Originally Posted by gamingafter40
What I disliked was having an audible narrator describe objects visible onscreen -- these popup blurbs never felt like they flowed when read aloud, and they were usually much quicker to scan in text form. "An old lamp hangs on the line." "Another old lamp waits for a customer." "This old lamp is a fine-looking antique." "A rusty lamp looks just heavy enough to KILL ME NOW."
The point of narration I think is to get you immersed in the story, which they did splendidly in KQ6 in particular. Narration can't be bland, generic or unimaginative. The narrator in KQ6 does a great job of describing the important objects which are needed to advance the story, but he also describes unimportant objects in a way I think is entertaining.
For example if you look at a rock on the Isle of Crowns: "Rocks abound on this mystical island."
Or if you try to talk to a rock: "The rocks remain silent, as they have been for ages untold."
The seriousness and objectivity with which the narrator says these things always makes me smile
John Bell in the KQ redux games is also a dear favorite of mine, some of his comments are questionable but he never really broke the fourth wall.
A narrator in a KQ game has to be detached from the actual story, only recounting the events that take place in the game without being involved in the story itself.