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    Four Last Things (PC)    by   Serenaash       (Sep 23rd, 2018 at 20:29:52)

    I am a little confused as to what this game is. It is staged in the Renaissance era, and there are a lot of references towards that. The funniest part would have to be the beginning where the character you play as goes to the church and tries to repent. However, there is no proof that he did it, so they tell him to go do them again. This is morally wrong. He first committed those crimes in a dream, so why would he want to reenact them in person? Just to repent? The church gave him this idea to fill their pockets as you have to pay them to be forgiven of your sins. The morally compromising act is the church claiming that they will not go to heaven unless they are forgiven for their sins. Taking the money that is required to pay in order to be forgiven also sets societal norms.

    The game goes on, when the man just sloths around under a tree, a sin is achieved. He committed a morally unjust act of just sitting around, according to the church. When the man goes to a house with a lot of kids, the lawyer guy is claiming that a fraction will have to be paid to him. This clerk man is taking advantage of the fact that the family is illiterate and has no idea how much money they had just inherited. This whole game, thus far, has committed immoral acts when it comes to gaining more money.

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    HITMAN (XBONE)    by   dstrope15       (Sep 23rd, 2018 at 19:57:32)

    I continued playing Hitman today, but rather than progressing the story like I had planned to, I actually wound up exploring the user generated content, which presented some interesting moral dilemmas. In yet another bid to add to Hitmanís replayability, the game includes the ability for players to create their own contracts and submit them for other people to try and complete and get the best score on. When creating a contract, the player gets to decide who the targets will be and can also force the player to complete said contract in a certain outfit and/or with a certain weapon.

    The moral conflict comes into play once the player realizes they can not only tag known criminals for assassination, including those not originally part of the contract, but a number of seeming innocent civilians and workers. Whereas the campaign gives you a briefing before every mission explaining all of the terrible things the target(s) have done to warrant an assassination contract, not such justification is offered for player created contracts. You can be required to take out the bartender for no further reason than because another player told you to do so. In many ways, this actually feels like a more authentic portrayal of a hitmanís job. No fancy organization telling you to kill all these awful people who arguably deserve their fate. Just an anonymous person telling you to kill some person because they want you to. This in turn, however, raises the question of whether Hitmanís allowing playerís to select seemingly innocent people for assassination is morally justified because it is an accurate representation of a hitmanís job. Or is it perhaps justified in that it is all in the name of player choice and other players are not required to complete the contracts to complete the game?

    I had a great time with my second day of Hitman. The game has really started to open up and embrace the sandbox roots of the franchise. In addition, the inclusion of the contracts mode is both a fun diversion and presents an interesting moral dilemma to examine for the purposes of this class. I remain interested to see if the story goes in an interesting direction in terms of its portrayal of a Hitman, or if it goes anywhere at all beyond supplying reasons to sneak about and perform assassinations in a variety of impressive levels with a tantalizing number of options for completion.


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    A Mortician's Tale (PC)    by   leonayao       (Sep 23rd, 2018 at 19:50:14)


    This game mortician introduced to me how a funeral home does. The player plays as the protagonist, Charlie, and is asked to complete a series of task. Her goal is to clean and prepare dead bodies for the funeral. I like the idea of introducing an unfamiliar job, the morticians. Most of the time we donít see them on televisions or movies because their job is related to death, and death is a topic that most people want to avoid to talk about. We all tend to avoid negative things.

    There are only two maps in the game, which is the room where Charlie does her job and the room where the actual funerals are held. I am unsatisfied with the repetitive graphics; however, this is a narrative-based game, which I gave more attention to the context of the game than the graphic. Players can read through emails to understand the outside world besides the two room that is displayed in the game. For example, relationship with co-workers and friends, and the situation of the company. I love how I received an email from my friend in the game; her emails are fun to read which balanced out the depressing atmosphere throughout the game. I learned a lot of interesting facts about funerals, for example, they offer options for LGBTQ people to choose their identity and how they look like during the funeral. They also introduced a different aspect of the funeral from a different culture.

    When the funerals are held in the game, I did get a little offended by that. Some of the characters were talking about other minor things instead of the person who was dead in front of them. There is a kid playing video games at the funeral. Although I found it rude, it reminds me that little kids do not quite understand the concept of ďdeath.Ē Every story of the death was fairly short. Although I listened to all the conversation, I still donít get to know that person more. I hope that they could have included more content of the death. It made me feel like life is unworthy and there is no point in speaking the story of the dead people.
    I am looking forward to learn more about this game.

    This entry has been edited 1 time. It was last edited on Sep 23rd, 2018 at 19:50:42.


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    Nier Automata (PS4)    by   Kia       (Sep 23rd, 2018 at 17:02:49)

    A story of machine and humans, told in three parts. Part Three:

    So good news and bad news. The good news is that not all the machines are heartless monsters out for death and destruction. Some of them are peaceful. The bad news is 2B is still emotionally deficient and hasnít experienced another glitch in her matrix. This is demonstrated twice in my play time. Once when 9S invites 2B to call him Nines, like the rest of his friends do. Then again, later, when 2B has the opportunity to reassure her operator in a time of need. Both times she uses her brain to speak instead of her heart. Sad day. Thatís not to say she will stay this way forever. Iíve decided the creators designed her this way so as to prolong the story and give her more depth. What would be so interesting about an android who immediately went against her protocol, after all? Nothing! At least not for me. As Iíve said previously, it really bothered me that she was so quick to worry about 9S in the first place. A gradual change of heart is so much better! It also gives the player time to explore and discover as the story unfolds.

    As for the machines, theyíre not as evil as previously assumed. At least not all of them. Even before you enter the Amusement Park you face passive machines whoíre just happy to wander harmlessly about. Only when you attack do they reciprocate. This begs the question, just how dangerous are they truly and why did they attack the humans in the first place? Could the androids understanding of them be completely skewed? Iím not sure, but Iím beginning to think so. In any case, the Amusement Park is where things truly start to get turned upside down. The machines are welcoming and even give you gifts. Many dance and sing, and throw confetti. They arenít evil. They arenít broken. To 2B and 9S, though, itís all wrong. As they make their way through the ominous and creepy park, this unbalance in their understanding is amplified by everything they see and do. Clearly the creators wanted to put the player off their groove and make the protagonists question everything theyíve ever known about machines.

    Of course, a single area full of ďweird actingĒ and ďweird dressingĒ machines doesnít immediately change the protagonistís views. They still have their doubts. They also have conflicting emotions about machines and the possibility that these said machines have emotions. With every new interaction, you can tell 2B and 9S are getting uneasy. Why? Does having emotions suddenly make murder wrong? Is it because having emotions means you have a conscious or do the two protagonists simply hate the idea that theyíre actually hurting someone? Ethically, this matters. To hurt another human being is wrong. To hurt an inanimate object, not so much. It is still frowned upon, because it is considered vandalism, but youíre not judged as harshly. Why? Is it so necessary for an object to have emotions or will anything with an essence be considered precious? I think perhaps, this here, is exactly what Nier is trying to teach. Murder, in any form and towards anything, is wrong. The fact that you as a player and the protagonists do so without all the information in the beginning, is even worse.

    Given this, what then could be said about killing your comrades? What if those comrades were trying to kill you against their will? Technically it's still wrong in my opinion. Your comrades cannot control what they are doing and would likely not kill you otherwise, thus you should not kill them. Despite this, thatís exactly what the game makes you do. I find this distasteful. It would have been better for the creators to allot you the chance to avoid their attacks and still go after the boss. Likewise, having the androids die in conjunction with the boss felt like an injustice to me. At least give 9S a chance to save them! But no. Itís better to give the player a lesson then to spare the innocent. This lesson just happened to be in correlation with the protagonistsí entire meaning in life. See, the androids hacked and held captive were only kept alive for one purpose: to kill their enemy. Sound familiar? If it does, then youíve been paying attention. This ideal is exactly how the protagonists operate when it comes to YoRHa. They are made for YoRHa to be used by YoRHa for only one true purpose: kill their enemy.

    Thing is, what happens when there is no more enemies? My guess is that there will always be an enemy. Right now itís the machines, but later I think itíll be other androids or even humans themselves. Iím rooting for it to be the humans. If only because I do not trust that these particular humans are actually innocent. In fact, I think they are the whole reason for any and all misunderstanding that lie between the machines and the androids right now. Weíll only know for sure, however, the more 2B and 9S learn. I just hope that what they find is fully laid out for the player to see, because right now the one sided story crap is annoying. I want to know why the machines are here, why they feel and act like humans, and why they have any reason to hurt humans in the first place. But, as a wise machine once said, ďthe only way to understand someone is to get to know them.Ē So thatís exactly what Iím going to make my protagonists do.

    Hereís to a future of machines and androids. May they all get along!

    Kia

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    Four Last Things (PC)    by   jackcodonoghue       (Sep 23rd, 2018 at 13:40:20)

    I spent the next while exploring and talking to more people. I was able to easily get the envy sin by telling a man I wished I was as a happy and content as the marries couples. My character said ďthat was depressingly easy.Ē He seems to not care about the world and treats everything like a game. Maybe the creator is reflecting his views in some way here. Iím on a quest to find some illegal scrolls to help steal money. Iím certain this will get me another sin. The comedy of the game seems to trivialize sinning. The other characters often seem bad in themselves. The pie kind is gluttonous and the art connoisseurs are snobs.
    I got stuck for. A while so I found a walk-through and solved the riddle to get the scrolls. I got the sin greed for it. It felt fitting to get the reward after looking up a walk-though. This didnít really progress my so I watched a little further and found I had to drink the beer outside. The game-play here I think was a little too un-intuitive. The puzzles were fun but maybe a bit too hard to keep the game-play fluid. Alongside this I gave the old man a drink and got his urine. When I wen into the doctor he let me take what ever I wanted. After this I figured I could use the poison pills to kill the pie king so I challenge him to a pie off and won. For me receiving as point/check mark for murdering the man felt more violent than a first person shooter killing enemies. The game seems darker for killing a civilian because your sins arenít just hurting you, theyíre hurting others. The game quickly lightened the mood somewhat by letting me get gluttony for gorging on his pies afterwards.

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    Pokemon Mystery Dungeon: Explorers of Sky (DS)    by   jp

    Not all that interesting, to be honest. To be fair though, I didn't really pay all that much attention to all the mini-systems/games/activities you could engage in. The writing is wonderful though (as a kids game!)
    most recent entry:   Thursday 5 July, 2012
    As I feared, I reached what I would call a point of "stalemate". I've been unable to defeat Bad Dialga, and I don't really want to spend the time trudging up (down?) a dungeon with the sole purpose of grinding/leveling up (as well as gathering the right items/equipment) until I can win. Bleagh!

    I could probably have tried out a few more things, but to be honest, I'm actually getting a bit tired of the gameplay. I'll probably read up on how the game ends somewhere...other than that, I'm done with this game!

    [read this GameLog]

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