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    Oct 27th, 2009 at 15:05:30     -    Super Columbine Massacre RPG (PC)

    Blount Game Log3

    Playing the game the third time I started to look at it purely from the creative stand point. Without looking at the very controversial theme, I am able to appreciate what the author of this game was trying to put together as far as content, rules, elements, and systems. Without looking at the skill of the artist and just observing the constructional and semiotic development used to create a style that fits the technical limitations of the execution, I can see that the overall concept was well thought out and really is a successful composition as a whole.

    What is interesting is you see objects in this game from a top/side view. This arrangement compliments the grid restricted movement that correspond with the embedded danger zones representing the range of the security cameras. The grid is further loaded with” kill zones” based on proximity of the characters to one another. The relationship to characters to interactive back-story symbols completes the system.

    I have not figured out all the rules of the game but speed and agility of your characters movement is one physical rule you must master to advance, and get past obstacles. One hidden rule is, to experiment and try everything. Doing so allows you to find out what’s interactive and what’s not.

    I was looking for a moral dilemma that the creator of the game had to face, or one that players of the game has to face. And the dilemma that I see the author had to consider was; “Do I create the characters to kill the students or not”? Is that just too violent or must there be some sort of buffer to tone the violent nature of the theme and player characters down? In the first part of the game its seems that the players character really can’t harm the student monitors until it’s time to blow the whole school up, and yet the school monitors have the power to catch and send the player’s character back to the beginning of the game.

    My conclusion is that in order for this game to be fun within the artistic structure of the game the author had to tone the very hard core attitudes of the characters down a little to make the game play enjoyable.

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    Oct 26th, 2009 at 23:33:57     -    Super Columbine Massacre RPG (PC)

    Blount Game Log2

    This is my second time up at bat playing Super Columbine Massacre RPG
    and I finally made it pass the hall guards and into the cafeteria to plant my first bombs. Maneuvering around the tables and avoiding the cameras seem to be the hardest challenge. I don’t really know how to dislodge my bombs yet, I don’t really have enough experience.

    Approaching the game from the eyes of realism; even though the graphics are not created to resemble real objects in shape, texture or form, There is a lot of suggested realism going on in the game. From the items in Eric’s bedroom and basement, to the attitudes of two disillusioned suicidal teens, you get the sense that these two guys are really enjoying toying with death, only because they don’t really understand what life is about. Every thing is a big joke, and the story line succeeds in convincing the player that the only thing important in the game is to hurry up and get these guys blown to kingdom-come, along with the school.

    The possible actions and situations that may occur executing such a plan is experienced some by the player. The cameras, the school hall guards, and cafeteria workers, communicate the idea that Eric and Dylan are really trying to blow up the school. The maneuvering of the character Eric however, takes you mind completely off the goal, and makes all the dodging that Eric does the main game-play. I haven’t experienced any violence yet; maybe because I haven’t learned the purpose of or how to use the weapons. But it almost seems that you can maneuver your way to where you want to go by learning when to dodge by trail and error.

    The realism in this game lies in your ability to use your mind to make the realism valid. The punishments in this game guide you to performing the right actions to advance you forward. The punishments so far are all related to getting caught, which adds the much needed conflict in the game. Getting caught is a repeated action that allows you to learn the strengths and weaknesses of your obstacles: cameras, hall guards etc. The realism of these obstacles is experienced as real as it can be for this type of game design.

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    Oct 25th, 2009 at 22:31:37     -    Super Columbine Massacre RPG (PC)

    Blount Game Log1

    My first attempt to play this Pac Man style game was full of frustrations, but I finally figured out the plot. This game is about two restless dude’s whose fantasy is to get back at society by blowing up the high school. After spending ten minutes checking out dude one’s room, I finally figured out that only until I picked up every thing that was interactive in the room would I find out what to do to get the game going.

    The graphics are very pixilated and take a little time for your eyes to get used to reading the pixel styled objects in the room. Once you figure out that you have to make a phone call to your partner in crime to start the dialogue going and get the action going.

    The rawness of the graphics in a way works with the somewhat raw attitudes of the two main characters that you meet close up in the backstory and experience the dialogue between them.

    In this game you play the bad guy who is the hero and any thing normal is bad, and anything bad is good. When you finally leave your room and your partner comes over, after you grab your bombs in a duffle bag, you leave your living room to start the “big day” that you have been planning.

    At this point I started filling uncomfortable with the game. Unlike other games that mirror violence, in this game the violence is against innocent people. The object of the game is to blow up the school with people in it.
    Knowing this put a damper on the game because you have to in the name of having fun ignore the theme of the game in order to really enjoy it.

    This game is another case of cultural relativism gone wild; a world where bad is good and good is bad.

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    Oct 25th, 2009 at 22:31:04     -    Super Columbine Massacre RPG (PC)

    Blount Game Log1

    My first attempt to play this Pac Man style game was full of frustrations, but I finally figured out the plot. This game is about two restless dude’s whose fantasy is to get back at society by blowing up the high school. After spending ten minutes checking out dude one’s room, I finally figured out that only until I picked up every thing that was interactive in the room would I find out what to do to get the game going.

    The graphics are very pixilated and take a little time for your eyes to get used to reading the pixel styled objects in the room. Once you figure out that you have to make a phone call to your partner in crime to start the dialogue going and get the action going.

    The rawness of the graphics in a way works with the somewhat raw attitudes of the two main characters that you meet close up in the backstory and experience the dialogue between them.

    In this game you play the bad guy who is the hero and any thing normal is bad, and anything bad is good. When you finally leave your room and your partner comes over, after you grab your bombs in a duffle bag, you leave your living room to start the “big day” that you have been planning.

    At this point I started filling uncomfortable with the game. Unlike other games that mirror violence, in this game the violence is against innocent people. The object of the game is to blow up the school with people in it.
    Knowing this put a damper on the game because you have to in the name of having fun ignore the theme of the game in order to really enjoy it.

    This game is another case of cultural relativism gone wild; a world where bad is good and good is bad.

    add a comment Add comment  -  read this GameLog read

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