Deception: Difference between revisions
Content added Content deleted
m (Mass update links) |
m (update links) |
||
Line 4: | Line 4: | ||
Well, perhaps it's time to play from another angle. [[Evil Is Cool|After all, playing for the other team has its benefits, too.]] |
Well, perhaps it's time to play from another angle. [[Evil Is Cool|After all, playing for the other team has its benefits, too.]] |
||
In 1996, for the Sony [[ |
In 1996, for the Sony [[PlayStation]], Tecmo released ''[[In Case You Forgot Who Wrote It|Tecmo's]] Deception: Invitation to Darkness'', which, while not a smash success by any stretch of the imagination, allowed the player to do something not often seen in video games: [[Evil Feels Good|play as the bad guy]]. The goal of the story was to resurrect [[Satan]], and instead of doing so with direct combat, you utilized a series of [[Death Trap|deadly traps]] that you placed throughout your castle. The game did well enough to spark a small series, although nothing new has been announced as of this time. |
||
The series in general follow the same patron, with you having to protect your castle [[Excuse Plot|for one reason or another]], with [[Death Trap]] and gizmos. The biggest selling points in general is the same: play from an unusual point of view (the [[Trap Master]]) and kill your enemies in [[Video Game Cruelty Potential|goresome ways]]. In most of them you are plain evil, but some of them try leave you in a more ambiguous position, where [[Black and Grey Morality|it's not clearly which side is the good one]]. This actually makes the experience stronger, as one is not sure if what you are doing is right or wrong. |
The series in general follow the same patron, with you having to protect your castle [[Excuse Plot|for one reason or another]], with [[Death Trap]] and gizmos. The biggest selling points in general is the same: play from an unusual point of view (the [[Trap Master]]) and kill your enemies in [[Video Game Cruelty Potential|goresome ways]]. In most of them you are plain evil, but some of them try leave you in a more ambiguous position, where [[Black and Grey Morality|it's not clearly which side is the good one]]. This actually makes the experience stronger, as one is not sure if what you are doing is right or wrong. |