Kotaku: In DmC, the new reboot of Capcom's Devil May Cry series, hero character Dante is the offspring of an angel mother and demon father. He looks human but is of another breed altogether, a species of celestial rarity called nephilim who are incredibly powerful. They're wild cards, nephilim are, and their bloodlines gives them the strength to elevate or subjugate the plain ol' mortals who don't know they exist.
The verboten relationship responsible for Dante's existence reminds me of the way that writing copulates with video game design. What we typically think of as sharp wordsmithing can ruin a video game. Too in love with vocabulary and chatter? You'll bore a player to tears. And on the opposite end of the spectrum, brevity may be the soul of wit, but a game that's too stingy with explication won't make anybody care about what's going on.
So what kind of writing works best in video games? The kind that you notice only peripherally, that pricks the fringes of your consciousness when you're plowing down bad guys.