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JordanC's To the Moon (PC)
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[November 1, 2012 07:22:17 PM]
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Not very often is the sole purpose of a game to bring out the emotions of the player. To make them feel for the different characters, to not have the goal of the game be finishing your quest, but making the characters in the game world happy. To The Moon is a game like no other that I have played before. The game is set in what can be assumed as the near future, and a special agency has invented a device that can alter the memories of dying people, so their last memory is a dream they always had. At its core To The Moon is a love story. While it’s fairly simple, its characters are very compelling. You control Dr. Watts and Dr. Rosalene who spend the game granting the patient, Johnny, his last wish: to go to the moon. The game is very simple point and click game, but the mechanics can be overlooked for what you’re really here for, the story. I was thinking back on this game after I played it and was wondering, why did this game have more of an effect on me than other pieces of media with sad storylines? Then hit me, the interactivity. Movie and books have had great stories with great character before and you get very involved with them. You begin to care for them, but you aren’t them. You don’t control their every move. They aren’t an extension of your body like a game character is. In a sense, you’re not playing Dr. Watts and Roalene, but their figures that represent you within this story. You, not the characters that you look at or read about, care about the outcome. If anyone asks me for proof of games as an art form I’m now glad to have two examples: Journey and To The Moon.
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JordanC's To the Moon (PC)
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Current Status: Playing
GameLog started on: Thursday 1 November, 2012
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