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Sep 27th, 2018 at 15:56:07 - Hitman (Complete First Season) (PC) |
Costuming has become my almost favorite thing about the game, embarrassing enough to admit. Since putting on the guard helmet and taking it off, dawning the cool white navy suit, I noticed the bandaid on the back of 47’s head, which really puts his role and authority into perspective. It sort of reminds me of scenarios in real life where company heads or CEO’s rake billions and skyrocketing popularity, through the exploitation and use of their fall more intelligent, real visionary employees. Through this I’m starting to re-dissect my role in playing 47, and whether it is I (47) who is the suave, terrifying asset of the game, or whether such a character is that easily manipulated--and used for whatever reason-- is the truly terrifying aspect. I’m also noticing some unique picks on what the gameplay of a “hitman.” In today’s modern gaming market, guns blazing and heavy-action is what I first thought. But, in light of its stealth, an action as simple as waiting, or “blending in” is so fascinating to me, and in some ways more horrifying. A character who waits, meditates, and stalks the vast array of targets is so much more real and grueling than a mindless deadly shootout. My last point of interest is when you confirm a hit on the target, when you approach there lies a bubble that says “talk,” when all you do is kill them. It makes me wonder if their really is more choice, or maybe a hint of the “what if” in the game more so than I first thought.
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Sep 25th, 2018 at 21:45:00 - Hitman (Complete First Season) (PC) |
I always get excited going into a brand new stealth franchise. While I’m no stranger to the Metal Gear Solid, Splinter Cell, and Last of Us franchises, I’ve heard quite a bit about Hitman, and so I was excited to get into it. At first glance, it appeared to be another 3rd person stealth title, but once I found out I was genetically modified and had a vast array of possibilities in taking out enemies, I got excited. I really like the way 47 is introduced as a playable character. It made me feel both powerful yet conserved, because of his serious, stern look and terrifying ability to silently take out enemies. The first time I snapped a person’s neck with extreme ease in the game gave me the feeling that while my character is experienced, poised, and deadly, the player (I) was new, inexperienced, and relatively on edge during my first combat interactions. Additionally, I found the wardrobe changing very terrifying in and of itself, since that could easily be a reality and no one would ever know until it was too late. Despite the real world connections I interpreted, I had a lot of thought and interest into the game, and I’m excited to progress even further.
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Aug 30th, 2018 at 04:35:19 - Little Nightmares (PC) |
The ethics in Little Nightmares is pretty thin. At one point I found myself stuck in a cage alongside many other creatures about to get taken by the janitor. It’s quite difficult bring myself to always just ditch the other creatures and run away from him. That’s one of the tough choices I’ve needed to make in the game. Another, which rivals borderline horror, is having to cut off the janitor’s arms, as he corners you and you pretty much have no other route than to maim him. It’s not that I feel bad about it, it’s just quite disturbing putting a little girls such terrible events. The way I resolve this was to keep Six as safe as possible, both mechanically, as well as what I believe Six would be going through. I kept her in safe dark tunnels for a while to feel like I was easing her into the content of the world, instead of just dragging her through and through such atrocities.
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Aug 29th, 2018 at 01:14:43 - Little Nightmares (PC) |
The character Six herself is quite terrifying, especially when paralleled by the world she lives in. Whether the whole game is in fact a huge nightmare or not shows the mental state of such a child in the grim dark and terrifying world. The narrative is quite dark, but very interesting to me based on its non-verbal storytelling. No one talks in the game, and all that’s left is Six’s movement and journey, the world, environment, puzzles, levels, and enemies to convey the narrative. I'm very big on character, which makes me very interested in Six. She doesn't speak, has no backstory, and has seemingly no reason to be where she is. But in a way, this makes sense in the game, because it adds one more aspect of horror to the game.
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SageSeversonEAE3020's GameLogs |
SageSeversonEAE3020 has been with GameLog for 6 years, 2 months, and 26 days |
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Entries written to date: 10 |
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