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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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    Kirby's Adventure (NES)    by   Garr

    This game is an super platformer that gives the player plenty of options for playing style.
    most recent entry:   Sunday 14 January, 2007
    Gamelog #2 Session #2 for CS 80K
    Start Time: 5:20
    End Time: 6:15
    Assignment due 1/19/07

    After taking a second look a Kirby I considered some different properties of the game as I advanced from stage 2 to stage 4. I began to understand the context the story is in a bit more though having not beat the game the player wouldn't know at all about the story since it is reliant on the end of the game. Its all about a dreamland which makes since that there are strange rooms that are purple or walking bombs or polarbears in trees. It all has to do with Kirby saving dreamland. Even though a player just starting out doesn't know the context, he/she can still gain an attachment with Kirby the main character. Everything about the character is lovable. The way he looks and the little arm movements when he's flying, the whole combination makes the player get attached to Kirby. I found myself looking for or desperatly trying to keep the freeze ability because I like the way Kirby looks in his blue color. I became attached to the progression of Kirby rather than the story that only unfolds in the end. It is unusual to have a game where the character prgresses without having levels but the unvealing of new monsters to suck up makes for progression anyhow. This keeps the player interested in the game even if the colorful level design doesn't.


    The boss fights are surprisingly innovative considering that there is little AI that involves reaction to the player. The bosses stick to patterns of providing Kirby with some sort of weapon by attacking him with a suckable item. This happens in each fight but the changes in the appearance, pattern and level make each fight surprisingly innovative. My favorite is the fight with Meta-knight where you both fight with swords, but the more innovative would have to be the Sun/Moon boss. The sun and moon fight you but take separate turns in the sky. If Kirby has a range ability to shoot them with then battle is not too bad but if he has to get up close then there's trouble since both bosses can't be touched and they charge you. The boss in the sky sends down either stars or ultra-vilolate rays (I guess). This is where the right planning by going into the fight with a good ability and knowing which strategies work makes things easy. For example, if you have super jump then when each boss goes to jump on you then you can jump up into them and they take damage. The problem is if they charge you straight on, your ability is worthless. This is how the game is complex, by adding the different ways to victory.

    Overall the game is rather easy. I got to stage 4 and I was trying to play around with everything in Kirby's world. I think there is about 8 stages which means a long sitting and a good player would equal game completion. I plan on using a lot of the elements in this game in my game maker game. The levels are colorful and strange but still appropriate which is what I would like to go for. I like the design of the levels where it never feels like your going in a line from left to right but sometimes going up or changing areas part way. All these level design factors are what I want to happen in my game.

    Kirby is an excellent game that pushes the NES to the limit.

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