AvantAveGarde's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=1960Zero Escape: Zero Time Dilemma (PC) - Tue, 27 Mar 2018 12:22:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=6644After the voting result where everyone lives, we then go back to the timeline tree. I was able to unlock new scenarios for the C-team where we awaken in the infirmary. Zero appeared on the speaker system and congratulated us for our survival, and then shortly afterward he announced to us that we have all been poisoned. The masked figure tells us that the antidote is somewhere in the room we are currently at and that he wished us good luck at finding it. The game then switched to us searching around the room and solving various puzzles, the puzzles ranged from simple deductions to literal puzzles where we had to solve a Japanese 'Mame' box in which I simply looked up how to solve it. Here's where it gets interesting because the final puzzle was a test to the deduction capabilities of the player. The premise was that there are these nine boxes each labeled a, b, c... respectively. The antidote was in one of these boxes and we can only open one of them. To make it a solvable puzzle, we are allowed a sample of each of the antidote which would give us a hint before we succumbed to the poison. So what ended up happening with two teammates I had, Junpei and Akane, I took samples E, F, G, H and Junpei took C, D, G, and H while Akane took B, D, F, H. Akane found the hint in one of the samples she took before she promptly fainted. So it was up to us to figure out which of the samples is correct. By process of elimination, Carlos (me) and Junpei did not feel any effects, but Akane did. Which could only mean that B was the only option since she's the only one who tasted the B sample. Pretty cool puzzle in my opinionTue, 27 Mar 2018 12:22:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6644&iddiary=11745Zero Escape: Zero Time Dilemma (PC) - Sun, 25 Mar 2018 16:42:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=6644After we were split into our respective rooms we are given the choice to eliminate one of the teams by voting, in effect up to three people will die based on the decision we make as the C-team. We debate around on what everyone on the team knows and their backgrounds and then a dog comes up from the vent with a cylindrical container around its neck. The vent came from the direction of the D-team so we are able to relay a message to them by sending the dog as a message carrier. We told them that C-team will be voting for D-team, D-Team should vote for Q-Team and Q-team will vote for C-Team. In effect this would lead to a three-way tie and cause no one to be sacrificed for that round. One of the team members Junpei, makes note that if this vote is successful and the other teams cooperate, this is only prolonging their deaths as only three people can escape in the end. Fast forward to the D-team led by Diana. The dog comes through the vent and relays the message the Carlos wrote from the C-team. We are given the choice between voting for the D-team or the C-team. We can reasonably assume that our vote will either be the death of the C-team if we decide to betray them or that our vote will be a tie if we vote for the Q-team. Fast forward to the Q-team led by Q. Exact same things happen as the dilemma is passed around. The dog comes through the vent and we discuss how our votes should be decided. For my votes I decided to delay the game since there is a non-zero possibility of being rescued so as the D-team we voted for the Q-team and as the C-team we voted for the D-team and as the Q-team we voted for the C-team. Resulting in nobody dying in the round.Sun, 25 Mar 2018 16:42:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6644&iddiary=11728Zero Escape: Zero Time Dilemma (PC) - Sat, 24 Mar 2018 18:24:06https://www.gamelog.cl/logs/LogPage.php?Log_Id=6644When starting this game, I was already aware what type it would be. Spike Chunsoft is the developer and publisher of a previous game series I've played before, Danganronpa. From what I can tell thus far the games follow a similar premise where participants are coerced into a 'killing game' wherein they have to fight amongst themselves while trying to solve the grand mystery on how they got there in the first place.While playing these types of games, I do like to try and play it blind, but I will look up the puzzles if they are taking too long since my time is limited. First off, we all awaken in a mysterious prison with cuffs on our left hands, there are 9 people total in this room and we are approached by what seems to be a plague doctor. He offers a choice of a coin toss to decide whether we play this 'killing game' where 3 people are left alive (six killed) or whether we all go free. I chose correctly on the coin toss and funnily enough I got one of the game's endings already. It seems that there is multiple branches leading to different endings based on our decisions and by winning the coin toss everyone went home free. Of course we'll have to pick the wrong decision next for the sake of seeing what happens, but it was nice to see that in the beginning you could end the game immediately. After loading back up and choosing the other side of the coin, we are introduced into a different room. There a recorded video plays as all 9 of us watch in despair at the predicament we find ourselves in. The mastermind reveals himself as Zero, the second Zero (whatever that means) and divides us into groups. There is an elevator marked with a large 'x' on it that can only be opened up by the six elevator passes, an elevator pass is given to you after a player dies in the game. In other words 6 people will die at least in order for the rest to survive. The game starts itself off with an interesting premise, the animations / voice acting is a bit off though I'm sure I'll get used to it. Other than that it seems like an interesting game, though I'm interested to see if it matches to my expectations.Sat, 24 Mar 2018 18:24:06 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6644&iddiary=11727Middle Earth: Shadow of Mordor (PC) - Tue, 20 Feb 2018 12:03:04https://www.gamelog.cl/logs/LogPage.php?Log_Id=6620Tue, 20 Feb 2018 12:03:04 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6620&iddiary=11711Middle Earth: Shadow of Mordor (PC) - Thu, 15 Feb 2018 21:33:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=6620Today I started up Middle Earth: Shadow of Mordor which I got on steam for the PC. The game starts off with the ranger's prologue where he is sparring with his son at a castle. The combat feels rather fluid, but just as you're learning the controls and adjusting to the gameplay the story throws you right into an orc attack from the dark armies of Sauron. The prologue flashes back and forth between the events of the past to the current day, until you reach the end where your wife and son are brutally murdered in front of your eyes in cold blood. After the prologue, you are met with an elven wraith who tells the player that you are bounded and cursed by the deaths of your beloved ones and to unbind the curse you must find the one who is responsible, the black hand of Sauron. In terms of gameplay mechanics, the game is pretty interesting in that among the regular orc enemies such as archers, sword orcs and trolls there are Orc captains who you are tasked with killing and the rewards range from getting experience points to the ability to unlock new areas and proceed along the story. Overall a pretty good opener for Middle Earth, the prologue took me about 15 minutes or so, and the rest of the time I spent goofing around with the stealth mechanics and taking out a captain in the first area.Thu, 15 Feb 2018 21:33:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6620&iddiary=11687Prison Architect (PC) - Thu, 18 Jan 2018 22:02:33https://www.gamelog.cl/logs/LogPage.php?Log_Id=6553For my final log on Prison Architect, I'll give more in-depth detail on the moral dilemma's the game throws at you. In chapter 4 the game opens you with pure chaos, the prisoners are rioting, no one is in control and all the information you are given is that you are in charge of cleaning up the mess. Backup is on the way, so you send in the riot police to recapture the wings that held back the once passive prisoners. All is going well and it seems that you're gaining back control over the facilities, that is until a hostage situation arises involving five former staff members and even the Director of the prison. The game forces you into a predicament, heavy backup involving riot police armed with guns come along finally, but should you use them? Time is a constraint and the situation is pure chaos at the moment, but should you pull the trigger on the violent prisoners? Arresting them and putting them on trial is one thing, but sending in armed guards to stop a riot is tantamount to executing them on the spot. For my playthrough, with a guilty conscience, I chose to send in the armed guards in order to rescue the hostages in a timely manner, the result was a pure bloodbath. The prisoner's who refused to lay down their weapons were cut down immediately with a hail of gunfire. Afterwards, the Mayor reconciles with you, "They deserved it", he said as well as "it was a matter of self-defense". But was it really? I had ample time to send the other riot police with batons to de-escalate the situation, maybe I pulled the trigger too early with the armed guards, maybe I didn't pull it early enough. Prison Architect, while it forces you into these situations in the campaign, these situations could easily just as happen in the sandbox mode. They give you the entire free choice whether to rehabilitate the inmates towards redemption, or whether we treat them like cattle for the crimes they've done. The game isn't elegant in its moral dilemma's but it does get the message through, while at the same time offering the player the freedom to make design his prison as he sees fit.Thu, 18 Jan 2018 22:02:33 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6553&iddiary=11558Prison Architect (PC) - Thu, 18 Jan 2018 00:40:31https://www.gamelog.cl/logs/LogPage.php?Log_Id=6553Almost finished the second chapter, took me a few tries since I kept making dumb mistakes, i.e. I killed the firefighters by putting them inside the fires instead of outside of them. But this game does offer interesting ways on how you could treat your prisoners. You could either crack down on them, either by forcing them to comply with your requests, shakedowns, regular searches and etc. or you could offer them some freedoms in terms of recreation and access to better qualities of life such as food and hygiene. The story does offer a lot of interesting dilemma's as well, painting the different ways prisoners are portrayed and people who are caught regularly in illegal affairs. Thu, 18 Jan 2018 00:40:31 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6553&iddiary=11523Prison Architect (PC) - Wed, 17 Jan 2018 00:08:43https://www.gamelog.cl/logs/LogPage.php?Log_Id=6553For today we finished the first tutorial and got halfway through the second. It was standard informational stuff such as building foundations and creating rooms. The tutorial also acts as the first chapter in the story mode of the game and told the tale of a double pre-meditated murder culprit and his eventual execution by our hands. I couldn't feel all too much since while I was trying to focus on the story of the game, I kept on getting prodded by the narrator of the tutorial to help guide the player along. It's a small nitpick but it did have an impact on how I enjoyed the portrayal of 'justice' in the game.Wed, 17 Jan 2018 00:08:43 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6553&iddiary=11477