|
Apr 7th, 2017 at 10:51:35 - Thomas Was Alone (PS4) |
Finally encountered the pixel cloud today -- it swiped up all my characters save for John, who I am currently trying to beat a level with. I'm pretty interested the developments that result from this whole ordeal, and how it interacts and affects each individual characters. I already know from the game that John would've rather been taken by the pixel cloud than be the last one standing, which ended up unfortunately being the case.
I'm beginning to wonder if there is a 'correct' way to play this game, and if the game tracks the different ways and methods you use to solve each level. After all, the character's actions on any given level is the only thing the player has control over anyway; there's no way to mess with any of the narration or actual character personalities and interactions. Again, I think the increasingly personal information that is given to each of the characters makes the game that much more involving and interesting as a whole. I'm wondering how the narration of the characters relationship will affect any of the gameplay, if at all.
add a comment - read this GameLog |
Apr 5th, 2017 at 20:31:21 - Thomas Was Alone (PS4) |
Continuing on with Thomas Was Alone -- today I encountered the mysterious moving shadow. I haven't interacted with it yet but it's been mentioned in the character's dialog. I'm up to about 5 characters at the moment, each with their own individualistic qualities that all symbiotically work together until they reach their respective goals.
The individual qualities of each of the characters makes it increasingly easy to empathize with them. Many of the characters have qualities that I could associate or identify with people I know. While the game may be about AI's trapped in a computer simulation, the overall gameplay and narration make their journey relatable and even understandable. In example, Laura, the pink horizontal rectangle who serves as a sort of trampoline for the others, worries that they are using her. Chris, the small orange square, a grumpy pessimistic character, immediately takes a liking to Laura as they work together exceedingly well.
I've noticed over the course over many worlds and levels that each level seems to get progressively darker -- both in coloring and content. The shadow character I have yet to directly interact with serving as one example. I'm interested to keep playing and see how the narration develops the story, as well as see what other characters they'll introduce as it progresses
add a comment - read this GameLog |
Apr 4th, 2017 at 22:14:22 - Thomas Was Alone (PS4) |
Today I played through the first two worlds of Thomas Was Alone (with each world having about 10 levels each) and it wasn't exactly what I expected. What I got was a very puzzle-like game, with the hero, Thomas, and a very clear goal that needs to be achieved for that level. Even more unexpected, the narration throughout each level as new characters were introduced added a very humane aspect to the game I wasn't prepared for since they were simple animated shape AI's. Each shape has a name, and a skill unique that allows only them to reach certain parts of the level. I've found that combining and utilizing each of the shape's unique abilities is usually what's required in order to pass a level.
Instead of being a traditional cause-and-effect game, Thomas Was Alone presents itself more as a character vs the environment type game, with the biggest adversary being the increasingly difficult terrain to cover in order to reach each of the shape's respective portals.
I really like the gameplay so far -- the movement is super fluid and you're able to refine the shape's positions seemingly down to the last pixel. It has definitely got an addictive candy-crush like quality about it that allows you to play level after level without realizing how long you've been playing.
add a comment - read this GameLog |
Feb 24th, 2017 at 00:06:25 - Life is Strange (360) |
The detail to the storyline remains my favorite part about this game. I really enjoy all the hidden opportunities for advancement that may or may not impact the overall story; the mystery about it is probably the most intriguing part to me. I find that if the decisions to be made in a game are too obvious, it can lead to predictable outcomes that I generally get bored by pretty quickly.
It's getting harder and harder to see the potential consequences of the actions I choose -- making it harder to choose all "good" or all "bad" decisions. Playing this game usually requires me to rewind quite a bit in order to achieve the desired outcome. Even then, I find that many of the circumstances Max gets into have predefined outcomes that only change marginally based on my decisions. The whole situation with Chloe's stepdad is a good example -- I don't imagine that particular scene altering much (sequence of events wise) besides a different relationship between Max and Chloe.
The photo-ops throughout the game and their eventual roll in the storyline are still an enigma to me; I know that Max has to submit a photo to that photo contest or whatnot but I'm not getting the overall importance to the main story. Probably going to be one of those things that adds up or proves itself in the end. We'll see.
add a comment - read this GameLog |
|
|
|
lindseyloveland's GameLogs |
lindseyloveland has been with GameLog for 7 years, 10 months, and 5 days |
view feed xml
|
Entries written to date: 9 |
|