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Feb 22nd, 2017 at 20:31:16 - Thomas Was Alone (PC) |
I played through the arc where Chris Meets Laura to when Sarah is introduced to James and Thomas. At this point in the narrative, Chris is very in love with Laura but she's being followed by a strange pixel cloud. When Laura meets with the others, most of them are wary of the pixel cloud and the arrival of Laura, but they choose to not do anything because they are trying to be understanding of Chris (their friend) and his feelings for Laura. Putting the safety of the group at risk for their friend. And before Thomas has a chance to say anything, he's taken away by the cloud. The game creates these personalities that interact in a way that shows that they encounter dilemmas where they must decide between helping one another, or clash in disagreement. Because you the player are solving the levels, they must be cooperating. After the group has been completely swallowed up, Thomas meets James who is insecure of his abilities, however Thomas is fascinated by James. Thomas is genuine in his interactions, and James feels encouraged in helping Thomas.
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Feb 20th, 2017 at 12:43:33 - Thomas Was Alone (PC) |
For the first 30 minutes of Thomas was alone, I played through the beginning until Chris meets Laura. I like how the game introduces these AI, as characters with unique personalities. The narrative helps give this work life, as we see this struggle made by the AI, and the quotations of these programmers (scientists?) who see the AI as a bug in the system. There was one level in the game that stood out to me. Its one of the levels when John (The long, athletic, egotistical rectangle) can jump past a button and fall past to area where he couldn't backtrack. I was testing to see if any of the narrative would change, but the game makes the assumption that the player WILL push the button to help the other characters proceed. Also, overthinking the bug, if John doesn't help the other Characters, none of them could proceed.
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Jan 25th, 2017 at 21:03:35 - Life is Strange (PC) |
Played the other half of the game. I have a lot of questions about the ending. I didn't quite understand the whole "dream sequence" or "broken time" Twilight zone, but I feel like the final decision of choosing to save the town or choosing to save Chloe was very interesting. After going through most of the game working with Chloe and dedicating so much time to helping her, it made sense as the climax for the game. I enjoyed the fourth part, realizing the consequences of changing things in the past and offered the option to "help" Chloe by deciding whether or not to kill her when she asked Max to do so. I ended up making some decisions by thinking that certain choices shouldn't be made because the act of doing the action regardless of your ability to change the result shouldn't be committed, like shooting Frank or killing Chloe. Most of the fifth chapter, I was just trying to figure out how to screw over Jefferson and wondering what was going on.
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Jan 19th, 2017 at 13:51:26 - Life is Strange (PC) |
The experiance was fun, the choices in the game made me cosider the moral dilemas and while I ended up doing what I personally thought was right. I noticed that I favored choices that seemed to help characters who were emotionally distressed like Sara. I think that it's moraly good to let you greinds to suffer a little discomfirt, if another person is emotionally distressed. It was also interesting to be able to rewind and observe your other decisions and to see if they would offer more favorable options.I also avoided the scenarios that would cause Max to do things that could have left some emotional scaring like shooting Frank or killing Chloe in the 4th chapter. I think that it still affects a person's mentality if they were able to witness or execute a life changing task such as shooting a person or helping a person die, even with rewinding abilities.
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Miraiart12a4's GameLogs |
Miraiart12a4 has been with GameLog for 7 years, 10 months, and 2 days |
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