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Brando Calrissian's Little Nightmares (PS4)
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[August 29, 2018 03:30:59 PM]
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Today was more of the same. The game continues to be frightening, but now with some puzzle solving while trying to avoid the long-armed man. What's interesting is how successfully the game draws me in. The game genuinely frightens me at times. It has a creepy setting that makes me want nothing more than to escape where I am. So why do I have such a hard time walking away from the game? It's interesting that a game focused on emotions that are generally tend to be viewed negatively can elicit a strong emotional desire to continue playing. I think it's because I feel connected to the character and want to help him escape the horror that seems to be his life.
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[August 29, 2018 12:14:18 AM]
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This is my second play session of little nightmares. The game has increasingly gotten scarier. The part where you become starving for the second time in the game particularly stood out to me. The combination of the screen going hazy/ shaking, hearing what sounds like a rumbling stomach, seeing your character dramatically clench their stomach and fall repetitively, and the rumbling of the controller make it all too real. I instantly saw a rat and thought "How can I kill it and eat it quickly." You end up walking into the next room from passage way and instantly notice the dead rat in an open cage. Cages have been ubiquitous so far, but this still felt like a trap. Seeing the signs of hunger increase at a rate that suggests imminent death, however, overrides this initial fear and without hesitation I walked into the trap knowing that the need for food outweighs the dangers of the obvious trap. Watching the hand close the cage on me while I feasted on an uncooked rat corpse was truly unpleasant to experience. This game is very unique in how it imbues a sense of helplessness.
The controller vibrations were an amazing design choice. I later entered a room and when I felt the controller vibrate with that specific rhythm I new the long armed man was near. I instinctively hid in a corner, fearing that he would be walking towards me, hoping he wouldn't see me hunched down in a corner next to another cage. Agonizing seconds went by and he never showed so I tediously inched forward until I could see him wrapping up children and hanging them on a hook conveyor system. Getting past him took a few tries and each time I felt the fear, helplessness, and desperation of the character. When I started churning the crank in the next room I cringed at the loud creaking/ shrieking sound of the metal gears grinding to open the trap door. The long armed man comes rushing into the room and without hesitation I stopped turning the lever and ran for the opening hoping to make it before gravity can close it.
These moments are agonizing and it feels like this game truly invokes empathy towards the main character. It's easy to feel these emotions because of the setting, character, enemies, game mechanics, and game design. They intricately work together to make a truly unique experience.
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[August 27, 2018 09:48:49 PM]
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This is my first time playing Little Nightmares. Initially I was a little upset that the game didn't really tell you the controls, but I later realized this just added to the sense of helplessness that the game begins to invoke and think it was a smart choice. The game had moments that truly felt terrifying and all the while I felt helpless. I think the game is fun and has decently interesting puzzles. I hope the game begins to expand on either the story, backstory, and puzzles soon. It definitely has been setting an eerie tone so far though! Oh, and I'm shocked that they showed someone that had hung themselves.
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Brando Calrissian's Little Nightmares (PS4)
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Current Status: Playing
GameLog started on: Monday 27 August, 2018
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