Miraiart12a4's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1835Brothers: A Tale of Two Sons (PC) - Fri, 07 Apr 2017 20:06:48https://www.gamelog.cl/logs/LogPage.php?Log_Id=6369Finished Brother's tale of two sons. They traveled across the battlefield with the dead giants and the town full of snow people. Before they reached the spider ladies lair, where the elder brother was stabbed and died under the tree with the medicine they were trying to get to save their father. I feel like that from the father's perspective the journey was a failure, that his life was not worth that of one of his sons. But I think that the Son felt like that this was the only course of action for him and his brother, so that although he died, they did what they did because they needed to do something. I think that the younger brother stands by what happened, he's unable to change what had happened but he can still move forward afterward. It is a little stinging that despite being taught in the game the rewards of picking the moral high roads, that it is saving the girl that leads to the brother's death.Fri, 07 Apr 2017 20:06:48 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6369&iddiary=11149Brothers: A Tale of Two Sons (PC) - Thu, 06 Apr 2017 17:01:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=6369I played through the forest and the Giant's Tower today. Its interesting how the game shows the player the awards for generosity after the characters do good for those around them. For example, when they help the inventor, he lends then his kite. When they help the Sphinx (I think) it flies them across the bridge. The forest seemed to be more about mood and setting more than about any interactions between the characters, so there isn't much to compare from that area. One of the more interesting actions that I got to do was save the man's life whose house burned down, finding the music box and giving it to him. PS: I was going to play and post this yesterday, but got food poisoning. That sucked.Thu, 06 Apr 2017 17:01:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6369&iddiary=11127Brothers: A Tale of Two Sons (PC) - Wed, 05 Apr 2017 01:43:30https://www.gamelog.cl/logs/LogPage.php?Log_Id=6369I started Brother's Tale of Two Sons. I journeyed through the town and through the mountain, helping rescue the troll's mate. It's interesting working with the mechanics of the two brothers and having to make sure that each does his part to help both progress. I think that its noble of the two brothers to go journey to find a cure for their father (I think). Also Its interesting to see how the game tries to communicate with the player with no dialogue.Wed, 05 Apr 2017 01:43:30 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6369&iddiary=11105Thomas Was Alone (PC) - Thu, 23 Feb 2017 09:48:03https://www.gamelog.cl/logs/LogPage.php?Log_Id=6312I finished Thomas was alone. The after being rescued by James and meeting with Sara to and finding the "Fountain" which Sara sought. Thomas learned how he could rescue his friends but that ultimately, they could not escape. However they did find a way to grant abilities to other AI and maybe, give them a chance to escape, but they would cease to exist. These personalities chose to sacrifice themselves for others. The other AI with the ability to see the exit, a goal to strive for became affected. Grey's discovered that he wanted to get to the goal, and he wanted to get there first and that he'd be willing to do anything for it. Jo and Sam followed Grey to help him (though deceived) and went through the exit themselves. By showing the way out to the other AI, it created a desire for them. This last section showed that desire is not always good. It has the ability to warp people and make them corrupt. The Old Man, who was left behind by Grey, chased to stop him from doing anything drastic. A desire to stop someone who would do bad things to get their desire. Interesting twist of morality.Thu, 23 Feb 2017 09:48:03 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6312&iddiary=11026Thomas Was Alone (PC) - Wed, 22 Feb 2017 20:31:16https://www.gamelog.cl/logs/LogPage.php?Log_Id=6312I played through the arc where Chris Meets Laura to when Sarah is introduced to James and Thomas. At this point in the narrative, Chris is very in love with Laura but she's being followed by a strange pixel cloud. When Laura meets with the others, most of them are wary of the pixel cloud and the arrival of Laura, but they choose to not do anything because they are trying to be understanding of Chris (their friend) and his feelings for Laura. Putting the safety of the group at risk for their friend. And before Thomas has a chance to say anything, he's taken away by the cloud. The game creates these personalities that interact in a way that shows that they encounter dilemmas where they must decide between helping one another, or clash in disagreement. Because you the player are solving the levels, they must be cooperating. After the group has been completely swallowed up, Thomas meets James who is insecure of his abilities, however Thomas is fascinated by James. Thomas is genuine in his interactions, and James feels encouraged in helping Thomas.Wed, 22 Feb 2017 20:31:16 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6312&iddiary=11008Thomas Was Alone (PC) - Mon, 20 Feb 2017 12:43:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=6312For the first 30 minutes of Thomas was alone, I played through the beginning until Chris meets Laura. I like how the game introduces these AI, as characters with unique personalities. The narrative helps give this work life, as we see this struggle made by the AI, and the quotations of these programmers (scientists?) who see the AI as a bug in the system. There was one level in the game that stood out to me. Its one of the levels when John (The long, athletic, egotistical rectangle) can jump past a button and fall past to area where he couldn't backtrack. I was testing to see if any of the narrative would change, but the game makes the assumption that the player WILL push the button to help the other characters proceed. Also, overthinking the bug, if John doesn't help the other Characters, none of them could proceed.Mon, 20 Feb 2017 12:43:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6312&iddiary=10984Life is Strange (PC) - Wed, 25 Jan 2017 21:03:35https://www.gamelog.cl/logs/LogPage.php?Log_Id=6235Played the other half of the game. I have a lot of questions about the ending. I didn't quite understand the whole "dream sequence" or "broken time" Twilight zone, but I feel like the final decision of choosing to save the town or choosing to save Chloe was very interesting. After going through most of the game working with Chloe and dedicating so much time to helping her, it made sense as the climax for the game. I enjoyed the fourth part, realizing the consequences of changing things in the past and offered the option to "help" Chloe by deciding whether or not to kill her when she asked Max to do so. I ended up making some decisions by thinking that certain choices shouldn't be made because the act of doing the action regardless of your ability to change the result shouldn't be committed, like shooting Frank or killing Chloe. Most of the fifth chapter, I was just trying to figure out how to screw over Jefferson and wondering what was going on.Wed, 25 Jan 2017 21:03:35 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6235&iddiary=10922Life is Strange (PC) - Thu, 19 Jan 2017 13:51:26https://www.gamelog.cl/logs/LogPage.php?Log_Id=6235The experiance was fun, the choices in the game made me cosider the moral dilemas and while I ended up doing what I personally thought was right. I noticed that I favored choices that seemed to help characters who were emotionally distressed like Sara. I think that it's moraly good to let you greinds to suffer a little discomfirt, if another person is emotionally distressed. It was also interesting to be able to rewind and observe your other decisions and to see if they would offer more favorable options.I also avoided the scenarios that would cause Max to do things that could have left some emotional scaring like shooting Frank or killing Chloe in the 4th chapter. I think that it still affects a person's mentality if they were able to witness or execute a life changing task such as shooting a person or helping a person die, even with rewinding abilities.Thu, 19 Jan 2017 13:51:26 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6235&iddiary=10860