Chuanqi Liu's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=2037Thief: Deadly Shadows (PC) - Thu, 14 Nov 2019 23:02:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=7011I feel that Thief suffers greatly by comparison to Dishonored. Dishonored's world feels more authentic because of consistent art direction, along with large and atmospheric levels, that lend the game's city of Dunwall a strong sense of place. Thief is unable to achieve this because of its technical shortcomings. Its visual fidelity appears to come at the expense of an ability to render large levels. Exploring The City's hub world is less of an atmospheric stroll and more of a constant assault of loading screens. Even in missions, the game cannot render the entire location at once, so Garrett is forced through a linear progression of smaller locations. This destroys any true sense of place that Thief could potentially achieve. Thief suffers from too much ambition, unable to draw its systems into a cohesive whole. Whether the game simply needed more time or entirely different foundations is never quite clear. Either way, it's a game that adds up to less than the sum of its parts.Thu, 14 Nov 2019 23:02:05 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7011&iddiary=12470Thief: Deadly Shadows (PC) - Wed, 13 Nov 2019 23:33:47https://www.gamelog.cl/logs/LogPage.php?Log_Id=7011It took me 15 hours to complete the campaign with the majority of side activities factored-in. I like that the city plays the role of mission hub, not only linking each chapter but also offering a range of activities of its own. It's large but narrow and divided into pre-planned routes that made I become very familiar with as I crisscrossed its rooftops over and over. The majority of side missions are single-room stealth or puzzle challenges, but half a dozen take place in entirely new areas. These small open-ended environments suit Thief's gameplay very well. Most side missions are quickly accomplished and forgotten. My favorite mission was an optional one in which I lead a drunkard through the level by clearing away the obstacles that inhibit his progress. It's a cheekily wicked process with a few dark laughs in store.Wed, 13 Nov 2019 23:33:47 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7011&iddiary=12469Thief: Deadly Shadows (PC) - Wed, 13 Nov 2019 00:28:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=7011The game looks and sound very good. The city takes a very dark and moody grip on you and the atmosphere is amazing. The biggest thing that really made me love this game are the details and little things around the City, including tons of secret areas, environments to exploit, dark corners and streets, hideouts, passages and the list goes on. I like how the game doesn't hold your hand if played on master custom options. You have to find those switches yourself, figure out the puzzles alone and plan your movements when doing housecleaning and anything in stealth. It is thrilling and immersive. (This entry has been edited1 time. It was last edited on Wed, 13 Nov 2019 00:31:04.)Wed, 13 Nov 2019 00:28:32 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7011&iddiary=12467The Red Strings Club (PC) - Fri, 11 Oct 2019 23:16:32https://www.gamelog.cl/logs/LogPage.php?Log_Id=7000It may be one of the few videogames that actually includes the -punk in cyberpunk, and just for that, it deserves praise. Its pixel art and melancholic, jazzy soundtrack fit the atmosphere like a glove, and the overall experience is enhanced by a fulfilling main story and a considerable amount of branching dialogue that covers existential issues about what makes humans human - and how far we can go without renouncing to our essence - while synchronously exploring contemporary socio-economic topics. However, choices have an inconspicuous impact on the ending, and seem to exist only to steer conversations from one subject to another. All in all, The Red Strings Club is the most atmospheric and thought-provoking cyberpunk game that I've played so far.Fri, 11 Oct 2019 23:16:32 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7000&iddiary=12453The Red Strings Club (PC) - Thu, 10 Oct 2019 17:42:37https://www.gamelog.cl/logs/LogPage.php?Log_Id=7000I played The Red Strings Club for 1 hour today. The gameplay is fairly simple, usually consisting of a short bartending mini game where you choose which emotion you want to evoke in the patrons to club. Despite how little actual interaction you get, I found the puzzles engaging, as you have to pay attention to what kind of person you're talking to, and what emotions would be best for extracting the information you need. The mechanics of The Red Strings Club reminded me of Neo Cab, a game that also set in a cyberpunk world where you play as a cab driver chatting with your passengers during the ride. The quality of your talk doesn’t only determine whether you get a tip or not, it’s also crucial for your driver rating. Your goal is to maintain a rating of four stars or higher or you risk a deactivation warning. Certainly there are some similarity of game design between The Red Strings Club and Neo Cab. Their game mechanics are simple yet fun.Thu, 10 Oct 2019 17:42:37 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=7000&iddiary=12452Detroit: Become Human (PC) - Thu, 12 Sep 2019 01:17:41https://www.gamelog.cl/logs/LogPage.php?Log_Id=6995I like the way of Detroit combing game system and narrative. The game uses the symbiosis to simulate all sorts of situations, often with quite pleasing results. What stood out for me was an interrogation scene with a stressed-out android, and a scene where I had to make sure a police officer didn’t become too suspicious of my character. The success of those scenes came from mixing simple, gamey systems together with narrative in a holistic manner. In some scenarios, by showing some numbers going up and clear objective pointers, the game manages to add a more concrete feedback loop. The system gives the game more opportunities for narrative-system symbiosis.Thu, 12 Sep 2019 01:17:41 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6995&iddiary=12445Detroit: Become Human (PC) - Wed, 11 Sep 2019 00:25:45https://www.gamelog.cl/logs/LogPage.php?Log_Id=6995I think the game might be more thematically interesting if protagonists didn’t look so human. Most players can be easily sympathized with protagonists because of their humanoid looks and actions. It would be more fun if the player started the game thinking the robots did not deserve any rights, and the thinking would evolve throughout the game. For example, it doesn’t make sense for a player to want for Connor to stay an obedient robot in the game. The story pretty clearly pushes the player to want Connor to become a deviant. If the Connor had looked a bit more spooky, or had weirder ways of thinking like a machine, it would have made the choice less obvious and forced me to think more about my alternatives. A version of Detroit with protagonists that are clearly not human would be also interesting to play.Wed, 11 Sep 2019 00:25:45 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6995&iddiary=12444Detroit: Become Human (PC) - Mon, 09 Sep 2019 22:08:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=6995The ethical controversy story of Detroit: Become Human intrigues me to think about the boundary between humankind and robots. How do we judge and distinguish robots from human? Is it wisdom, or life, or even emotion? One thing I found particularly interesting is a choice offered to the player about the android appears on the title screen, Chloe. Chloe is present on the game’s title screen to discuss the player’s choices, make comment on their progress, and generally interact with the player. After a successful android revolution, Chloe poses a question to the player; will the player allow her to leave to join the revolution or deny her request and make her remain as an in-game hostess. I think this request raises an implicit question of gender issues in the game, whether certain roles would only be fulfilled by certain genders. Would players respond differently to this request if it were made by a male android?Mon, 09 Sep 2019 22:08:26 CSThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6995&iddiary=12443