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    Oct 10th, 2011 at 21:58:07     -    Super Columbine Massacre RPG (PC)

    In this game play I died and went to hell. It was odd. I thought the game would be over once the boys killed themselves but it wasn’t. To hell I went and while there I fought a bunch of demon soldiers and lost souls. I also talked with many of the dead. I was confused due to the fact that many of the dead where fictious, such as Santa Claus and Darth Vader. Through talking with the dead I found a great deal of religious opinions. This game acknowledging that there is a God and Jesus Christ was his son. I tried focusing on teens and their perception of the world/after-life in this game play. The boys were greatly influenced by people and media while alive, it only made sense for them to be influenced by established people in the afterlife. The have a conversation with Nietzsche. The boys are clearly interested in what he has to say and follow his suggestion on going to meet Satan. He gives them a cook-book called “Devil’s Food” to give to Satan. Everything Nietzsche said the boys agreed with.

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    Oct 6th, 2011 at 11:39:41     -    Super Columbine Massacre RPG (PC)

    This game play there were many memories of things that had happened to the boys in high school. One of the memories is of Dylan, I believe sitting in the lunch room alone. No one would come and sit by him. He says that at first he wished people would come and sit by him. It slowly evolved into him purposefully sitting by himself because he believed himself better than everyone else. He even references Plato’s cave analogy where all his peers are stuck in the cave while he stand in the sunlight. (I was really surprised when I read this because in my last entry I had referred to Socrates...) This time when playing I really focused on the realism the game had, or lacked actually. I found it bizarre that you had to go up to people who were mindlessly roaming the halls and then when you were choosing which weapon to use to kill them, the just stood there. At one point they pulled the fire alarm and people started running around but no one actually left the building. The only realistic thing about the game was that once you killed a person, their remains stayed in the same spot the entire game. In various other games I have played, when I kill someone, they’re remains disappear after an extent. Another realistic aspect of the game was that it stayed true to many of the actual events that occurred. For instance there was a girl that one of the boys asked if she believed in God while pointing a gun to her. She replied “Yes....no.... I don’t know” and he killed her. I remember hearing this story when the shooting actually occurred. Overall, the two characters Eric and Dylan are realistic, but the game play is extremely unrealistic.

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    Oct 5th, 2011 at 17:07:41     -    Super Columbine Massacre RPG (PC)

    In playing Super Columbine Massacre RPG! I got to the part where they are about to go set off the car bomb before the lunch bell. This whole section of game play was mostly reading their dialogue. The only “mission” I had to do was set the bombs in the lunch room. I was taken aback by this at first. I had expected there to be more action. Their dialogue however, was much more interesting than anything else in the game. A common theme in their dialogue was this notion that they were at war with the world. That humans were all selfish and deserved to pay for it. These two young men were incredibly violent and through their dialogue you learn that this anger had been building up for sometime. I found myself more interested in what they were saying and how this anger had shaped their world view. In their mind they were acting in an ethical manner, it was the human race that had over stepped its bounds and had become unethical. I didn’t see much development in these idea though. There were a lot of broad examples for their reasoning of hating the world, but I haven’t seen anything concrete that would suggest their line of thinking had a definition or a form that they could hold all examples to. This game really made me get philosophical and relate it to Socrates (might just be that I finished a philosophy paper the other night, but still, made me think).

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    Sep 26th, 2011 at 09:11:56     -    Grand Theft Auto: San Andreas (PC)

    In my third game play of GTA: San Andreas I was feeling a lot of loyalty towards my crew. I did a total of three missions, the first I went with some friends to pick up Jeffery/Loc OG from prison and then him and I went off and killed Freddy, this guy that stole Loc OG’s rhymes in prison. The second mission was doing a drive by and killing a bunch of rivals. The third mission was to go and save my boy and his girl from getting shot at by some rivals. All these missions dealt with loyalty toward my gang. Some ethical issues raised by these missions were is it ethical to kill to protect one’s friends? And is it ethical attack first in order to prevent issues later? I didn’t really have a choice on the latter but I did have a choice on how and when to kill rivals that were targeting my friends. I choose to annihilate all the rivals I could so it would mean less numbers later (I have no idea if that’s how GTA San Andreas works but that was my reasoning behind all my killings). The value of respect was driven into me as a player especially with the new character Loc OG. I for some reason felt like I had to do an outstanding job on helping him out on his mission because I had no built up respect with him yet. Even though I know the game doesn’t keep track of who you earn respect from, I felt I needed to earn just as much respect from him as I had earned with the other guys.

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