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    Mar 28th, 2014 at 19:43:29     -    Super Columbine Massacre RPG (PC)

    Game Log
    Time: 12 midnight - 1:30am, 28th March
    It was a long killing spree play session. After the discussion we had in class, I did realize how the students are represented in the game into common categories. The music set me in an adventurous mood. I tried killing the girls whenever possible because they died easily and did little damage. Also I tried entering the restrooms more because there was always some action going on in there. I never really felt guilty in killing the innocent kids. They felt more like a bunch of pixels floating around on my screen. Also them attacking us, the players, felt disconnecting to the real context and the whole situation felt more like a poorly designed simulation game.
    The dialogues amongst the two shooters is very convincing. It put me into the mindset of a typical teenage rebel. I could relate to a lot of what the shooters spoke. Although it may sound highly unethical, the dialogues give a general sense of justification for their actions. In one of the restrooms, the shooters let go off a boy who was being bullied by some kids. This showed that the shooters were ethical in some ways and were not just a bunch of psychopathic killers.

    - Siddharth Bhavsar

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    Mar 28th, 2014 at 19:42:31     -    Super Columbine Massacre RPG (PC)

    Game Log
    Time: 3-4pm, 28th March 2014
    Super Columbine Massacre RPG! says a lot about school culture and adolescence. While playing the game, there are several cut scenes where the shooters are reminded of certain things they come across, in school. The melodic music makes you feel the emotions that the shooters might've gone through. So is it society's fault that made them do what they did? Or is it their immaturity to handle situations? If I was related to the incident personally, I would definitely go with the latter. But the former could also be true. What if they were just being picked on mercilessly for petty reasons? Or that they were genuinely smart and the peers despised them for that. Escaping from such a situation whilst in school is very difficult because you cannot leave school, nor are the student mature enough to draw the line.
    If the game has offended many, it has also taught many adults of what it is to be like, for a school going kid who is being neglected. It takes courage to be quiet and be a silent observer. I feel the game has given me a good perspective of the situation.

    - Siddharth Bhavsar

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    Mar 28th, 2014 at 19:41:35     -    Super Columbine Massacre RPG (PC)

    Game Log
    Time: 12 midnight - 1:30am
    It was a long killing spree play session. After the discussion we had in class, I did realize how the students are represented in the game into common categories. The music set me in an adventurous mood. I tried killing the girls whenever possible because they died easily and did little damage. Also I tried entering the restrooms more because there was always some action going on in there. I never really felt guilty in killing the innocent kids. They felt more like a bunch of pixels floating around on my screen. Also them attacking us, the players, felt disconnecting to the real context and the whole situation felt more like a poorly designed simulation game.
    The dialogues amongst the two shooters is very convincing. It put me into the mindset of a typical teenage rebel. I could relate to a lot of what the shooters spoke. Although it may sound highly unethical, the dialogues give a general sense of justification for their actions. In one of the restrooms, the shooters let go off a boy who was being bullied by some kids. This showed that the shooters were ethical in some ways and were not just a bunch of psychopathic killers.

    - Siddharth Bhavsar

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    Mar 28th, 2014 at 19:40:28     -    Super Columbine Massacre RPG (PC)

    Play Time: 10:30am – 11am, 26th March 26, 2014
    Being a non-US citizen, I am barely acquainted with the actual Columbine massacre. So I decided to play the game without doing any research on it for the first time. The game feels just like another RPG. The 8-bit art-style makes the game feel more like an arcade game than a re-enactment of an actual incident. I did not get the significance of the rabbit that sits on the corridors of the school. Why did I have to avoid being seen by it? Maybe it is something that will tie up later in the game. I had difficulty following instructions as they were low-res and overly pixelated.
    The dialogues show the angst of the shooters. It tries to convince the player that their actions are justified, so the player begins to think more like them. One of them come across a fellow friend and ask him to leave. This part disconnects the long cut-scenes where the shooters express their angst towards society. Why did they have to spare him? Just because he was more friendly? Did they assume that everyone who is not as friendly or who does not comply with them are bad and must be killed? Seems like they had coping problems or just didn't know how to deal with a problem.

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