Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
So why are you surprised?
btw: i dont know from where u are but USA is hated since 16 years all over the world... they conquered a country for no reason a few years ago, so maybe the devs (they come from EU) dont like them too?
btw2: it's nothing about the americans in general just about your politicians! ;-)
Had the exact same reaction to that sequence as you, and to be honest as a former military man I was more than a little offended by it. I don't expect your team should be suffering PTSD in the game but they should at least show some humanity, they don't and like you said it's either bad writing or they've been intentionally charicatured. I feel the same about the character of Bowman. Sure she's a CIA spook but I think she enjoys her job a bit too much at times.
Don't believe me look at the link or google it your self.
Tom Clancy[en.wikipedia.org]
I think my primary issue here isn't so much the grey-and-grey morality. That sort of comes with the territory. I don't actually mind Karen Bowman being evil scum - it fits her character pretty well. I think what irritates me personally is the conduct of my own main character, the whole "I can live with getting you killed." and "I just shot 50 people. MAN I love my job!" I didn't create a tattoed-up gruff woman chewing on a cigar expecting a saint of virtue, but it would have have helped if she were at least a little less obviously callous. Frankly, I think a silent protagonist might have been the better option here.
I get that the game's attempting to be satire. The villains do terrible acts trying to be good people, we do even worse acts while trying to be good people, everyone's evil. I get that. But the game has a few moments of brilliance where the US soldiers are confronted with the destructive nature of their actions, but brush them off. Driving El Yayo's grandson to suicide and then remarking "No, he made a decision somewhere along the way!" is good writing. It shows that our characters understand the horror of their situation, but are rationalising, deflecting and rejecting it. If the narrative had stuck with that interpretation and avoided moments like "Yeah, I'm perfectly fine getting an innocent man killed to mildly inconvenience the cartel. Ho-rah!" then I feel it would have actually had more weight behind it.
Take, for instance, the murder of Karl Bookhart. Unlike all the other targets the team is sent to kill, this one upsets them, but not for issues of morality or anything like that. No, it's because "it's one of theirs" - an army ranger. Here, the Ghosts are confronted with the reality of the situation - that they aren't the good guys but are instead little better than Buchons for the US government, same as El Sueno's own. They brush it off, however. Bookhart gave up his US citizenship (something that didn't seem to help Boston Reed anyway) and his membership to the Rangers when he started training Cartel soldiers. It's not OK to kill a fellow ranger, but it's OK to kill THIS specific one, so their conscience is at least superficially clear.
I guess that's my overriding point here - the difference between soothing a guilty conscience via jingoist propaganda nad... Seemingly not having a conscience in the first place. That's what makes me feel this is satire aimed squarely at the US more so than a game of grey morality. The cartel Buchons have a conscience, it's just they've come up with a narrative which lets them be horrible murderers and still keep their conscience clean, at least in their own minds. My character seems to skip this step entirely and just doesn't bother having a consciousness in the first place, because nothing ever fazes her. Racketeering, murder, torture... Hell, even when drugs come up, her argument isn't "Don't, that's wrong and what we're fighting against!" so much as "Don't, you'll get caught when we come back."
I'm fine with Karen Bowman being an irredeemably evil, amoral woman with no consciousness. It just would have been nice if my own character weren't just a copy of Karen Bowman with a gun. I'm OK with my character doing horrible things, but it would have been nice to see her question those actions and offer justifications, rather than what amounts to "♥♥♥♥ you, got mine!" It would still have been satire, just a slightly less over-the-top kind. Conflicts like the one presented here aren't simple and don't have simple answers. If anything, I'd have criticised the game a lot more if it were painted as black-and-white, "American superheroes come to fix your country full of brown people" sort of story as that would have been tremendously patronising. I commend the game for going for a more even-handed tone, it's just I could do with my character not beaing quite so much of a slogan-spouting meathead.
I'm not playing as Duke Nukem! :)
I also especially liked the fact that self-proclaimed badass CIA agent Bowman the ungrateful w*ore, threatening everyone from ghosts to Yayo for no reason at all. And in the end she ends up the one getting ra**ped in prisons.
Oh? Rape aside, learning that Bowman eventually pays for her actions actually does motivate me to see this game through to the end. She's as bad as El Sueno, if not worse, and was instrumental to bringing Bolivia to its knees. Seeing her eat her just deserts would be pretty satisfying. But that also makes me even angrier at my own character for being such an insufferable "♥♥♥♥ you, got mine" meathead. A more level-headed representation of the player character, one questioning the effects of their actions both good and bad, would have made that kind of ending feel more satisfying. Some amount of self-awareness would have helped.
I have a couple story-less zones left to finish (I presume those left open for DLC), but I look forward to that ending.
TL;DR