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    Feb 12th, 2018 at 23:41:27     -    Prison Architect (PC)

    #1
    Prison Architect is from a game standpoint really robust you can customize options for levels, such as a gang option where prisoners will attack each other on sight.
    or choice of wardens such as lobbyist, etc which does have some subtle commentary right away. otherwise starts off game mechanic wise from a pretty standard "city building" type.
    but with some commentary? accuracy flavors such as being able to use grants to help fund the prison and some have a focus of intent some good for the prisoners such as reducing the recidivism rates or prisoner health being a priority.
    since I know I probably won't be able to reveal all grants in this game I did look up what other ones are unlockable etc and they even have a "too big to fail" grant in which your performance can suck but the government bails you out.

    i haven't actually faced any moral decisions yet but I also tend to spend a loooooong time in menus and customization but so far if even some of the jus the subtle titles are any indication this game is full of commentary whether it falls flat and more ...making a joke of it rather than education etc remains to be seen

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    Jan 18th, 2018 at 10:24:15     -    FireWatch (PC)

    so, things have ramped up a bit your lookout tower has been broken into and a communication line is down. it’s more subtle choices so far in the game though. being able to choose to lie to the other lookout about your appearance. but in game play there isn't much that seems timed or rushed. it seems like we also start jumping days going from day three to day 9. possibly ramping up to something? some of the jumps here seem like the intro but Delila reports two missing teens (the same two at the lake) and we jump to day 15. a very weird radio conversation with...our hero’s dementia ridden wife happens? mostly you can only wander the tower while this happens. then it’s on to day 33 the most major choice here seems to be being able to steal other lookouts supplies which if you don't steal it then jumps to day 64 but i reloaded and if you do steal others supplies Delilah will chastise you for it the next day but that seems to be about it(for most of these choices actually so far). Day 76 going fishing without a license, i think this game is too subtle for me. EXCEPT SOMEONE IS TRACKING YOU. hopefully the creepiness with ramp up more quickly?

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    Jan 18th, 2018 at 00:31:20     -    FireWatch (PC)

    so we’ve moved beyond the text based and given a lot more freedom with moral choices, such as coming across people lighting fireworks in a high fire danger zone and being able to confiscate them while they're skinny dipping in the lake or cleaning up cans/bottles. So far the choices are fairly subtle, like cleaning up the beer cans but some could be more problematic like messing with clothing hung about on the way to tell off those lighting fireworks. towards the end you come back to your firewatch hit being broken into, i have a feeling later this will play into another moral choice. i think how well done this is but still don't understand the intro it still seems largely unnecessary and sucks that you are forced through it. this also kind of reminds me of a short story from world war Z (the book) and wonder if the girl on the other side of the radio is real, since they did do a but of a setup for the protagonist to have mental break as a twist.

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    Jan 16th, 2018 at 22:57:15     -    FireWatch (PC)

    while having read reviews about this game I have to say the tutorial is … poorly designed. I'm hoping its just one of many cases where the tutorial is an afterthought and not well babied but considering they force you through it it's not a great design.
    we start off text-based with some smatterings of tutorial items like movement, item interaction it sets a stage for some ethical dilemmas with this or that choices but often it doesn't feel like a truly hard choice between them more like the problematic version of thing 1 and thing 2 and largely unnecessary or at least could have been less text-based or given more piecemeal during actual gameplay and would have given a better chance to connect to the main character.
    for example, one option given is between fighting with the protagonists significant other or ignore her when upset, when she comes back a bit drunk after going out with her friends. considering we don't even know what anyone looks like or sounds like or even a whole lot of history it feels very forced and immature considering we have no reason to care for any of the characters yet. Going from the feeling that our main man is really the problem we are given (Still mostly texted based) a dramatic change in how the game shows why our guy might want to roam the woods alone with only one person on the radio for company.
    Faced with more problematic choices (lock your early onset dementia spouse inside the bedroom while you go to the bar or simply trust she won't get into trouble). It feels as though it's attempting to show a moral grey area but more so just feels more like our MC is an immature jerk. Which could be a setup for his character development but it's not until the “tutorial” is over that we even really get a glimpse of who he is and it lacks a draw and pull to his character in the first place.

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