leonayao's GameLogBlogging the experience of gameplayhttps://www.gamelog.cl/gamers/GamerPage.php?idgamer=2009Little Nightmares (Switch) - Fri, 09 Nov 2018 00:29:52https://www.gamelog.cl/logs/LogPage.php?Log_Id=6889Today I continued playing the game for about 2 hours. When I first entered a room with proper furniture and light, it was filled with tall books. Notice that the toilet in the room was very short while the hand tube was very high. This quickly reminded me that this might be the room of that long arm, weird looking monster. My hypothesis was right, it was him, he was blind, but his has good sense hearing. I was caught by him when I was trying to eat mouse meat that was placed in a cage, which was the bait for a trap. I heard that the game was originally called Hunger instead of Little Nightmare. Why does the game trying to tell the players? Our main character wouldn’t be able to move when she felt hunger. There were many other kids were being locked up as well. For the most part, I was trying to escape from the long-arm monster. I ended up cutting his arm off by shutting a door gate, and his arms were separated from his body, blood splatted around. Then I continue walking and came into a kitchen. I saw another giant man, cutting meat on the table. My goal was to find the key and go to the other room in the left. I felt like it turned into a hide-and-seek sort of game. I was really nervous when the giant man caught me, he directly put me on the cutting board and held up his knife…and the screen turned black as Game Over. I finally succeeded and escaped the kitchen. I came to another room which seemed to be like a washing room. There were two toilets, sticking together, right in the middle of the room. This was one of the weirdest designs I have ever seen. Then I walked into a dark room with two bed sticking together, side by side. Suddenly the light went on, and I saw another monster who looked exactly the same as the giant man in the kitchen. I then realize they must have been twins. After escaping from those brothers, I came into a room that was full of weird bags of bandages. I then realize, that stuff that was handing on the ceiling were no decoration but blended children meat that was compressed into sausages. I was disgusted and stopped playing. I will finish the game before submitting my draft. However, I was still very confused by the plot and the message behind the game.Fri, 09 Nov 2018 00:29:52 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6889&iddiary=12329Little Nightmares (Switch) - Wed, 07 Nov 2018 21:26:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=6889I continue playing Little Nightmare. As usual, the graphics are very dark that I could barely see anything but myself because I am in yellow, therefore I have to pay extra attention to those tiny clues that might explain the story. I came across a room with an eye on the door. There is a light shooting out from the eye, if the eye sees me, I will turn into stone and that would be game over. This level design is also similar to the game Inside. I dodge those light and continue moving forward. I enter a dark room, suddenly a giant monster with a weird looking hand entered the room. I immediately hide under a bed, then realize that there are living infants who are moving. This must be one of those infant caretaking rooms. After solving a couple map puzzles and process further in the game, I came to a room that has a monitor screen as an eye shape. I saw familiar places that I have come across along my journey, such as the infant room. I realize those eyes on the door were security camera who monitor children to keep an eye on them. Who is those weird looking monsters? And why these children are locked up in such a place? To be honest, I have completely no clue about this game at the point. I am not so sure what can I write about that relates to those moral issues that we talked about in class.Wed, 07 Nov 2018 21:26:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6889&iddiary=12271Little Nightmares (Switch) - Tue, 06 Nov 2018 23:36:09https://www.gamelog.cl/logs/LogPage.php?Log_Id=6889Little Nightmare is horizontal puzzle-solving game. I started playing this game in the middle of the night, so the environment fits this horror game perfectly. The game reminds me of like Limbo and Inside but with fancier graphics. The controls are not so smooth and the graphics are too dark so made the game harder to play, and I did got a little anxious. The character, a little girl in the yellow raincoat, woke up from a nightmare. The game did not give the player any control guides, nor further explaining where are we. After walking through a couple of maps, and saw a shadow of a big fan outside the window through the shadow. There are also some puddles and leeches on the ground. I am making my guests that we are on a boat. Soon I ran into a man who suicide by hanging himself through the ceiling. I took the chair he used to escape the room, which is quite uncomfortable. Most of the part I was just trying to solve the puzzle. The character is way smaller than the rest of the objects in the environment such as chairs and tables. I finally came across to a room that is the same size as me. It seemed like a children’s room, with toys such as Torgan horses and trains. However, in order to get into the room, I had to shut down the electricity from outside. Does that mean the people who live in this room was possibly being locked up? Then I saw tiny cadges, it looks like it is for dogs and cats. As I climb through those cadges in order to get to the next map, I kept questioning myself. Are these for those children’s? I came across a few weird looking monsters with us normal length of arms or holding heavy weapons. I sill have no idea what they are because I didn’t see them clearly. So far, I have no idea what I am playing right now. Holding on to all these questions, I’m looking forward to continuing playing this game.Tue, 06 Nov 2018 23:36:09 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6889&iddiary=12237A Mortician's Tale (PC) - Wed, 26 Sep 2018 22:40:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=6804Since I already finished the game, I replayed it once again. If this game’s purpose is to get people to think about “what is death?” then it is considered as a successful game. There are various people died in different ways. For example, there was a woman who died from breast cancer, an old man who died from aging, adolescence who killed himself and the list goes on. After replaying I had some thoughts on what was the reason they displayed different ways of death, maybe the creator was trying to let us think about the people who were already dead in our life or people who might have a risk to die. In the process of cremation required the player to take the bones and pieces, and turn it into ashes. Then we have to put the ashes into a vessel. The last step of this process is to put a name tag inside the vessel, which is made by a piece of small metal for identification. This makes me think of how people will turn into dust and become nothing. The identification metal is what we endow meaning to it, a prove that we have existed in the world. There were two corpses that made a deep impression of me. One was the teenager who suicided. Before receiving the body, players had the option to refuse to take care of the body for the funeral. “Is suicide something hard for you to deal with?” the email said. If anyone who suffered a loss of a close one who suicided, will they be offended when the scene is recreated in a game? I think it is acceptable because I get to choose. I chose to deal with the corpse and attended the funeral once again, and I paid extra attention to the dialog of the family member. Just in a few sentences, but I can tell the family member was not expecting this to happen. Is this a message from the game to ask players to pay more attention for those who are mentally suffering? If so, I hope that there were more content in the game. The game threw out ideas and messages, but they were weak, it did not extend it to the next level. Although it is an indie game, it doesn’t change the fact that due to the poorly written dialog and awkward 3D motion of the characters lowered the player’s experience. Another corpse that made a deep impression of me was a corpse of a homeless people. He had no accessories to identify him but only a metal name tag. The player was the only one who “attended” his funeral. In this case, less content means a lot. The game successfully recreated the scene of loneliness for a human being having nobody. In this case, less equals more.Wed, 26 Sep 2018 22:40:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6804&iddiary=12112A Mortician's Tale (PC) - Mon, 24 Sep 2018 23:06:12https://www.gamelog.cl/logs/LogPage.php?Log_Id=6804I started playing the second part of the game. I continued playing and discovered that the gameplay patterns are fairly similar and repetitive. I remembered all the steps of cleaning the corpses and sending them to the crematory. I think it would be interesting if they designed different task to accomplish for each corpse to prepare them for the funeral. However, I think the creator of the game intend to make the game more realistic as if it is a stimulator of mortician’s daily life. The game is a standard click and drag, narrative-base game. I as a player am expecting more from the narrative perspective, to understand the life of the corpse. However, in most of the funeral I attended in the game, the NPC was either crying, silent, or talking about something else that is not related to the dead. For example, they would talk about how cold is the air conditioner or how delicious the food is. I’ve been to many funerals, so this is not what I expected from a funeral. People normally weep and talk about the time when the time that the dead is once still alive. I assumed maybe this is what the creator of the game experienced, or else he won’t create a game that doesn’t show much moral empathy during a funeral. I also doubt that they did not do a good job. This game constantly makes me wonder and question about what the purpose is. Does it want to make players feel bad? Or does it want to encourage players to treasure their beloved because funerals are terrible? The concept of this game is interesting because it focused on a sensitive topic. However, I do not think it did a good job. I feel like those people who died in the game doesn’t even have many stories to tell, and people around the dead doesn’t care about him at all. The message of the game seemed to be “Life is just sad and miserable, and there is nothing after death”.Mon, 24 Sep 2018 23:06:12 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6804&iddiary=12065A Mortician's Tale (PC) - Sun, 23 Sep 2018 19:50:14https://www.gamelog.cl/logs/LogPage.php?Log_Id=6804 This game mortician introduced to me how a funeral home does. The player plays as the protagonist, Charlie, and is asked to complete a series of task. Her goal is to clean and prepare dead bodies for the funeral. I like the idea of introducing an unfamiliar job, the morticians. Most of the time we don’t see them on televisions or movies because their job is related to death, and death is a topic that most people want to avoid to talk about. We all tend to avoid negative things. There are only two maps in the game, which is the room where Charlie does her job and the room where the actual funerals are held. I am unsatisfied with the repetitive graphics; however, this is a narrative-based game, which I gave more attention to the context of the game than the graphic. Players can read through emails to understand the outside world besides the two room that is displayed in the game. For example, relationship with co-workers and friends, and the situation of the company. I love how I received an email from my friend in the game; her emails are fun to read which balanced out the depressing atmosphere throughout the game. I learned a lot of interesting facts about funerals, for example, they offer options for LGBTQ people to choose their identity and how they look like during the funeral. They also introduced a different aspect of the funeral from a different culture. When the funerals are held in the game, I did get a little offended by that. Some of the characters were talking about other minor things instead of the person who was dead in front of them. There is a kid playing video games at the funeral. Although I found it rude, it reminds me that little kids do not quite understand the concept of “death.” Every story of the death was fairly short. Although I listened to all the conversation, I still don’t get to know that person more. I hope that they could have included more content of the death. It made me feel like life is unworthy and there is no point in speaking the story of the dead people. I am looking forward to learn more about this game. (This entry has been edited1 time. It was last edited on Sun, 23 Sep 2018 19:50:42.)Sun, 23 Sep 2018 19:50:14 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6804&iddiary=12052A Way Out (PS4) - Sat, 01 Sep 2018 02:01:05https://www.gamelog.cl/logs/LogPage.php?Log_Id=6776Picking up from I left, I and my friends finished the second part of the game. We had successfully broken out of the prison and escaped with a vehicle. One player drives, the other shoots the police. There are two types of games that I hated the most: shooting and racing game. I was worried I am not going to do well and wasted my friend’s game. However, controls are easy, and the escaping scene is fairly short, that even player such as me can manage to do it before getting too anxious about failing too much. This game is a character-driven piece. Although in the beginning, it seemed like a story-driven piece, in the second half of the game really evokes players deepest emotions. Till this point, the player playing as the protagonist had bounded together after all these journeys, they reflected some of their feelings to the protagonist. Leo and Vincent both went to their family and witnessed each other’s private life, moreover, weakness. I was moved by their stories. It is weird but I do feel like me and my friend had bonded deeper throughout this game. A lot of times when we are making decisions whether following Leo’s plan or Vincent’s plan, we tend to vote for the same plan. This makes me know more about my friend’s personal trait. Breaking into the house was intense. I and my friend were both pumped up in the end when we killed the final boss. We were satisfied with the “ending” until we played until the very last scene. After all, I have been through with him, he betrayed me. The ending is shocking and gives me a deep impression. This game is enjoyable to play with friends. Normal cooperative games are most of the time are action games and are not supposed to be emotional, A Way Out offers me a new perspective of multiplayer games. Gameplay is short and I think this is perfect because me and my friends we don’t always get to play together since we are both busy students. Gameplay is smooth, controls are easy to understand. This is one of my favorite game of the year.Sat, 01 Sep 2018 02:01:05 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6776&iddiary=12027A Way Out (PS4) - Thu, 30 Aug 2018 20:58:39https://www.gamelog.cl/logs/LogPage.php?Log_Id=6776My friend bought A Way out on PlayStation 4 so we decided to play the game. The game starts with a scene somewhere in the future scene just to make a brief introduction of the two protagonists, just like what movies would like to do. In only one minute, we get to know Vincent and Leo has a different personality trait. Players most of the time favors the ones who have more similarities toward themselves because this is a quick way to attach with the protagonist, which created a sense of presence. The screen sometimes splits into half, in the beginning, I found that annoying because I am not used to a small screen. However, I discovered lately in the game it is necessary to do it this way because the players need to know what happened in both Vincent and Leo’s perspective. Overall color in the game is less saturated, realistic textures create a serious and emotional flow in the game. The whole game not only contains a lot of cooperation between two players but also constant communication too. For example, when Vincent tried to make a whole behind the toilet, he needs Leo to distract the prison guards. Whenever the prison guards come near to me, the other player needs to quickly warn me because the two screen offers different angles and perspective of the guards. My favorite part of the games is minor stuff that you can interact with. For example, picking up the guitar from the old couple’s house, which makes you feel a bit more relaxing throughout this intense prison breaking experience. (This entry has been edited1 time. It was last edited on Thu, 30 Aug 2018 20:59:13.)Thu, 30 Aug 2018 20:58:39 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6776&iddiary=11994Cuphead (360) - Tue, 28 Aug 2018 15:11:08https://www.gamelog.cl/logs/LogPage.php?Log_Id=6743A friend of mine came to visit me last week and we decided to play Cuphead. I used to play as a single player, and most of the time I don’t even play online games. The two-person mode in Cuphead had blown my mind and the game had become much more interesting to play. Cuphead is a 2D shooting indie game. Character shoot “bullets” out from their fingertips. There are not many narratives going on, but the introduction tried to imitate illustration storybook, which I think they did a fantastic job, brought us right into the fantasy world back in 1930 immediately. I personally think this game has the most unique art style, unlike anything, were seen in other games that I have ever played. 1930 American cartoons only stood out in the animation industry, but only a few applied this style to a game. The team hand-drawn instead of digital painting, which brought out the old school feeling that computer brushes couldn’t imitate. The idea is to promote that although digital art is the main streams in the game or cartoon industry right now, hand-drawing can still be a thing. Each level is actually about three minutes long, however, due to the difficultness, annoying enemies, and hardcore boss fights, it might take a long time to beat the level. Once dying a few times in a boss fight, you will soon figure out there’s a stable pattern within the boss. Since the gameplay of each level is fairly short, the fixed pattern did not make the game boring. Tn duo player mode, the difficulty reduces a lot more so the game became less frustrated to play. When another player died, we can soon rush to his side and revive him. There are also special items to purchase but specially designed for duo players, not only you as a single player gets stronger, you and your friend both get stronger. I found it really interactive. I only played it for two hours now, but I will definitely finish this game. (This entry has been edited2 times. It was last edited on Tue, 28 Aug 2018 17:12:35.)Tue, 28 Aug 2018 15:11:08 CDThttps://www.gamelog.cl/logs/LogPage.php?Log_Id=6743&iddiary=11912