Games should give the slow moving injury sequences a rest

Feature Opinion

Destiny 2 is the latest in a long line of games to feature an extended sequence where the protagonist is injured – which naturally causes them to move like a snail.

“This is cool, but what if he was moving forward at negative speed?” – Somebody somewhere.

The mechanic isn’t exactly new. In fact there are so many examples of it that I can’t think of them all off the top of my head (feel free to comment some examples below). Controlling a slow moving character is basically the Marvel Universe of gaming scenes – there are too many of them and I don’t like it anymore.

Metal Gear Solid V: The Phantom Pain was perhaps the worst offender, where an extended injury sequence moved with the ferocity of molasses.

Not exaggerating, it was basically 500 hours of this but with the added bonus of a naked man’s exposed anus in your face.

Look, I get why it’s done. It’s to show that an otherwise powerful protagonist is now significantly weaker, which means that you have to endure teeth grindingly slow movement speeds to force some drama out of the event.

Sure a few games have accomplished it well – such as the Nuke sequence in Modern Warfare –  but that was 10 years ago and the whole damn thing is so played out now it’s causing enough eye rolls to give me motion sickness.

Practicing slithering on the ground before the mutations kick in = smart move.

For me, it’s now the video game storytelling equivalent of button mashing quick time events – in that it painfully makes you control something that for narrative purposes a cut scene could do just fine.

But hey, maybe some of you like it. In fact I’m genuinely curious, let me know down below (in the comments… not sexually).

Walk slowly with Charlie on Twitter @clbraith and don’t forget to follow @load_screen and like us on Facebook.

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