into LEGO Batman Movie terms, DARKNESS! Recent titles like Far Cry 6, Cyberpunk 2077, and Doki Doki Literature Club plunge into emotionally gutting experiences as their raison d'ĂȘtre, using the inherent interactivity of gaming to eradicate any feelings of comfort or safety in the service of culpability.