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    Oct 12th, 2011 at 09:29:31     -    Super Columbine Massacre RPG (PC)

    In this session of play I encounter many more cutscenes that depict the characters in the story as human beings. They talk about a trip to New Zealand which seems to be a normal conversation – until they give their reasoning for it. “To survive the natural selection in America”. I’m not quite sure these kids had any idea what they were doing or saying when they committed this action, and the evidence supplied in the game seems to reinforce this idea. I can appreciate the fact that the designer of the game makes no attempt to glorify the actions of these kids. Further, they seem even less intelligent in this game than the actual clips that have been shown on the news.
    Finally, my character is forced to commit suicide and I am ‘rewarded’ with an unpleasant image of the two boys. The scene ends and I find myself in Hell, with a large sign that explains where I am just in case I didn’t notice. Once again I am reminded that the game’s author clearly has a moral statement to make with the creation of this game. Maybe he/she believes that individuals who have the potential for violent acts will be attracted to the first half of the game, only to learn the error of their ways when they find themselves in “hell”. I am not sure what the real reason is, but it is clear that there is a hidden agenda.

    Overall, I found the game tasteless and counter-productive and I am glad to be through with this experience.

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    Oct 11th, 2011 at 21:08:59     -    Super Columbine Massacre RPG (PC)

    On my second attempt at playing the Super Columbine RPG, I have been much more successful in terms of completing the objectives required of me. Despite this, I feel more and more uncomfortable about playing this game. The course texture of the graphics feels like an old news reel. I began to make progress in the game once I realized that my purpose was to just shoot as many people as I could. This seems odd as usually in this type of virtual world there is at the very least a quest of some kind to follow. In this case there was none, just a couple of angry kids who want to break things. This is hardly the kind of character that an individual can relate to. I almost feel as though this is less realistic than the GTA games. It is so absurd in its thought pattern that I can only feel sorry for everyone involved in the incident. I highly doubt that ANY individual who played this game would ever feel a need to replicate the actions in the real world. Although I don’t feel that it provides an outlet for those feelings either.

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    Oct 10th, 2011 at 21:26:50     -    Super Columbine Massacre RPG (PC)

    Super Columbine RPG makes no attempt to ease the player into a virtual game world. From the very beginning, you are playing in the perspective of one of the two individuals responsible for the Columbine massacre. The player begins in the bedroom of their home and is allowed to explore the area and interact with the environment. The game is set up to fill in details of the main characters life. You find out that the character enjoys playing the Doom video game, listens to Marilyn Manson, and has several hobbies. You can even read participate in one of the recorded messages that were infamous. There is very little direction given in the game, so you have to walk until the system corrects you. In the basement, you find all the equipment needed to commit a major crime, including a propane tank bomb. There is evidence of a great deal of time spent planning this little operation. The game seems like less of a game and more of an interactive documentary. I soon found myself n a flashback scene, watching the two characters in their younger days as they experiment with various explosives. Each of them seemed to have plans for the future and didn’t act like someone who planned on dying. The game left me questioning whether or not I should even be playing it, as it didn’t seem very interesting to reenact something of this nature. From Kant’s perspective, the actions made by these two individuals were unethical because the violate the universal rule principle.

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    Sep 28th, 2011 at 09:11:06     -    Grand Theft Auto: San Andreas (PS3)

    In this session of play I continued my exploration of the grand theft auto: san andreas game world. I began with what has become my usual routine – I stole a car and began to drive around and investigate more of the city. It is interesting how quickly this has become completely acceptable in my mind as I play the game. I spend some time swapping cars until I find one that I like and then continue on my way.

    Women in this game seem to have a very specific role. There are several different stereotypes walking around the streets. The typical businesswoman, prostitute, old lady, and groupie are all represented. After killing a diverse group of people in the game, I discovered that old ladies carry around a fair amount of cash on them, and that prostitutes carry weapons on them. This was an interesting surprise, as it led me on an old lady hunt for about a half hour. I began searching out and killing them to collect the cash. One thing to note here is that I did not even know what I could buy with this cash, I only wanted it because the game seemed to make it seem important by tracking the amount I had. In addition, I learned that picking a fight with a prostitute would not be as easy as I thought. It was a huge surprise when the woman pulled a pistol out and began shooting at me. I was unarmed and got a little nervous. Luckily, I was able to overcome her and win. The result? Whenever I sit down to play the game my first action is to kill some old ladies for cash and then kill a prostitute for a weapon.

    It is important to note that I was unable to save my game during these sessions which results in a more ‘arcade’ experience. I am certain I would have encountered different issues had I been able to follow the storyline progressively.

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