The Art of Creating a Bad Story
Simplistic stories, however, are not what I mean when I say bad stories. It’s a cliché nowadays to say, but just turn to Capcom (OR CRAPCOM haha…) and observe their works of art. I never played Resident Evil 6 myself, I played the demo but that was quite enough for me, but I’m fairly sure I can summarise the story.
An evil terrorist cell, using a company as a coverup has obtained a new deadly form of the virus. A member of the terrorist cell says ‘Hey, let’s blow some stuff up to show our power.’ The tyrannical and totally not stupid leader says ‘NO LET’S UNLEASH THIS VIRUS INTO THE WORLD’. Oh dear, everything’s gone wrong.
Could be completely wrong, but to be honest it’ll be something like that. What really surprises me is how, even though the stories are like this throughout the overall RE story arc, the story has somehow become convoluted. Not on par with Metal Gear Solid or the Mario series though, obviously.
Having a bad story doesn’t ruin a game at all, and having no story at all doesn’t ruin it either. Look at the recent Journey, where all the player is given is a light to get to. The player makes their own story. But I feel that in this day and age where the whole ‘games are art’ argument is prevalent and stories are becoming better and more important, like Telltale’s fantastic Walking Dead game series which, in my eyes, has a better written and more affecting story than both the TV series and the comics (seriously get these guys on board for everything), stories like Resident Evil just look more ridiculous and badly written. Story doesn’t have to be good to make the gameplay better, but in a game where you are supposed to become invested in the characters it would certainly help. Put next to the storyline of a game like Final Fantasy XIII as well… Sort it out Square, that game was stupid.
Fair play to them though because creating a story as bad as that is an art, and takes a certain kind of genius.