One of the most interesting features of the game is that you are given a very limited array of weapons to use throughout most of the game, except for when you find a 'context-sensitive' button. This button allows you to magically do whatever you need to depending on the situation. For example, when fighting the Giant Poo Monster you are able to throw rolls of giant toilet paper. This rule of not being able to use special weapons all of the time makes it exciting to wonder what kind of things you'll be able to do. I replayed one of my favorite scenes the other day. It was the scene that follows the cut scene imitating the lobby scene in the Matrix. I remember watching the cut scene and wondering what kind of tricks i would be able to pull out of my hat. What i was able to do was to do cartwheels in slow motion while shooting up the room. The creators of the game managed to create a rule in which it would make sense to only be able to do shooting slow motion cartwheels consistently.
Throughout the game it is set that there will be cut scenes to fill in pieces of the story. These cut scenes go in order, and are set so they play as certain actions are completed. For the game to function properly the gamer will have to complete the tasks required in order, in a free roaming environment. To do this in an environment like this, rules must be made so that the gamer does everything in order. The game manages to do this and still give the character a bit of freedom by having major goals that have to be completed in order as well as having other challenges at a lesser level that don't have to be completed in order. The game is also set up so that when completing larger challenges, there are clear cut steps to completing the tasks at hand.
Another fun examples of the way that the game playfully changes rules. At the beginning of the game when you went in water, floaties appear on the arms of Conker. Later in the game Conker finds 'Confidence Pills.' These pills allow Conker to not wear floaties and swim underwater. The ridiculousness of the cut scenes that depict Conker understanding the change in rules is one of the things that makes this game so enjoyable.
One of the other rules of the game is that Conker is made happy by finding money. Each time Conker gains money he makes a smart comment or greedy joke about money. The money comes in handy though later in the game when it is required to pay off different characters like talking barrel's or guards who don't realize that the red squirrel they're supposed to be watching out for walks right up to them without them realizing it.
The rules in Conker's Bad Fur Day are based upon the situation in most cases. The main rules however are mainly in place to insure a set story is told to the gamer. The rules also help keep the gamer immersed in the game. This is done by switching up the gameplay to make the game more exciting just like in the Matrix scenario i explained earlier.
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