Is There A Right Way To Play A Video Game?
Briefly

Is There A Right Way To Play A Video Game?
"You see the man talk to said daughter later, as she coughs repeatedly, and you can see the pain of a parent watching their child suffer. When he promises her that the monsters around them won't hurt her, you see a father trying his best to reassure his frightened daughter in the midst of genuine danger. When he growls at the enemies to stay away from her, there is an intensity in his voice--a perilous quality."
"When the boy stands up to fight the monsters that tower over him, you don't feel the same dangerous edge as the father. You feel the vulnerability of a young person in over his head. When he tells the monsters to stay away from his sister, it's in a low, almost pleading voice. As he screams for help, there is desperation, but also the fear of someone far too young to deal with this situation."
Two scenes portray contrasting protagonists: a ghoulish man in Summer 2049 and a baby-faced boy in Summer 2053, each clutching a rusted pipe as an eerie voice offers power in exchange for sacrifice. The father's dialogue conveys perilous intensity, parental fear, and heartbreak while reassuring a coughing daughter; the boy's dialogue conveys vulnerability, pleading, and youthful desperation when defending a sister. Yoko Taro created two 2010 versions—one with a boy and one with a father (Nier Gestalt in Japan). The father-focused version was reportedly produced because Square Enix's American marketing believed Western audiences would prefer an adult protagonist.
Read at GameSpot
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