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luckybug's Grand Theft Auto: Vice City (360)
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[March 6, 2008 03:12:57 AM]
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Game: The game is getting a little old. How the image represents a certain community is rather exploiting the minds of ignorant youngsters and more so, encouraging the idea that it is “cool” to be a dangerous criminal. I understand that a criminal record and economic deprivation probably does exist in San Andreas, but recognizing those social, cultural and political issues and exploiting it into the mainstream of video games is just another illusion of representation in which it limits us from political awareness. Design: Besides the internal issues of this particular game, the visuals were pretty good. The 3-D effect made it more interesting; there were ramps and other things you could drive off of. There was an interesting back round in regards to the people presented, stores and other compartments. The atmosphere (with the San Andreas community functioning) made me more involved and engulfed with the game. The community and the setting incorporated the criminal identity, which made me fit into my character comfortably. I liked that I could make my own choices of what mission I would take and how my relationships with other criminals would change due to those choices. The back round music was horrible. The typical mainstream music made me want to stop finishing the games. The variety of songs that a player could put on was very limited, for me anyway.
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[March 6, 2008 02:51:51 AM]
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Game: The game is getting a little old. How the image represents a certain community is rather exploiting the minds of ignorant youngsters and more so, encouraging the idea that it is “cool” to be a dangerous criminal. I understand that a criminal record and economic deprivation probably does exist in San Andreas, but recognizing those social, cultural and political issues and exploiting it into the mainstream of video games is just another illusion of representation in which it limits us from political awareness.
Design: Besides the internal issues of this particular game, the visuals were pretty good. The 3-D effect made it more interesting; there were ramps and other things you could drive off of. There was an interesting back round in regards to the people presented, stores and other compartments. The atmosphere (with the San Andreas community functioning) made me more involved and engulfed with the game. The community and the setting incorporated the criminal identity, which made me fit into my character comfortably. I liked that I could make my own choices of what mission I would take and how my relationships with other criminals would change due to those choices. The back round music was horrible. The typical mainstream music made me want to stop finishing the games. The variety of songs that a player could put on was very limited, for me anyway.
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[March 6, 2008 02:51:01 AM]
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Game: The game is getting a little old. How the image represents a certain community is rather exploiting the minds of ignorant youngsters and more so, encouraging the idea that it is “cool” to be a dangerous criminal. I understand that a criminal record and economic deprivation probably does exist in San Andreas, but recognizing those social, cultural and political issues and exploiting it into the mainstream of video games is just another illusion of representation in which it limits us from political awareness.
Design: Besides the internal issues of this particular game, the visuals were pretty good. The 3-D effect made it more interesting; there were ramps and other things you could drive off of. There was an interesting back round in regards to the people presented, stores and other compartments. The atmosphere (with the San Andreas community functioning) made me more involved and engulfed with the game. The community and the setting incorporated the criminal identity, which made me fit into my character comfortably. I liked that I could make my own choices of what mission I would take and how my relationships with other criminals would change due to those choices. The back round music was horrible. The typical mainstream music made me want to stop finishing the games. The variety of songs that a player could put on was very limited, for me anyway.
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[March 6, 2008 02:18:30 AM]
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Game: Grand Theft Auto San Andreas was pretty entertaining. The constant crashes and roaring of the engines made the game very intense. It actually took a while for me to understand how to move the joy stick when driving the car, but the fact that I could try over and over again after dying every time made me enjoy my constant car blowups. It made me addicted to the game. I liked the variety of different types of very stylish cars.
Design: The style of the game would suggest a San Andreas “image” or should I say a stereotype embedded in the video game. The storyline of the game was not necessarily coherent. Carls Johnson comes home to San Andreas finding his family and friends ruined and he even gets convicted of homicide. He sets on this long “courageous journey” to save his family ands friends. The storyline is an embedded narrative, but after much interaction with the game, I found that the emergent narrative was nothing more than just thugs with flashy cars with a back round of pimps and street races. Although I find this entertaining, I also find it very autotelic. The idea of integrating the world of the game into reality would be very scary. It is possible it might make younger players presume fabricated identities of race and culture. What seduced me into the game were definitely the shiny cars. The idea of actually having a pimped-out car and a criminal record is a fun fantasy.
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[March 6, 2008 02:17:51 AM]
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Game: Grand Theft Auto San Andreas was pretty entertaining. The constant crashes and roaring of the engines made the game very intense. It actually took a while for me to understand how to move the joy stick when driving the car, but the fact that I could try over and over again after dying every time made me enjoy my constant car blowups. It made me addicted to the game. I liked the variety of different types of very stylish cars.
Design: The style of the game would suggest a San Andreas “image” or should I say a stereotype embedded in the video game. The storyline of the game was not necessarily coherent. Carls Johnson comes home to San Andreas finding his family and friends ruined and he even gets convicted of homicide. He sets on this long “courageous journey” to save his family ands friends. The storyline is an embedded narrative, but after much interaction with the game, I found that the emergent narrative was nothing more than just thugs with flashy cars with a back round of pimps and street races. Although I find this entertaining, I also find it very autotelic. The idea of integrating the world of the game into reality would be very scary. It is possible it might make younger players presume fabricated identities of race and culture. What seduced me into the game were definitely the shiny cars. The idea of actually having a pimped-out car and a criminal record is a fun fantasy.
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[March 6, 2008 02:17:28 AM]
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luckybug's Grand Theft Auto: Vice City (360)
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Current Status: Finished playing
GameLog started on: Thursday 6 March, 2008
GameLog closed on: Thursday 6 March, 2008 |
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This is the only GameLog for Grand Theft Auto: Vice City. |
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