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Super Columbine Massacre RPG (PC) by ajg993 (May 20th, 2013 at 12:26:28) |
Playing Super Columbine Massacre was not too fun today. It just involved a lot of shooting and killing without much variation. At this point of the game I really don’t know why the game was created. Is it a tribute to Eric and Dylan? Is this a way to attract even more hate against the killers? It can be interpreted in many different ways. Not to mention, many times when a gamer is playing a game, he or she will often get some kind of emotional attachment to the character he or she is using. Was this game a way to “feel for” Eric and Dylan? The game really isn’t good, I would probably never play it in my free time, yet I see it is extremely popular. I am confused about this, is it because the tragic event really happened?
Anyway, when the time came to choose to end the mission or continue, I decided to end it. The cops showed up and the mission was over. They showed pictures of the tragedy and explained a few things about Eric and Dylan how all they wanted was to be isolated from everyone. SCM really didn’t have much of an effect on me. The graphics were so low that it was somewhat hard to get into the realism of it. The tragedy happened and there is nothing anyone can do about it. I feel like because there are so many violent movies and games that this one has virtually no difference for me, even though it really happened. The media itself has taken the value out of real life situations by creating so many equal or even worse situations that are fake.
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Super Columbine Massacre RPG (PC) by ajg993 (May 19th, 2013 at 20:14:53) |
I returned to Super Columbine Massacre today and noticed how much this game moved me. I researched and found out more information about the tragedy and understood the gameplay much more. It is unbelievable how close the story mode is to the real thing. Other than a few things like an unlimited arsenal of weapons or getting passed hall monitors by having them not touch you (even when they clearly see you but you are two boxes away so the game doesn't register it) the game was quite real.
I noticed that they left a message to whoever found it. They were apologizing to people they knew for what they were about to do. I feel like this was a way for them to feel better for what they were going to do, it almost seemed like the message provided justification for their actions. On top of that, they were planning on killing 200 plus people. I just don’t understand what kind of people would want to take out their revenge on the lives of innocent students and staff.
The final thing I would like to point out is that for some reason, I felt very weak when I was playing this game. As if any power was taken away from me by the developers. There was only one way to play it, no alternative conclusions. I felt myself actually wanting to avoid the story, but there was just nothing I could do about it, except of course just not play.
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Super Columbine Massacre RPG (PC) by ajg993 (May 18th, 2013 at 21:53:42) |
Super Columbine Massacre was interesting. It is remarkable that someone actually recreated the event and made a video game out of it. Although the graphics are pretty low, the game was far from simple. I noticed that many random objects have deeper meanings. For example, when I was in the basement, I saw a pizza box and decided to walk up to it and hit “enter”. The pizza box took me through a flashback to explain how they were getting ready for the “big day.” The creators really wanted to show the players the entire story.
I went into playing this game without much knowledge of the actually shooting. I knew it was 2 boys, who were mad at society, who killed their fellow classmates and teachers. I was going to do a little research to find a little more background information on the even but decided to just play the game without that information. I felt like the game would do a good job in telling the story. I only got passed the cafeteria part where I have set the bombs and grabbed the guns. That mission was really annoying, it took me over 10 tries to fully infiltrate the building, and right when I finally did, I got caught again and had to start all over again.
This game obviously has a lot of ethical hazards. The idea of the game itself seems a little immoral, since it is based on a true story. I think if the situation never happened, it would lack any controversial opportunities against it. However, since it actually did happen and innocent people died, this realism truly makes the game open for discussion. I also noticed how the creators of the game were implying that the killers’ ideas of the attacks were enhanced by media. Because in the game, when I was in the basement I saw a movie that seemed like it was motivation for them. As if the media inspired the killers actions.
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Ultima VII: The Black Gate (PC) by dkirschner (May 18th, 2013 at 07:44:04) |
I'm just making this to chronicle my efforts to play Ultima 4 and 7 today. I gave both games a good-hearted run but they are so. very. old. These games are always on 'best of' lists so I finally downloaded 4 since it was free with my GOG.com account, and bought 7 because it was on sale and is usually the one people cite as the best. Surely these games have been influential to the fantasy genre in games, to RPGs, perhaps especially of the open-world variety. But I had forgotten what games were like when I was a kid I guess.
Playing Ultima 4 was like attempting to read Chinese. I haven't played a text-based role-playing game in such an unbelievably long time that I've forgotten how they work. Moving north, south, east and west, pushing T to talk to an NPC then typing north to talk in that direction. The NPC greets you and says nothing else until you ask him about specific things: "job," "look" and so on. I had to look these interaction words up in the manual because I couldn't figure out what I should say to him. Then I couldn't figure out how to disengage from the conversation, so I was stuck. Oh, maybe "bye" would work...
Anyway, I couldn't deal with that, so I installed Ultima 7. Ooh, point and click, sort of. Uses mouse, plus 10 points. Ooh, inventory screens and character panes from 1992. The first thing you have to do is investigate a murder, which was surprisingly gory. I figured out how to pick up items (hold right mouse and drag & drop them onto your character), so I guess I investigated the crime scene. I was supposed to go talk to the mayor, who was *just* at the crime scene before I went in, but he seemed to have disappeared and I wandered all through this city looking for him. Dunno what he got up to.
When I talked to the NPCs this time, they have the interaction words like "job" and "look" as options to choose, like a dialogue tree. I noticed the "murder" option and thought I might see what happened if I murdered a citizen. Alas, I could only *ask* about the murder, not murder anyone. I retract my praise about this open world! Anyway, I never did find the mayor and the text really hurt my eyes. It's in yellow, on multicolored background, so it's kind of like reading a highlighter. Also ye olde font and olde English style of language really bothered me after a short time.
I'm sure these early Ultima games were amazing decades ago. I'm sure some people can enjoy them today. I appreciate them, but cannot play them. And that's my uncritical review. Oh, but all the manuals and extras from GOG.com were neat to browse.
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Super Columbine Massacre RPG (PC) by MMammose (May 17th, 2013 at 00:44:39) |
For my final session of Columbine I decided to play out the Hell level. This part was very strange. Unlike the rest of the game, I'm not entirely sure the purpose of this level.To add insult to injury these levels are particularly difficult. I died multiple times without making much progress. Never the less I continued to push through the levels until I eventually found Eric. At this point I was so frustrated with the gameplay and nature of the game I desisted.
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GameLog hopes to be a site where gamers such as yourself keep track of the games that
they are currently playing. A GameLog is basically a record of a game you started playing. If it's open,
you still consider yourself to be playing the game. If it's closed, you finished playing the game. (it doesn't matter
if you got bored, frustrated,etc.) You can also attach short comments to each of your games or even maintain a diary (with more detailed entries)
for that game. Call it a weblog of game playing activity if you will.
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1661 registered gamers and 1787 games. 5594 GameLogs with 9915 journal entries. 4329 games are currently being played.
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Grand Theft Auto: San Andreas (360) by luckybug |
| Game: Grand Theft Auto San Andreas was pretty entertaining. The constant crashes and roaring of the engines made the game very intense. It actually took a while for me to understand how to move the joy stick when driving the car, but the fact that I could try over and over again after dying every time made me enjoy my constant car blowups. It made me addicted to the game. I liked the variety of different types of very stylish cars.
Design: The style of the game would suggest a San Andreas “image” or should I say a stereotype embedded in the video game. The storyline of the game was not necessarily coherent. Carls Johnson comes home to San Andreas finding his family and friends ruined and he even gets convicted of homicide. He sets on this long “courageous journey” to save his family ands friends. The storyline is an embedded narrative, but after much interaction with the game, I found that the emergent narrative was nothing more than just thugs with flashy cars with a back round of pimps and street races. Although I find this entertaining, I also find it very autotelic. The idea of integrating the world of the game into reality would be very scary. It is possible it might make younger players presume fabricated identities of race and culture. What seduced me into the game were definitely the shiny cars. The idea of actually having a pimped-out car and a criminal record is a fun fantasy. |
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most recent entry: Thursday 6 March, 2008
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Game: Grand Theft Auto San Andreas was pretty entertaining. The constant crashes and roaring of the engines made the game very intense. It actually took a while for me to understand how to move the joy stick when driving the car, but the fact that I could try over and over again after dying every time made me enjoy my constant car blowups. It made me addicted to the game. I liked the variety of different types of very stylish cars. Design: The style of the game would suggest a San Andreas “image” or should I say a stereotype embedded in the video game. The storyline of the game was not necessarily coherent. Carls Johnson comes home to San Andreas finding his family and friends ruined and he even gets convicted of homicide. He sets on this long “courageous journey” to save his family ands friends. The storyline is an embedded narrative, but after much interaction with the game, I found that the emergent narrative was nothing more than just thugs with flashy cars with a back round of pimps and street races. Although I find this entertaining, I also find it very autotelic. The idea of integrating the world of the game into reality would be very scary. It is possible it might make younger players presume fabricated identities of race and culture. What seduced me into the game were definitely the shiny cars. The idea of actually having a pimped-out car and a criminal record is a fun fantasy.
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