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    Shadow Of Mordor (PC)    by   Jason Jackson       (Jan 16th, 2018 at 20:53:58)

    The gameplay was very interesting and engaging. The combat is easy, but very fluid (same with the climbing mechanics). There is a bug (or something) that I keep encountering with my pointer, but it is not too detrimental. The upgrade system seems very fleshed out, and will take some exploring to get used to. The graphics are amazing, and that further contributes to the cinematic feel that the game and cut scenes both seem to strive for.

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    Prison Architect (PC)    by   Emma Morrissey       (Jan 16th, 2018 at 20:19:49)

    The start of Prison Architect was somewhat rocky for me. This was either due to the fact I can sometimes be technologically inept or the game was having some trouble running on my unfortunate macbook pro (which usually only has to run art software or text editors for coding).

    I found the beginning of the game to be quite abrupt, I enjoy being thrown into the midst of things and Prison Architect did not disappoint. The tutorial involves building a new room for a prisoner who is going to be put to death: you are called by the CEO who states rather bluntly that this prisoner needs this room "for his big day". Said prisoner is in jail for double murder, but I can check his information to see that he has a wife, two children, and a living father. I also am the one in control of the electric chair that I've built- having been given the ability to turn it off and on.

    I ran into some issue with the game here, where I could not successfully designate rooms to be a cell or an execution room. I ended up restarting the game after attempting to figure out what was wrong for the first fifteen minutes. I was then thrown into a blank slate instance of the game where I had to build everything from scratch.

    So far, I feel the most notable part of this game is the player needing to consider everything a prison would need in a real world setting. I've realized that I will likely need to write out a budget for this game and do some difficult thinking on where to allocate resources. While I want to do as little harm as possible, this is a maximum security prison and some prisoners will be put to death as part of their sentencing. While they're just bits of information on a computer, I feel empathy for them and want to make their digital lives comfortable while also somehow managing resources. This game has certainly changed my way of thinking in order to adapt to playing. It's blunt with what must happen in order to maintain a virtual prison (poor living conditions, killing prisoners, etc.) and could be considered by some to be unethical for possibly altering player behavior to contradict beliefs.

    I think this is a bit of a stretch because so far it has not been gratuitously gory or anything of that nature. The game feels very corporate and impersonal. Players do not have to look at prisoner stats on their lives if they do not want to. It makes me think about how difficult it must be to manage a real prison with real people! I think that is the true ethical commentary of the game. While the game itself seems pretty typical for a simulator (though dark in nature), players inevitably consider how real prisons are managed and how the people in them are being treated. This aspect of the game interests me quite a bit because so far Prison Architect has been very difficult! I will look deeper into possible ethical issues within the game itself when I play again, but from the surface, Prison Architect plays like I would expect a prison simulator to be like.

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    Firewatch (PS4)    by   utah1886       (Jan 16th, 2018 at 20:08:38)

    The narrative of Firewatch begins by having you make ethical decisions such as taking care of your sick wife or putting her in a 24 hour care facility. Upon reaching the lookout tower, I was introduced to Delilah, the supervisor of the firewatch. While talking with Delilah over the radio, the game too gives choices to drive the conversation in a certain way. I had to find the culprits of some fireworks in the area and traced them to a couple girls skinny dipping in the lake which then gave me the option of handling it in a few different ways. I tried to be nice to them but they were still rude unfortunately.

    When looking at how Firewatch intersects with ethics, I thought of the forced point of view we went over in class. The game seems to really focus on making me feel as if I’m the main character Henry. The conversations and decisions I make are decisions that feel as if they have weight to them and are mine alone to make. With my in game wife Julia being sick and being forced to make the decision of her care, I really felt troubled and thought of what I myself would do if my wife was put in the same situation. Due to real life scenarios with my own family and sickness, it gave me the “pit at the bottom of my stomach” feeling and I could see how others could be triggered emotionally by the weight and tone of this game.

    This entry has been edited 2 times. It was last edited on Jan 16th, 2018 at 20:12:12.


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    This is the police (Web)    by   Sego001!       (Jan 16th, 2018 at 19:56:52)

    Starting with this is the police for OPA 1

    Might I start with

    I have little to no game experience

    I thought the particular way they chose to animate the game was really interesting. The super minimal design is a good choice for communicating a dystopic authorization theme.

    I think the actual mechanics of the game play seemed pretty accessible to someone with no game experience. I didn't super love the force situations that were sprung on you pretty immediately. It brought up the Singer "life boat earth" theory on let die vs killing. I do think that they did a good job on making it actually real life based at least in as far as not censoring some of the graphic nature of crime. I didnt love that it seemed like corruption is the only option but I think it was reflective of our current affairs. Over all I think that the actual game play is slightly repetitive and seeming random in its out comes but the story line seems to be the lime light so it makes sense to put in easier to navigate mechanics.

    (also dont help Kendrick for the love of god, let the idiot burn)

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    This is the Police (PC)    by   ollieschmolly       (Jan 16th, 2018 at 19:27:19)

    The moral choices you face while playing This Is Police are brilliant. I wanted to see how far I could push it and after setting up the death of my own black officers to prevent my station from coming under the scrutiny of racist gangs I felt like a pretty shitty person. In the end, I recognize it is just a game but I love how it shows the corruption in the police force. Now give this game may be a dramatized experience, I think a lot can be learned. I like the seriousness of the game from its vulgar language to its grapple with drug abuse, alcoholism, violence, the list just goes on and on. I wasn't uncomfortable at any point but I was a bit surprised when our main character called Troy Starr as he was in a sexual engagement, only to say "F**k you". Overall, I feel the content is very appropriate for the subject manner and is important to communicate the story and message. I felt there was an instant thought when I was forced to make a choice that I didn't really want. I had to either help Kendrick or watch his family die. I didn't want to do either, but I chose to help the poor fellow and watch myself descend into an abyss of mafia entanglement. I look forward to seeing what other terrible things I can do in the game as I become an even more corrupt police chief.

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    1 : Jason Jackson's Shadow Of Mordor (PC)
    2 : utah1886's Firewatch (PS4)
    3 : JChambers's Witcher 3 (XBONE)
    4 : Emma Morrissey's Prison Architect (PC)
    5 : Sego001!'s This is the police (Web)
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    Random

    Super Columbine Massacre RPG (PC)    by   Mccaryan

    No comment, yet.
    most recent entry:   Sunday 23 November, 2008
    Upon playing the game in it's entirety I myself have a few questions for Danny Ladonne. Just what exactly is he playing at? His motive seems to be well constructed during the games development, but then takes a turn that is rather questionable. Certainly Ledonne is aware of the power of the images he shows after the killers choose to end their lives. In my opinion he wrongly uses the photos of Harris and Klebold's bloody and lifeless bodies in succession with students, teachers and parents tearful reactions. My reason for believing this is because the game definitely changes it's tone, instead of being in control of what you see you are now forced to watch what Ledonne intends, ultimately ending is a strange pictorial tribute to both gunmen.

    What is even more unsettling than watching a montage of Harris and Klebold grow up through pictures are the strange and harrowing last words Ledonne writes for Harris. The last words place both Harris and Klebold on an island in which they are free from oppression and escape the world they allegedly hate so much. Immediately after however, Harris mentions Hijacking a plane from a Denver airport and crashing it into New York City. I don't understand the logic behind this narrative decision, Ledonne was building substance and context in both killers but then totally destroyed it by showing an emotionally fraudulent montage and having the game reboot with both characters in hell having a good time.

    Throughout the whole game there are references to both Heaven and Hell, God and the Devil, but also Natural Selection and Evolution. These further dichotomies and paradoxes only clutter Ledonne's point and progress. I justify this by expressing my confusion at the cast of characters the boys encounter in hell. From Mario and Darth Vader to Bart Simpson and Piccachu, a perplexing twist is added to an already confusing game. Even more puzzling is the portrayal of Friedrich Nietzsche and the guidance he gives the boys, Ledonne takes his theories out of context and uses them to wrongly justify the pair.

    Overall I feel that this game is definitely a piece of commentary that needs to be observed and discussed, I generally feel that an overall goal of re-examining a hot-button issue from a different perspective is achieved. However, I only wish Ledonne was clearer on his stance of the morality and intention in his interpretation of Harris and Klebold. I suppose a good capstone for the game is it's final image of Time magazine with a headline that reads "The Monsters Next Door", for Ledonne leaves the decision up to us the viewer after a dismal presentation of a different perspective.

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