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Instead, it gives these characters the tools to live with their experiences constructively, threading them within the dialogue, narrative beats, and even gameplay. It doesn't topple into the saccharine, problematically suggesting that trauma is something you can "move on from" it bubbles up to the surface for these characters too much for that to be a pat solution.
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Instead of exploring (or wallowing in) these traumas as the intention and end unto itself, the game wants you and its characters to understand how to constructively reckon with them. What separates Marvel's GOTG from the pack is what it chooses to do with these painful themes. Many of the characters the Guardians stumble upon during their space misadventures have history with them (especially with Peter), and while these interactions are naturally tinged with rabble-rousing humor, they also deepen with personal, oft-painful repercussions.
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Rocket "Don't Call Him a" Raccoon has an ever-unfolding backstory rife with pain and gritted trauma he is, after all, sentient and skillful thanks to a vicious series of medical experiments that left most of his peers dead. As is the case with his MCU counterpart, Peter Quill's largest emotional hurdle comes from the death of his mother and absence of his father, and the very first scene is a playable flashback designed to scratch at this painful scab. Marvel's GOTG isn't afraid of real emotions, mind you.

RELATED: We Played Some 'Marvel's Guardians of the Galaxy,' and It's Pretty Flarkin' Fun It's a big hug from the best big brother imaginable. While its gameplay and tone may strike you as " Unchartedin space," its overall embrace of wholesomeness, friendship, sappiness, and straight-up love ensure its pleasurable uniqueness. But all of this agony made my experience playing Marvel's Guardians of the Galaxyfeel like such a breath of fresh air. I love many-to-most of these games (well, sorry Cyberpunk), and I love seeing how talented game designers and writers burrow into complicated, agonizing, brutal experiences in the service of pushing the medium as far as it can go.
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Many of our big, prestigious, AAA video game titles are interested in complex, emotional explorations of the most morally ambiguous experiences of humanity or, to put it into LEGO Batman Movie terms, DARKNESS! Recent titles like Far Cry 6, Cyberpunk 2077, and Doki Doki Literature Club plunge into emotionally gutting experiences as their raison d'être, using the inherent interactivity of gaming to eradicate any feelings of comfort or safety in the service of culpability.
