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	<title>Comments on: RPS Demands: I Want To Live Forever</title>
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	<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/</link>
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		<title>By: Anarki</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-99231</link>
		<dc:creator>Anarki</dc:creator>
		<pubDate>Sat, 11 Oct 2008 12:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-99231</guid>
		<description>One of the most interesting incorporations of &quot;death&quot; into the game I&#039;ve seen is in World of Warcraft where to get the key for Molten Core (or something like that) you have to run in, die, and then as you walk back as a ghost you see another ghost on a tomb who gives you the key. Pretty clever/wierd.</description>
		<content:encoded><![CDATA[<p>One of the most interesting incorporations of &#8220;death&#8221; into the game I&#8217;ve seen is in World of Warcraft where to get the key for Molten Core (or something like that) you have to run in, die, and then as you walk back as a ghost you see another ghost on a tomb who gives you the key. Pretty clever/wierd.</p>
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		<title>By: The Shed</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92367</link>
		<dc:creator>The Shed</dc:creator>
		<pubDate>Tue, 23 Sep 2008 12:55:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92367</guid>
		<description>The player wasn&#039;t invulnerable in that game, only the player character. The player could still lose (die if you want to be vulgar about it) if the City&#039;s health bar reached Zero. To be honest, it was pretty clever, but a bit of a dull game overall.

What&#039;s being discussed here is a game where you can&#039;t lose at all. The closest you come to &quot;losing&quot; would be when you regret an action in the past; although the game would never actually end through the player&#039;s actions, you can&#039;t die or lose in that sense.</description>
		<content:encoded><![CDATA[<p>The player wasn&#8217;t invulnerable in that game, only the player character. The player could still lose (die if you want to be vulgar about it) if the City&#8217;s health bar reached Zero. To be honest, it was pretty clever, but a bit of a dull game overall.</p>
<p>What&#8217;s being discussed here is a game where you can&#8217;t lose at all. The closest you come to &#8220;losing&#8221; would be when you regret an action in the past; although the game would never actually end through the player&#8217;s actions, you can&#8217;t die or lose in that sense.</p>
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		<title>By: Anthony Damiani</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92197</link>
		<dc:creator>Anthony Damiani</dc:creator>
		<pubDate>Tue, 23 Sep 2008 04:43:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92197</guid>
		<description>It&#039;s been done.
As I recall, the Superman game that Tiberon did, the movie tie-in, featured an invulnerable Superman, and a vulnerable Metropolis (on most stages). In theory, the CITY took damage (which would eventually cause you to lose the mission), but hits to you, as Superman, could only knock you down at best.</description>
		<content:encoded><![CDATA[<p>It&#8217;s been done.<br />
As I recall, the Superman game that Tiberon did, the movie tie-in, featured an invulnerable Superman, and a vulnerable Metropolis (on most stages). In theory, the CITY took damage (which would eventually cause you to lose the mission), but hits to you, as Superman, could only knock you down at best.</p>
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		<title>By: The Shed</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92105</link>
		<dc:creator>The Shed</dc:creator>
		<pubDate>Mon, 22 Sep 2008 20:16:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92105</guid>
		<description>Not a bad idea man. In a sense that&#039;s kinda what Walker was saying- although you don&#039;t die, you regret; you have to live with what mistakes you&#039;ve made. I guess you&#039;re taking death into account, and incorporating it into that idea.</description>
		<content:encoded><![CDATA[<p>Not a bad idea man. In a sense that&#8217;s kinda what Walker was saying- although you don&#8217;t die, you regret; you have to live with what mistakes you&#8217;ve made. I guess you&#8217;re taking death into account, and incorporating it into that idea.</p>
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		<title>By: Michael America</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92100</link>
		<dc:creator>Michael America</dc:creator>
		<pubDate>Mon, 22 Sep 2008 20:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92100</guid>
		<description>An interesting take on this would be where death is just an inconvenience while you &quot;regenerate&quot; a la Mr. Immortal of the Great Lakes Initiative.
You fall down a pit of spikes, maybe die, but then need to pull yourself off the spikes and find a way out of the pit. Maybe you meet up with gun-toting thugs, either you beat them somehow, or they fill you full of lead, laugh at you, then leave, depriving you of the opportunity to stop them.

&quot;Dying&quot; in this situation is just a gameplay mechanic, and you don&#039;t replay scenes barring reloading the last save. You&#039;ve just gotta figure out a way to carry on regardless of failures. No failure ever &quot;stops&quot; the narrative, but it does have consequences.

That&#039;s my 2 cents.</description>
		<content:encoded><![CDATA[<p>An interesting take on this would be where death is just an inconvenience while you &#8220;regenerate&#8221; a la Mr. Immortal of the Great Lakes Initiative.<br />
You fall down a pit of spikes, maybe die, but then need to pull yourself off the spikes and find a way out of the pit. Maybe you meet up with gun-toting thugs, either you beat them somehow, or they fill you full of lead, laugh at you, then leave, depriving you of the opportunity to stop them.</p>
<p>&#8220;Dying&#8221; in this situation is just a gameplay mechanic, and you don&#8217;t replay scenes barring reloading the last save. You&#8217;ve just gotta figure out a way to carry on regardless of failures. No failure ever &#8220;stops&#8221; the narrative, but it does have consequences.</p>
<p>That&#8217;s my 2 cents.</p>
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		<title>By: The Shed</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92086</link>
		<dc:creator>The Shed</dc:creator>
		<pubDate>Mon, 22 Sep 2008 19:18:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92086</guid>
		<description>Okay I have to finish on this here post.

Narrative = the method a storyteller adopts to present the diegesis to the viewer. Basically everything you said was part of the narrative of those games.

EDIT: It&#039;s meant to say &#039;narrative or information giving&#039; in above post.</description>
		<content:encoded><![CDATA[<p>Okay I have to finish on this here post.</p>
<p>Narrative = the method a storyteller adopts to present the diegesis to the viewer. Basically everything you said was part of the narrative of those games.</p>
<p>EDIT: It&#8217;s meant to say &#8216;narrative or information giving&#8217; in above post.</p>
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		<title>By: The Shed</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-92081</link>
		<dc:creator>The Shed</dc:creator>
		<pubDate>Mon, 22 Sep 2008 19:06:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-92081</guid>
		<description>Fuck. Ever since Braid came out, thoughts have entered my head that revolve around how alienating Death is in games; how developers should always avoid the death of the player in games with a strong or realistic narrative. Theres nothing less realistic, less immersion breaking, than when you look at a &#039;You&#039;re Dead&#039; screen. It&#039;s definately A way forward.


@Gorgeras: Mate, you definately have the concept of story/ narrative (or plot) the wrong way round. I refer to plot seeing as the two elements of narrative of information giving are story and plot.

Story = everything contained in the canon of the fictional world, i.e. A man sitting at a desk talking about his life.

Plot = the cause and effect sequence of events that lead from the beginning and end of what the viewer is shown, i.e. A woman entering the room and telling the man she wants to have an affair with him. From then on the plot is just the cause and effect of choices and events we see, the story something seperate entirely.</description>
		<content:encoded><![CDATA[<p>Fuck. Ever since Braid came out, thoughts have entered my head that revolve around how alienating Death is in games; how developers should always avoid the death of the player in games with a strong or realistic narrative. Theres nothing less realistic, less immersion breaking, than when you look at a &#8216;You&#8217;re Dead&#8217; screen. It&#8217;s definately A way forward.</p>
<p>@Gorgeras: Mate, you definately have the concept of story/ narrative (or plot) the wrong way round. I refer to plot seeing as the two elements of narrative of information giving are story and plot.</p>
<p>Story = everything contained in the canon of the fictional world, i.e. A man sitting at a desk talking about his life.</p>
<p>Plot = the cause and effect sequence of events that lead from the beginning and end of what the viewer is shown, i.e. A woman entering the room and telling the man she wants to have an affair with him. From then on the plot is just the cause and effect of choices and events we see, the story something seperate entirely.</p>
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		<title>By: Janto</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-91758</link>
		<dc:creator>Janto</dc:creator>
		<pubDate>Mon, 22 Sep 2008 00:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-91758</guid>
		<description>Having thought about things a bit more, I want to rebut the argument that removing failure states from a game would turn it into a non-game, and I think RTSes (especially Darwinia) demonstrate an approach towards failure that&#039;s much more in tune with the idea put forward by John. 

Now, most RTSes, you&#039;re a godlike, incorporeal entity, so obviously you can&#039;t be killed, although some may give you semi-avatars, like Total War&#039;s generals, who have stats that can affect battles and can be killed. And in the tradition of C&amp;C and Blizzard, each scenario has to be completed with certain limited resources and is a fixed stepping stone on the road of some scripted military campaign in which success is the only option. 

But even within that limited framework, players typically have a lot more wriggle room between success and failure, because they can create secondary bases and other forms of insurance that help keep them in the game. Sometimes you can build yourself into a corner or mine all the resources from the map and squander them on a war of attrition, but even a crushing military defeat is typically more of a setback than it is a failure. You can gather more resouces, train more troops, rebuild your base.

This is taken even further by games such as the Total War series, where each battle takes place within a larger strategic context. I would never reload a failed battle, even if it swung the game against me, mostly because it was quite hard to fail battles where you weren&#039;t horribly outnumbered or did sometimes foolish, and because loosing a battle was again a setback, not a failure. Lose and you&#039;re back in the campaign map, and there&#039;s armies to raise and provinces to be re-taken. Even if I knew I hadn&#039;t a hope in winning a battle, I would still try and do my utmost to inflict the maximum amount of damage on my enemy&#039;s army so they would be weakened for my counter-attack. 

Darwinia really embraced the idea of the player being unable to fail in an RTS, in a game-over sense. You can reset levels if you get stuck with an out-of-control viral infection, but even that&#039;s not a failure state, because it&#039;s the player choosing to restart and take a different approach, rather than being forced to try again. Within the game, your units cost nothing to build and are only limited by your command slots, and are completely expendable. You have no base to assault, so you can never be destroyed permanently, even if all your units are wiped out.  The closest it comes to failure states are the missions where you have to harvest souls released by the viruses, where it&#039;s possible to get a bit carried away destroying the virus and not gathering souls. 

The point is, there is a critical difference between the setbacks offered in Darwinia, even when it comes to the loss of units, and dying in an action game. (Incidentally, comparing the frustration of dying in an action game to being stuck in an adventure game as like-and-like is nonsense, as anyone who&#039;s played hybrid games like the latest Broken Swords will know. Dying repeatedly is a far more annoying situation than being stuck.)</description>
		<content:encoded><![CDATA[<p>Having thought about things a bit more, I want to rebut the argument that removing failure states from a game would turn it into a non-game, and I think RTSes (especially Darwinia) demonstrate an approach towards failure that&#8217;s much more in tune with the idea put forward by John. </p>
<p>Now, most RTSes, you&#8217;re a godlike, incorporeal entity, so obviously you can&#8217;t be killed, although some may give you semi-avatars, like Total War&#8217;s generals, who have stats that can affect battles and can be killed. And in the tradition of C&amp;C and Blizzard, each scenario has to be completed with certain limited resources and is a fixed stepping stone on the road of some scripted military campaign in which success is the only option. </p>
<p>But even within that limited framework, players typically have a lot more wriggle room between success and failure, because they can create secondary bases and other forms of insurance that help keep them in the game. Sometimes you can build yourself into a corner or mine all the resources from the map and squander them on a war of attrition, but even a crushing military defeat is typically more of a setback than it is a failure. You can gather more resouces, train more troops, rebuild your base.</p>
<p>This is taken even further by games such as the Total War series, where each battle takes place within a larger strategic context. I would never reload a failed battle, even if it swung the game against me, mostly because it was quite hard to fail battles where you weren&#8217;t horribly outnumbered or did sometimes foolish, and because loosing a battle was again a setback, not a failure. Lose and you&#8217;re back in the campaign map, and there&#8217;s armies to raise and provinces to be re-taken. Even if I knew I hadn&#8217;t a hope in winning a battle, I would still try and do my utmost to inflict the maximum amount of damage on my enemy&#8217;s army so they would be weakened for my counter-attack. </p>
<p>Darwinia really embraced the idea of the player being unable to fail in an RTS, in a game-over sense. You can reset levels if you get stuck with an out-of-control viral infection, but even that&#8217;s not a failure state, because it&#8217;s the player choosing to restart and take a different approach, rather than being forced to try again. Within the game, your units cost nothing to build and are only limited by your command slots, and are completely expendable. You have no base to assault, so you can never be destroyed permanently, even if all your units are wiped out.  The closest it comes to failure states are the missions where you have to harvest souls released by the viruses, where it&#8217;s possible to get a bit carried away destroying the virus and not gathering souls. </p>
<p>The point is, there is a critical difference between the setbacks offered in Darwinia, even when it comes to the loss of units, and dying in an action game. (Incidentally, comparing the frustration of dying in an action game to being stuck in an adventure game as like-and-like is nonsense, as anyone who&#8217;s played hybrid games like the latest Broken Swords will know. Dying repeatedly is a far more annoying situation than being stuck.)</p>
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		<title>By: peon</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-91515</link>
		<dc:creator>peon</dc:creator>
		<pubDate>Sun, 21 Sep 2008 02:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-91515</guid>
		<description>I totally agree. I don&#039;t know how many games I&#039;ve played through in God mode, or how many games I quit playing because there was no God mode, but it&#039;s probably over 20 each.</description>
		<content:encoded><![CDATA[<p>I totally agree. I don&#8217;t know how many games I&#8217;ve played through in God mode, or how many games I quit playing because there was no God mode, but it&#8217;s probably over 20 each.</p>
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		<title>By: Gorgeras</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-91473</link>
		<dc:creator>Gorgeras</dc:creator>
		<pubDate>Sat, 20 Sep 2008 23:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-91473</guid>
		<description>To answer Funky Badger&#039;s very important question: No. 

Back-story is just the story in a past-pretense. Stories are told, narrative is shown; merely put on display. You have to listen to a story, but narrative is optional and happens regardless of any observer. The thing about the Vorts is that there isn&#039;t any story to their history or their present: only narrative. We are shown them as they were in the past and how they are now and are allowed to come to our own opinions of what might of happened. We are not burdened with the responsibility of knowing what happened in order to be allowed to understand what happened. 

Assassin&#039;s Creed is completely the opposite to Half-Life and Bioshock: we have little choice, we are not shown what happens but forced to learn and know it. What little narrative there is gets seperated completely from the gameplay and confined to Desmond&#039;s timeline: a gameplay-free enviroment. 

Examples of narrative:

1. Completing a mission in GTA and having a random news announcement on the radio talking about it from the non-player perspective. 
2. Gordan Freeman becoming an exalted messiah to the Vortigaunt race in between Half-Life 1 and 2 while he&#039;s in stasis. 

What is not narrative, but story:

1. A cutscene at the beginning, middle or end of a mission in GTA. 
2. Gordan Freeman being told he has met Alyx Vance before at Black Mesa but he probably doesn&#039;t remember her. This is complicated because Freeman is the avatar of the player and Valve cleverly manage to have Freeman&#039;s knowledge line-up with the player: neither of them know who Alyx is when they meet them. In one narrative video-cast Dr Breen berates Combine soldiers for not capturing Freeman who is &#039;not trained as a soldier&#039; as most players won&#039;t be and is described as an over-paid under-achiever that hadn&#039;t put in the work appropriate to his pHD. Freeman is a mish-mash of what demographic archtypes a player is: a slightly-lazy nerd with a love of puzzle-solving, pragmatic thinking and above average fitness. 

Such a complicated avatar is genius narrative in itself. He&#039;s either a lucky idiot, depressed tough-guy or mute prodigy with a crowbar. A protagonist we can impose our personality on not because he&#039;s bland, but because other people are reacting to him as if he has their unquestioning respect, which we all want. No one gets angry with him, no one is intimidated by him and they want him to like them. JC Denton can&#039;t make the same claim.</description>
		<content:encoded><![CDATA[<p>To answer Funky Badger&#8217;s very important question: No. </p>
<p>Back-story is just the story in a past-pretense. Stories are told, narrative is shown; merely put on display. You have to listen to a story, but narrative is optional and happens regardless of any observer. The thing about the Vorts is that there isn&#8217;t any story to their history or their present: only narrative. We are shown them as they were in the past and how they are now and are allowed to come to our own opinions of what might of happened. We are not burdened with the responsibility of knowing what happened in order to be allowed to understand what happened. </p>
<p>Assassin&#8217;s Creed is completely the opposite to Half-Life and Bioshock: we have little choice, we are not shown what happens but forced to learn and know it. What little narrative there is gets seperated completely from the gameplay and confined to Desmond&#8217;s timeline: a gameplay-free enviroment. </p>
<p>Examples of narrative:</p>
<p>1. Completing a mission in GTA and having a random news announcement on the radio talking about it from the non-player perspective.<br />
2. Gordan Freeman becoming an exalted messiah to the Vortigaunt race in between Half-Life 1 and 2 while he&#8217;s in stasis. </p>
<p>What is not narrative, but story:</p>
<p>1. A cutscene at the beginning, middle or end of a mission in GTA.<br />
2. Gordan Freeman being told he has met Alyx Vance before at Black Mesa but he probably doesn&#8217;t remember her. This is complicated because Freeman is the avatar of the player and Valve cleverly manage to have Freeman&#8217;s knowledge line-up with the player: neither of them know who Alyx is when they meet them. In one narrative video-cast Dr Breen berates Combine soldiers for not capturing Freeman who is &#8216;not trained as a soldier&#8217; as most players won&#8217;t be and is described as an over-paid under-achiever that hadn&#8217;t put in the work appropriate to his pHD. Freeman is a mish-mash of what demographic archtypes a player is: a slightly-lazy nerd with a love of puzzle-solving, pragmatic thinking and above average fitness. </p>
<p>Such a complicated avatar is genius narrative in itself. He&#8217;s either a lucky idiot, depressed tough-guy or mute prodigy with a crowbar. A protagonist we can impose our personality on not because he&#8217;s bland, but because other people are reacting to him as if he has their unquestioning respect, which we all want. No one gets angry with him, no one is intimidated by him and they want him to like them. JC Denton can&#8217;t make the same claim.</p>
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		<title>By: generic commentator</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-91269</link>
		<dc:creator>generic commentator</dc:creator>
		<pubDate>Sat, 20 Sep 2008 09:47:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-91269</guid>
		<description>The idea is nice...for some people. I mean I know I enjoy a challenge, and while the thought of different motivation other than replay or death is nice, and I think that is the main point here...but in some cases I WANT replay. If there is a permanent plot change that I caused and did not like(I let the world get destroyed) I would want to be able to go back and change that. A new motivation is nice, but not everyone would want it, just as not everyone likes ones present now. And I don&#039;t think a quest for new motivation is new, but consciously looking may be.</description>
		<content:encoded><![CDATA[<p>The idea is nice&#8230;for some people. I mean I know I enjoy a challenge, and while the thought of different motivation other than replay or death is nice, and I think that is the main point here&#8230;but in some cases I WANT replay. If there is a permanent plot change that I caused and did not like(I let the world get destroyed) I would want to be able to go back and change that. A new motivation is nice, but not everyone would want it, just as not everyone likes ones present now. And I don&#8217;t think a quest for new motivation is new, but consciously looking may be.</p>
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		<title>By: Plopsworth</title>
		<link>http://www.rockpapershotgun.com/2008/09/18/rps-demands-i-want-to-live-forever/comment-page-3/#comment-91242</link>
		<dc:creator>Plopsworth</dc:creator>
		<pubDate>Sat, 20 Sep 2008 07:48:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=2983#comment-91242</guid>
		<description>This thread, along with the Lugaru 2 stuff and someone mentioning protecting reminded me of Black Shades, another game by Wolfire Software.

&quot;In Black Shades you control a psychic [and INVINCIBLE] bodyguard , and try to protect the VIP (dressed in white) from a horde of zombies, snipers and other assorted would-be assassins.

Unique Features
Infinite randomly generated city
Rag-doll skeletal animation
Soul release mode
Fluid aiming system
Stop assassins by shooting them, knocking them unconscious, disarming them, tackling the VIP out of the line of fire, or any combination of the above.&quot;

Actually, I think you could be exploded by grenades. But  you were never under attack yourself. It&#039;s all about escorting the blissfully ignorant vip amongst a dynamically generated crowd where anyone could suddenly draw a gun or a knife. Another fun unrelated feature was the Action Half-Life-esque bleed-kill. With the smaller handgun, unless you scored a headshot, your target would only die within a second of getting shot. This allows the possibility for them to still stab your target to death. Hence, you have to either realistically double-tap them in the torso or drop them with a headshot.

Anyhow, highly reccomended. A game I carry on my USB stick: &lt;a href=&quot;http://wolfire.com/black-shades&quot; rel=&quot;nofollow&quot;&gt;Check it out. &lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>This thread, along with the Lugaru 2 stuff and someone mentioning protecting reminded me of Black Shades, another game by Wolfire Software.</p>
<p>&#8220;In Black Shades you control a psychic [and INVINCIBLE] bodyguard , and try to protect the VIP (dressed in white) from a horde of zombies, snipers and other assorted would-be assassins.</p>
<p>Unique Features<br />
Infinite randomly generated city<br />
Rag-doll skeletal animation<br />
Soul release mode<br />
Fluid aiming system<br />
Stop assassins by shooting them, knocking them unconscious, disarming them, tackling the VIP out of the line of fire, or any combination of the above.&#8221;</p>
<p>Actually, I think you could be exploded by grenades. But  you were never under attack yourself. It&#8217;s all about escorting the blissfully ignorant vip amongst a dynamically generated crowd where anyone could suddenly draw a gun or a knife. Another fun unrelated feature was the Action Half-Life-esque bleed-kill. With the smaller handgun, unless you scored a headshot, your target would only die within a second of getting shot. This allows the possibility for them to still stab your target to death. Hence, you have to either realistically double-tap them in the torso or drop them with a headshot.</p>
<p>Anyhow, highly reccomended. A game I carry on my USB stick: <a href="http://wolfire.com/black-shades" rel="nofollow">Check it out. </a></p>
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