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Nov 4th, 2008 at 09:24:09 - Super Columbine Massacre RPG (PC) |
As I was playing through hell, the violence seemed to change. Even though the game play had not changed at all, the violence in the game shifted tone. Just because Eric and Dylan were shooting at demons instead of school children, the overall tone of the game was completely different. When I were killing the children and teachers in the school, I did it because you had to, but it left a weird feeling in me, when I was going through hell, I didn't care what I was shooting at, they were not human. The game was also a lot harder to play. From what I read online, unless you kill everyone in the school, which I did not, you will have a very hard time in hell. This subliminally tells you that more violence makes things easier later on. Not necessarily after you die, because people disagree on what happens then. It seems that I did not kill enough people this time through the game to be strong enough to make it through hell.
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Nov 2nd, 2008 at 12:09:40 - Super Columbine Massacre RPG (PC) |
Because I did not save before entering hell last time. I had to pretty much start over. After reading some forums, I figured out, if you want to stand a chance in hell, you must kill everyone in the school. Not kill exactly, but "collapse" them. That was an interesting thing, when you defeat people in battle, it does not say that they die, but rather it says they collapse. Another very powerful part of the game is when Eric and Dylan kill each other, the pictures of their dead bodies shows the consequences of their actions. Up to that point, the game was depicting all this violence with out any consequences, but in the end they die, and more over, they go to hell. I cant get much further, because I keep dying when I get there. What gives this game a message is the cut scenes showing that Eric and Dylan were normal people, but they were put under extreme situations and they took extreme action.
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Nov 1st, 2008 at 15:53:22 - Super Columbine Massacre RPG (PC) |
This was my first encounter with the game Super Columbine Massacre RPG! The first thing I noticed was that the words were really hard to understand, because the font was not sized correctly. After figuring out what they were saying, it became quickly apparent that these kids were serious about what they were doing. The tone they used made it feel very believable, and kept the story interesting. If they just said, lets go shoot some people, it would not sound as realistic. Instead they went deep into what they were going to do and gave reasons as to why. We don't exactly know all the details behind their actions, but the creators of this game did a great job taking what was know and building that up to create two sold characters. At the same time, I felt sorry for Eric and Dylan for what they went through, and that their only solution was to shoot up their school. I found the video clip they left, where they said "No one has a fucking clue. Don't arrest any of our friends, they didn't fucking know anything." It was very powerful and a little disturbing. I think all the cut scenes were more powerful than the game play.
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Oct 4th, 2008 at 12:32:42 - Grand Theft Auto: San Andreas (PC) |
Today I played some missions with Ryder. The first three of which involved stealing weapons. The first mission was to steal from this old man during the night. The second mission was to get to a train and steal weapons from the train, but you had to fight other gangs for it. The third was to steal from the army.
When looking at these missions in a Utilitarianism view everything is ok, one or few people has some unhappiness, but many people, my gang, have a lot of happiness from the acquisition of these weapons. But from a Kant view, this would not be acceptable. The rule would be it is ok to steal if you want something. This rule would not work universally because then everyone would steal, so stealing would be pointless because whatever you just stole, would most likely be stolen. This Kantianism view would be the same for all missions. When looked at from an ethics of virtue, we get mixed results. Some aspects of these missions are virtuous and some are not. It takes bravery, intelligence, and cooperativeness to complete these missions, but there are some vises also like thievery or murder. Since there is no way to weigh the pros and the cons there is no real way to figure if these missions are morally correct based on virtue.
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Inkeyes's GameLogs |
Inkeyes has been with GameLog for 16 years, 2 months, and 2 days |
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