My immediate choice is Remedy. Max Payne 2 has one of the most resilient stories I've played through.
By that I mean the complexities of the plot (character secrets, misdirection, general mystery) are ALL explained with no hand-waving of loose ends. That BY ITSELF is incredibly rare in video game stories.
In media res openings can be a cheap way for a story to appear more interesting than it would otherwise, but it's used perfectly in Max Payne 2 to misdirect you just enough to keep the ending a surprise, while also setting up the larger tone and themes of the game: the "fall" symbolizing Max's continued depression, mourning of his family, the guilt he feels for his attraction to Mona Sax, and the overall dread with his descent into progressively worse situations from which he feels there's no escape. And the ending line of narration in that game is one of the simplest but most effective cathartic character resolutions I've seen. Max Payne 3 did not go where I wanted it to, but the ending of MP2 was so satisfying that it didn't matter too much.
What sets Remedy apart from other writing-heavy developers is that they take their story seriously, but not themselves. They break the fourth wall many a time, but they never let those moments compromise the integrity of their story or characters. When Max realizes he's in a video game in the first installment, it's while he's hallucinating during a drug overdose. The joke works, but the integrity of the scene still holds.
Remedy deals in some big ideas, particularly in Alan Wake, where they explore the concept of creative expression by having a supernatural force directly tied to that concept as the central premise of the game. There are lots of stories about writers and writing (write what you know and most writers only know writing) but Alan Wake used that trope in some really interesting ways; and most importantly, the story remained internally consistent, with all the twists and supernatural events being in line with the established rules of the central "Dark Place" conceit.
And perhaps most importantly, Remedy never forgets that they're making a GAME, and they weave ambient story-telling (details in the level design) with traditional cutscene-exposition with equal aplomb.
I would actually offer Rocksteady as another contender for seamlessly fusing gameplay with narrative, with the opening of Arkham City being a prime example. It's slick, entertaining just to watch, but it also serves as a tutorial (a fun one even) while effortlessly establishing the game's premise and characters with a great economy of time.
Log in to comment