Some pretentious videogame critics have recently started using an obscure term in their reviews to appear smarter, and said term is "ludonarrative dissonance". If it's the first time you hear it or you can't quite tell what it means (don't worry, it's only natural; the term is intentionally obtusely worded), it is basically a gameplay segment or mechanic that clashes with the "narrative" or theme of the scene you are currently playing; the easiest example to spot is when you are playing what's supposed to be a sad scene but the gameplay is happy and upbeaty, but these critics often use it to describe scene where you are committing a massacre and you are having fun while doing it.
Two specific examples of this phenomenon according to critics are Valiant Hearts and Hotline Miami.
In the first one, you can take control of the medic as she saves her allies in the battlefield during the Great War; her scene is intentionally made to look specially crude, considering all the debris, fire and destruction that surrounds her, so you can tell that yes, war is very very bad and you are alone, confused and vulnerable. Said scene is intentionally made to look painful and sad, but you have to fight against the odds and help your friends survive by healing them like the fucking medic you are. However, the healing sequences are more or less a rhythm minigame, and apparently that's bad because it's a case of ludonarrative dissonance.
In HM, however, the entire game is a dissonance, because the game is fun and yet you are killing people like a maniacal serial killer. HM has fun mechanics, upbeat music and colorful visuals, and according to critics, you should feel bad for killing all those people, so they clearly didn't do a good job at blending narrative with gameplay.
I honestly think both of these cases are cherrypicking for the sake of deconstruction to make critics appear smarter than they actually are. You can criticise several things about the segments, such as the fact that the pristine white of the healing UI doesn't blend well with the rest of the environment (specially in the night scene), or the fact that this is different to the rest of the gameplay mechanics of the game and it feels a bit weird because of how out of the blue these minigame segments come, but I don't really feel "ludonarrative dissonance" is a good term to describe it. The second case is simply retarded no matter how you look at it (unless you are Jack Thompson), but I will go as far as saying that painting killing as fun is entirely intentional in HM.
It seems a very specific term to refer to a phenomenon that seems possible in theory but never happens in practice. What's more worrisome is that game critics are talking about it very seriously and namedropping the term at every game to, in my opinion, appear smarter and more legit to their audience.
What do you think about ludonarrative dissonance, Holla Forums? And before posting smug anime girls with >game critics greentext, let me point out even critics are divided in this topic. In specific, Jim Sterling of all people seem to be against the abuse of the term.