Today’s post by Maya looks at Another Code: R for the Wii, and continues a recent trend on here of using average or mediocre games to think through what distinguishes the gaming wheat from the chaff when it comes to narrative in games.
Oh, wait, I’m having a flashback…Eike, protagonist of Shadow of Memories (aka Shadow of Destiny)? What are you doing here? No – this is all wrong. I’m meant to be writing a piece on Another Code: R… So, why is Homunculus here? Why are Eike and Homunculus holding hands?! What is going on?!
Is my flashback an accurate recalling of a narrative sequence? Or is it an elaborate ploy in which to make several interrelated points on the problem of translation in narrative-heavy games and story order? Or did I simply want you to have a bizarre image in mind when reading this post? Whatever the case, flashbacks are an important element to the argument of this blog post, a conceit used in many games, but especially important in story driven games. And so I’d like to explore why Cing’s Code: R is a disappointing game compared with Shadow of Memories and other story-driven games, because of its failure to utilise the full potential of the gaming medium. Continue reading