Captain.Curtle's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1445Columbine RPG (PC) - Mon, 08 Aug 2011 11:38:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=4721What I thought was odd was that the first person approached during this rampage was a friend to Eric and Dylan. They told the kid to run off, instead of killing him instantly. This bothered me more than anything. These two characters thought this action was moral because they spared someone they liked. In the men’s bathroom, they also decided to spare the child being bullied. However, they also decided it was okay to gun down random people whom they did not know. This leads me to believe that the massacre was purely driven by emotions, and the characters were completely void from any sense of morality. The game hints that bullying was the biggest motivator for Eric and Dylan. These two characters were overcome by their emotional rage. They felt that there was no way for them to escape their situation. They abandoned any rational thought and decided to end everything, instead of seeking an alternative. This game was so far out of proportion that there is no way the media could seriously criticize it. Dylan and Eric were fueled by a Marilyn Manson CD (it is an accessory that upgrades a character), which mocks the fact that the media attempted to blame the massacre on that music. The player was also expected to kill hundreds of civilians if they expected to complete the game, but in reality, only 13 people were actually killed during the shootings. The game mocks the idea that video games were inspiration for these atrocities, as DOOM posters and music was played throughout the game (During the hell mission, the enemies and music were straight from DOOM). By blowing the stereotypes about the massacre out of proportions, I understand why the developers would create such a game. Unfortunately, I was unable to finish the game because I did not level enough during the massacre, so I was repeatedly killed by the enemies in hell.Mon, 08 Aug 2011 11:38:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4721&iddiary=8718Columbine RPG (PC) - Mon, 08 Aug 2011 11:31:01https://www.gamelog.cl/logs/LogPage.php?Log_Id=4721After the bombs did not detonate, Eric and Dylan decided to continue and shoot everything. Since I have played violent games my whole life (ex. GTA), I have been desensitized on the morals of killing in a virtual space. With that being said, I still could not enjoy the gameplay of Columbine RPG in any way. The combat was turn-based, which seemed pointless to me, since the “enemies” were unarmed. Turn-based strategies usually require at least some “strategy”, but the auto-attack function makes the gameplay extremely boring. I realize that dealing “129” damage against a child with a high-caliber rifle is supposed to convey the message that the massacre was immoral, but this would have been much more effective had this been a top-down shooter. By making this a shooting game, the player would feel more guilt and remorse from gunning down unarmed teachers, jocks, and children. Pressing auto-attack made the game feel dumb for me because the only gore that was shown was the dead body afterwards. I tried to avoid any contact during this time and got to get to the point where the two characters finally killed themselves.Mon, 08 Aug 2011 11:31:01 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4721&iddiary=8717Columbine RPG (PC) - Sun, 07 Aug 2011 23:42:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=4721Columbine Massacre RPG turned out to be exactly as I thought. It is simply a narrative told from the shooter’s perspective, with many facts and beliefs about the real-life massacre included. I was disappointed to find that the protagonist starts out in his bed, and calls his sidekick. This means that the entire game will emulate a JRPG style game. The developers decided to incorporate many stereotypical Japanese game devices into this game. I knew that at the beginning, this game would shows several cut scenes for character development, with little gameplay actually included besides walking. I was right… I also found the text within very difficult to read, so it took me some time to get through these cutscenes. The two main characters both seem to know exactly how their day will unfold. Eric and Dylan are certain that they are “leaving this world” today, and they seldom have any thoughts about the contrary. The player has no room for moral interaction with the game, since it is purely linear. Eric and Dylan spend their morning loading their car with guns, explosives, and other weapons. The flashbacks explained how they arrived at this point in their lives. The game attempts to rationalize the mindset of the characters, citing both childhood bullying and lack of freedom from their parents. After I planted the two bombs in the cafeteria and went back to the parking lot, I decided to take a break.Sun, 07 Aug 2011 23:42:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4721&iddiary=8713Grand Theft Auto: San Andreas (PC) - Wed, 27 Jul 2011 11:37:15https://www.gamelog.cl/logs/LogPage.php?Log_Id=4711Since the narrative of this game is linear, I am not able to influence any aspect of it. This can hinder a player’s experience with the game, especially if their moral character conflicts with the course of the game. Let’s say I am morally against killing people, no matter the situation. I will not be able to progress in the game at all because I refuse to complete many of the missions. However, I can still have an enjoyable gaming experience should I choose to not follow the narrative. I am able to be a taxi driver, an ambulance driver, a fireman, or play the game in any fashion I choose. I particularly enjoy this sandbox-style game genre, because I can have an individual experience with it. Some days I can choose to race and customize cars, and on others I can complete missions to open up the world of San Andreas to new possibilities. Most importantly, how I play the game vastly differs from any other person. The game has been ridiculed for its lawless and immoral nature, but the player can decide for himself whether he wants to take part in these activities or not. Today I came across an interesting mission, one that reveals CJ’s true character. In “Burning Desire”, Tenpenny orders CJ to make sure that a certain ‘gang-banger’ does not leave town alive. If CJ does not comply, he will almost certainly be killed or thrown into prison. During the mission, CJ’s goal is to torch the gangster’s house with Molotov’s. Shortly after doing so, CJ discovers that a girl is trapped inside, and she is choking because of the dense smoke. The rest of the mission involves saving this girl. This action shows that CJ does not want this life of gang violence. He feels that he has no other options. However, the player may not realize that CJ is not actually an evil person. This is the first instance where CJ does something virtuous, and it reveals another aspect of CJ to the player. -C Weir (This entry has been edited1 time. It was last edited on Wed, 27 Jul 2011 21:06:02.)Wed, 27 Jul 2011 11:37:15 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4711&iddiary=8682Grand Theft Auto: San Andreas (PC) - Wed, 27 Jul 2011 10:43:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=4711Throughout my playtime so far, I have noticed that one character in particular has stood out as an antagonist to CJ, although not explicitly stated. Ryder has been a friend to CJ at this time, but the player can see that his immoral behavior is more extreme than the others. He is constantly shown to be smoking marijuana, but that is more of a stereotype than a moral issue. I am referring to how he treats CJ. During his missions, CJ ventures with Ryder to steal from various sources. This thievery involves a home burglary, a train full of explosives, and equipment from an army depot. Ryder claims that this weaponry is needed for the Grove’s gang wars. However, I do not remember these supplies being used in any future mission. During these missions, Ryder used CJ to perform jobs he could not do himself, he lied to CJ, and he kept the ammunition and guns for himself. On top of that, Ryder is always ridiculing CJ about his driving ability and has not forgiven CJ for leaving Grove Street. [SPOILER ALERT] Through my playthroughs, I also remember that CJ kills Ryder during a second island mission. In my opinion, the game developers included Ryder as a character to highlight a point. To a gang member, many actions that are illegal are not exactly immoral. But actions such as betrayal or deception to fellow gang members are among the most illegal activities as far as the gang is concerned. Ryder is killed because he was corrupted by greed and fame, and betrayed the friends he has been so close to for all these years. -C Weir (This entry has been edited1 time. It was last edited on Wed, 27 Jul 2011 21:05:16.)Wed, 27 Jul 2011 10:43:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4711&iddiary=8680Grand Theft Auto: San Andreas (PC) - Wed, 27 Jul 2011 10:42:51https://www.gamelog.cl/logs/LogPage.php?Log_Id=4711GameLog 1 Grand Theft Auto: San Andreas has consumed countless hours of my life. However, this time has been enjoyed, not wasted. This was one of the first sandbox-style games I owned, and I was excited to give it another try. After the first cut scene, I spent a few minutes getting used to and mapping the controls (I played on XBOX before). I decided that I would speed run through the first few missions because they are all tutorials. (driving point A to point B, character introductions, etc.) When I first arrived on Grove Street, I was hit with a wave of nostalgia. I remembered my countless playthroughs, and the narrative started coming back to me. The first cutscene starts with CJ returning home after five years away from the Grove. Ironically, that’s about how long it has been since I last played this game. CJ’s mother has been murdered, and he finds that his old neighborhood has been slowly deteriorating since his leave. CJ is then thrown into his old ways of gang violence. In my opinion, there are three reasons as to why CJ is compelled to recede into his old ways. The first is due to his loyalty to his brother (Sweet) and his friends. They have been a huge part of his life, and CJ views everyone on the Grove as family. The second reason is that the Anti-Gang Unit has framed CJ for homicide. This forces him to comply with them, and do their dirty work. A third possible reason is that CJ feels somewhat responsible for the death of his brother five years ago. CJ fled the state immediately afterwards, but now regrets not being there for his family afterwards. During this first section of the game, CJ defends his neighborhood and must expand the Grove’s territory to what it once was with the guidance of his friends. During the rest of this session, I spent my time completing the introductory missions as quickly as possible. -C Weir (This entry has been edited2 times. It was last edited on Wed, 27 Jul 2011 21:04:59.)Wed, 27 Jul 2011 10:42:51 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=4711&iddiary=8679