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    Mar 29th, 2018 at 03:06:45     -    Zero Escape: Zero Time Dilemma (PS4)

    For this play through I continued with Team C to see if the choices I made affected the story at all. I chose the next fragment at random, it began with Akane and Carlos waking up locked inside the pantry. Akane has a heart to heart with Carlos about how much she appreciates Junpei, who coincidentally is missing. After Akane and Carlos find their way out of the pantry they find Junpei's decapitated head. It's also announced that everyone in D team is also dead. After they get over the initial shock of it Carlos and Akane accuse each other of killing Junpei. They player is forced to choose who killed Junpei despite the game not giving any solid evidence for either of them doing it. I chose Akane. Carlos and Akane then go at each other which results in Akane dying and Carlos suffering massive injuries.
    The game's story is so non-linear and confusing that I want to keep coming back to it even though it's leaving me with more questions than I initially have. I also find that having the player make uninformed decisions that result in people dying is much less emotionally effective than making them have to make those choices in full consciousness.

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    Mar 28th, 2018 at 19:28:32     -    Zero Escape: Zero Time Dilemma (PS4)

    I played the game again earlier today for around 40 mins. After splitting up the votes between the 3 groups so that none of them died, a ton of new fragments opened up. From what I could tell there was no way to determine how to do them in order so I picked a random one from group C. In the scene Carlos, Junpei, and Akane had to find an antidote hidden in the infirmary to avoid getting killed from poison. The gameplay then consisted of investigating the room and solving puzzles in order to find the antidote. After Team C took it an announcement was made that Team Q had died. Team C then sent the rest of the antidotes to Team D in hopes of saving them from dying as well.
    The previous fragments I played explicitly said what actions would lead to people getting killed so I thought it was weird that this time I had no influence over Team Q's fate. The game is still very enjoyable though.

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    Mar 28th, 2018 at 06:52:21     -    Zero Escape: Zero Time Dilemma (PS4)

    For this log I played Zero Time Dilemma for about an hour. I had never played a game in the Zero Escape franchise prior to this so some of the exposition was confusing but still engaging. The game focuses on 9 characters locked in a bomb shelter, and the only way to escape is for 6 of them to die. They're then split up into 3 groups and forced to vote on another group to be killed, and if a group refuses to vote then they automatically will be the group to die. I split up my votes so that each group only received 1 vote, I have yet to see how this affects the story though. So far I find the game to be very interesting and I appreciate how frequently it makes the player question their morals.

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    Feb 15th, 2018 at 19:48:13     -    Middle-Earth: Shadow of Mordor (PS4)

    I continued onto the main story for my last play through. This time Talion encountered a captured uruk named Ratbag who offers to give information regarding the black captains if he is freed. Talion frees Ratbag, who then becomes a mole for him after Goroth is killed during the uruk ambush. After this mission, the next one I did involved having to prevent Ratbag’s execution. The game only gives you 4 minutes to save Ratbag and take down the enemy uruks. At the end of this quest Ratbag’s hierarchy standing increases after Brogg the Twin is killed.
    I thought Ratbag’s storyline and quests were an interesting way of tying in the nemesis system with the game’s main plot.
    The game also brings up some interesting morality questions. The use of spies and interrogation are prevalent in real life war and political scenes, though these tactics are often seen with distain by the general public. However, the game doesn’t seem to treat these decisions with as much emotion as it could potentially have.

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