The game contrives to explain this by saying that your cyber suit has “perception enhancement” that can detect “residual psychic emanations” (gotta love ghost science), but visually it was striking. So when the ghosts pop up it’s a legit ‘WTF’ moment. ![]() That game was hugely effective at fraying the old nerves, with its mutants running around and apologising as they battered your head in with a wrench. ![]() The first time I remember seeing this was back in System Shock 2, I think, and in fairness back then it was self-soilingly terrifying and novel. I guess the developer intention behind thisis to offer flashbacks without having to cut away to an actual flashback scene, making it economical but also more immersive for the player as it’s happening in-game before your eyes, and you still have the freedom to move around.įor most of my life, I’ve found this method of storytelling excruciatingly dull it’s slow, it’s visually unappealing (sometimes the ghosts are just smokey squiggles), and quite often it doesn’t even fit with the game you’re playing.ĪLSO READ: Death Stranding Is Proof Not All Games Need Boss Fights You know, when you’re walking around in a game and suddenly before your eyes you’ll get spectral figures from the past, or outlines, or swirls vaguely resembling human forms that give you great big exposition dumps of backstory? You then feel obliged to stand around waiting for them to finish their dull little routine because, dunno, you’re their only audience and it somehow feels rude to just walk away? I’m trying to recall the first time I encountered the ‘ghostly flashbacks’ story delivery method.
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