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    Sep 25th, 2018 at 21:46:04     -    A Mortician's Tale (PC)

    I just want to start this by saying I hate the industry that takes over the Rose and Daughter’s funeral home. They do a good job at making sure they embody everything bad about big industries. When thinking about the company and their practices I couldn’t help but think about the consequences and result of their policies. The thing that I remember the most from their various policies is that we are always supposed to upsell and push their packages even if it against their client's wishes. When calculating these interactions with a utilitarian perspective they do not hold up. Firstly, the people involved are the company, Charlie, and the family of the deceased (and I guess the deceased themselves in a way). The only benefiting party the company, who gets a bigger paycheck; the other parties are all losing net happiness. The families are spending more money and not respecting the requests of the deceased, also Charlie who has to change how she acts around her own workspace and with other customers. Compared to the business that Charlie made that is cheap and respects the wishes of all parties involved.

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    Sep 25th, 2018 at 00:04:16     -    A Mortician's Tale (PC)

    A Morticians Tale feels like nothing I’ve ever played before. Mainly due to the very serious nature of the jobs and responsibilities of morticians. Nevertheless, I’ve still been enjoying the gameplay, the simple visual style, mellow music, and the basic mechanics make for an almost meditative experience. I also enjoyed how the game trivialized human relations from priorities in many games to emails or nameless attendees of funerals, both of which the player is not even allowed to provide input to. Its almost as if the game is forcing the player character into caring more about the deceased that living, going through all the steps of preparing cadavers, while interacting with her extremely close sister is just looking at an email. I’m interested to see where the game takes human interactions further and what other mechanics develop as the game progresses.

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    Aug 30th, 2018 at 11:09:40     -    Nier Automata (PC)

    Now I see where we can really start to apply ethical arguments to this game. My last session began with the backstory of the game being laid out in front of me. The robots I tear through were sent by robots in an attempt to colonize or dominate, earth. As a result, the survivors of the attack needed to retreat to the moon, and in an attempt to regain our planet humans made the robots that the player plays as. Now that we know the motivations of my character I can ethically support my killing of these alien drones until I had an odd encounter. I came across a single robot that was vocalizing fear, and when pursued I discovered a large swarm of robots that seemed to be trying to, put bluntly, fornicate. After I dispatched enough of them they formed together and gave birth, I think, to a robot that acted and looked like my character. This made me question my own character and whether or not I should have instantly killed it. When trying to think about the societal influences that this game could have, my first instinct is how some people think that technology is advancing too fast. Countless movies and shows have been made about technology taking over the population, with examples such as Terminator, I Robot, and 2001: A Space Odyssey.

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    Aug 29th, 2018 at 23:06:21     -    Nier Automata (PC)

    It may have taken two more tries but I finally beat the first boss, in other news I’ve discovered I do not like bullet hell games. Nevertheless, I still was enjoying myself going through the abandoned facility, dispatching countless of these pointless robots that seem to throw themselves at me. It was also in the follow up after the boss fight we learned that the lead characters we’ve met so far, 2B and S9, are some kind of super-advanced robots. Gameplay aside when trying to compare what we were talking about in class to the game, my first thought is why should I be caring about either side. Until I find out which side is fighting for what I cannot morally support either side since both being robots neither can be fighting for morals/emotions, unless one side of robots is self-aware to the point where it can fell emotions. Either way, while playing I did think about how I was supposed to just mindlessly slaughter these droves of bots coming towards me without a second thought, maybe this is by design to make the player feel more like a robot by not giving them the decision of whether or not to destroy these opponents.

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    Elias_Lumarda's GameLogs
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    1A Mortician's Tale (PC)Playing
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