http://www.rockpapershotgun.com/2012/10 ... s-go-wrongYes, RPS. Swallow the vomit.
A good point is made. Dishono(u)red and many other games sell a power fantasy, where you're all but unstoppable and make mincemeat of the hapless mooks you're faced with.
Contrast with ArmA, where you're just a normal human like your opponents. A single bullet could kill you, and while your helicopter or tank might be destroyed, you'd survive only to be vulnerable on foot. Likewise X-COM (any of them), where you have everything to lose and indeed can lose it all very quickly and easily.
I think it all goes even deeper, to the root of gaming itself. The heavily scripted thrill rides that are now de rigeur remove that vulnerability. The entire universe explodes around you in innumerable games (CoD) but you're not actually at risk except from the half dozen enemies in front of you. In a recent preview for the new Tomb Raider, the writer noticed that while Lara made terrified squeals as she attempted to cross a slippery log over a chasm, the illusion faded when it became apparent that you can't actually make her fall off.
With recharging health, so much of the risk (and sense of accomplishment when you do succeed) is gone. Gears of War told a fantastic story and was fun to play but you didn't really come away with any memories of it, because you were swept along and could instantly retry any tough parts immediately, as many times as you wanted.
Could this be why multiplayer modes are being included so much? Ignoring the pre-owned side of things, a developer with some integrity must be thinking that the suits have ordered yet another by-the-numbers scripted single player mode. Therefore, a multiplayer mode might be the only way that the game mechanics they've worked so hard on will get a proper showing.
What do you think?