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    Sep 24th, 2018 at 23:06:12     -    A Mortician's Tale (PC)

    I started playing the second part of the game. I continued playing and discovered that the gameplay patterns are fairly similar and repetitive. I remembered all the steps of cleaning the corpses and sending them to the crematory. I think it would be interesting if they designed different task to accomplish for each corpse to prepare them for the funeral. However, I think the creator of the game intend to make the game more realistic as if it is a stimulator of mortician’s daily life.

    The game is a standard click and drag, narrative-base game. I as a player am expecting more from the narrative perspective, to understand the life of the corpse. However, in most of the funeral I attended in the game, the NPC was either crying, silent, or talking about something else that is not related to the dead. For example, they would talk about how cold is the air conditioner or how delicious the food is. I’ve been to many funerals, so this is not what I expected from a funeral. People normally weep and talk about the time when the time that the dead is once still alive. I assumed maybe this is what the creator of the game experienced, or else he won’t create a game that doesn’t show much moral empathy during a funeral. I also doubt that they did not do a good job.

    This game constantly makes me wonder and question about what the purpose is. Does it want to make players feel bad? Or does it want to encourage players to treasure their beloved because funerals are terrible? The concept of this game is interesting because it focused on a sensitive topic. However, I do not think it did a good job. I feel like those people who died in the game doesn’t even have many stories to tell, and people around the dead doesn’t care about him at all. The message of the game seemed to be “Life is just sad and miserable, and there is nothing after death”.

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    Sep 23rd, 2018 at 19:50:14     -    A Mortician's Tale (PC)


    This game mortician introduced to me how a funeral home does. The player plays as the protagonist, Charlie, and is asked to complete a series of task. Her goal is to clean and prepare dead bodies for the funeral. I like the idea of introducing an unfamiliar job, the morticians. Most of the time we don’t see them on televisions or movies because their job is related to death, and death is a topic that most people want to avoid to talk about. We all tend to avoid negative things.

    There are only two maps in the game, which is the room where Charlie does her job and the room where the actual funerals are held. I am unsatisfied with the repetitive graphics; however, this is a narrative-based game, which I gave more attention to the context of the game than the graphic. Players can read through emails to understand the outside world besides the two room that is displayed in the game. For example, relationship with co-workers and friends, and the situation of the company. I love how I received an email from my friend in the game; her emails are fun to read which balanced out the depressing atmosphere throughout the game. I learned a lot of interesting facts about funerals, for example, they offer options for LGBTQ people to choose their identity and how they look like during the funeral. They also introduced a different aspect of the funeral from a different culture.

    When the funerals are held in the game, I did get a little offended by that. Some of the characters were talking about other minor things instead of the person who was dead in front of them. There is a kid playing video games at the funeral. Although I found it rude, it reminds me that little kids do not quite understand the concept of “death.” Every story of the death was fairly short. Although I listened to all the conversation, I still don’t get to know that person more. I hope that they could have included more content of the death. It made me feel like life is unworthy and there is no point in speaking the story of the dead people.
    I am looking forward to learn more about this game.

    This entry has been edited 1 time. It was last edited on Sep 23rd, 2018 at 19:50:42.

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    Sep 1st, 2018 at 02:01:05     -    A Way Out (PS4)

    Picking up from I left, I and my friends finished the second part of the game. We had successfully broken out of the prison and escaped with a vehicle. One player drives, the other shoots the police. There are two types of games that I hated the most: shooting and racing game. I was worried I am not going to do well and wasted my friend’s game. However, controls are easy, and the escaping scene is fairly short, that even player such as me can manage to do it before getting too anxious about failing too much.

    This game is a character-driven piece. Although in the beginning, it seemed like a story-driven piece, in the second half of the game really evokes players deepest emotions. Till this point, the player playing as the protagonist had bounded together after all these journeys, they reflected some of their feelings to the protagonist. Leo and Vincent both went to their family and witnessed each other’s private life, moreover, weakness. I was moved by their stories. It is weird but I do feel like me and my friend had bonded deeper throughout this game. A lot of times when we are making decisions whether following Leo’s plan or Vincent’s plan, we tend to vote for the same plan. This makes me know more about my friend’s personal trait.

    Breaking into the house was intense. I and my friend were both pumped up in the end when we killed the final boss. We were satisfied with the “ending” until we played until the very last scene. After all, I have been through with him, he betrayed me. The ending is shocking and gives me a deep impression.

    This game is enjoyable to play with friends. Normal cooperative games are most of the time are action games and are not supposed to be emotional, A Way Out offers me a new perspective of multiplayer games. Gameplay is short and I think this is perfect because me and my friends we don’t always get to play together since we are both busy students. Gameplay is smooth, controls are easy to understand. This is one of my favorite game of the year.

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    Aug 30th, 2018 at 20:58:39     -    A Way Out (PS4)

    My friend bought A Way out on PlayStation 4 so we decided to play the game. The game starts with a scene somewhere in the future scene just to make a brief introduction of the two protagonists, just like what movies would like to do. In only one minute, we get to know Vincent and Leo has a different personality trait. Players most of the time favors the ones who have more similarities toward themselves because this is a quick way to attach with the protagonist, which created a sense of presence.

    The screen sometimes splits into half, in the beginning, I found that annoying because I am not used to a small screen. However, I discovered lately in the game it is necessary to do it this way because the players need to know what happened in both Vincent and Leo’s perspective. Overall color in the game is less saturated, realistic textures create a serious and emotional flow in the game.

    The whole game not only contains a lot of cooperation between two players but also constant communication too. For example, when Vincent tried to make a whole behind the toilet, he needs Leo to distract the prison guards. Whenever the prison guards come near to me, the other player needs to quickly warn me because the two screen offers different angles and perspective of the guards. My favorite part of the games is minor stuff that you can interact with. For example, picking up the guitar from the old couple’s house, which makes you feel a bit more relaxing throughout this intense prison breaking experience.

    This entry has been edited 1 time. It was last edited on Aug 30th, 2018 at 20:59:13.

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