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    Mar 29th, 2018 at 20:25:42     -    This is the Police (PC)

    The chaos continues. I sent one of my less reliable officers to training, just in order to spend a little bit of cash. The result was rather irksome; the officer failed all his tests and saw no improvement whatsoever. Once again, I can't escape the feeling that no matter what choice I make, it will backfire in some way. If I choose to let someone take the day off, they become an alcoholic. If I make them stay on the job, they have a heart attack.

    Being in a lose-lose situation all the time is definitely a unique gaming experience for me, but I'm not sure how much fun I'm having. Perhaps my choices need to be more calculated, but I've lost officers to such trivial situations that I'm not entirely sure there is a way to play police academy "perfectly" without some deeper insight into the game rules and mechanics.

    One aspect of the game I'm really enjoying is reviewing my officer's requests for time off. The situations can be pretty nuanced, and trying to reconcile their general unreliability/reliability with the pettiness/seriousness of their request can be an emotional exercise. In subtle ways, it reminds me of jobs I've had in the past.

    Siding with the mob seems like it's paying off. I can't always afford to send officers to run mob errands, but I have yet to see the repercussions of disappointing them multiple times. I keep expecting the unexpected, but it never comes!

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    Mar 29th, 2018 at 00:47:29     -    This is the Police (PC)

    After a little over an hour of play I'm starting to feel totally detached from decision making. A robbery escalated into a shootout, 3 officers died, and I can't say anyone really made any wrong decisions along the way. The inevitability of tragedy makes me feel like I can be a little less timid with my decisions. The managerial experience is becoming very palpable, and I feel like all the chaos is putting me in the appropriate mindset to make hard choices. In this game, you have to be OK making people uncomfortable.

    I didn't fire my black cops as the racist terrorists ordered me to, but I have yet to see and retaliation. City hall is cutting our funding, but I haven't seen any need for mob services or the other money sinks. Money is everywhere; I earned several thousand from letting the Mob do a job without interference, and several more from sending officers to help in a silly civil dispute.

    I might just be an impatient player, but with so much going on I can't help but wish my decisions had more of an impact. The moments where I'm giving officers orders in a stressful situation are probably when the game is at its best, but those moments are few and far between. I lost a good officer to the bar on the last dispatch I sent. Feels fine, kind of numb. Hard to tell if this is what the developers intended or not.

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    Mar 28th, 2018 at 00:37:28     -    This is the Police (PC)

    After 5 minutes of gameplay, an exceptionally unreliable officer asked for the day off because his son was in the ER. I let him go, then retired him moments later for a much more professional and attractive new hire. The decision seemed easy, and I felt accomplished having a slightly more reliable department at my command. The success was short lived, however, when she quit on the following mission after making a killing as a night club bouncer. Wow.

    A racist gang has promised to kill all black doctors, firemen, and police in the city. That's pretty disgusting, and also so absurd that I can't take it seriously. It's amazing that the game allows for and seemingly encourages me to fire employees on racial grounds. The argument that it's for the officer's own safety doesn't feel compelling enough to outweigh giving in to racist, terroristic demands. I hope doing nothing in this situation doesn't come back to haunt me.

    I'm going to try to develop my least reliable and most reliable cops together by pairing them up. Sending only a single cop on a 2 person case seems to fail almost always, even with reliable officers. I'm curious if pairing the best and worst will reveal something about how the game functions. For now the day's are relatively uneventful, but I'm eager to see how the different officers and their personalities will be utilized in missions to come.

    This entry has been edited 1 time. It was last edited on Apr 5th, 2018 at 21:31:42.

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    Feb 13th, 2018 at 00:08:33     -    Firewatch (PC)

    Things have gotten pretty wild out here. Being toyed with by the researchers definitely had me feeling spooked, but the rails of the game keep breaking my immersion. The decisions the game forces upon the player are starting to feel a little bit like bad horror; heading toward the danger? While my character is thankfully more indignant about being stalked and assaulted than he was about being miss-characterized by two bratty teens, it doesn't feel the decisions actually match the character's emotions. They walked out here, after all, in 2 days. I understand a 2 day hike is no small feat but, I'm not buying that the characters are as helpless as they make out to be.

    I left off right after finding a backpack trapped with an alarm. They gave me the keys to the mysterious cave introduced earlier, but I can't image what exactly they'd want me to experience in there. Regardless, that's where I'm headed next.

    The notes on the desk of the scientists camp left me less concerned about the nature of their research. Even though it's extremely creepy, I feel like they're all playing a big prank on me. The assault moment was obviously over the top, but maybe their handy man is just a little heavy handed? At times I'm doubtful that the girls are even missing, and suspect this might just be part of the ruse. How did 2 teenage girls make this 2 day hike with 4 cases of beer? To its credit, this game sure keeps you guessing.

    I found enjoyment in the scientists descriptions of Henry and Delilah. From the player perspective, it was humorous to see characterizations of Henry that are undeniable. "Easily manipulated," was especially clever. I satisfying that they noted Delilah's selfishness, because it was the exact though I'd had myself. Still, she is an interesting companion and I plan to continue playing.

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