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The game tackles topics such as ludonarrative dissonance, choice in games, narrative limitations, etc while mostly focusing on the relationship between the game and the player in terms of storytelling in a very meaningful, educated and entertaining way. See More
One of the main themes of the game is the illusion of choice that's presented in games. While a player can make a vast number of decisions in the game, the narrator reminds the player he can only make decisions that the game allows him to and how the game manipulates the player into making them. The narrator points out that not just common choices such as what path to take to get from point A to point B, how to approach a certain situation or what ethical choices are available are limited to the game's designers having thought of and implemented those aspects of the game, but decisions such as purposeful suicide, not taking action, disobeying instructions and even turning off the game are only there if the game allows them to be there. See More
The game encourages players to explore decisions that would change the meaning of the presented story. What if you took a left turn where the game asked you to take a right? What if you decided not to push a big red button needed to continue playing because you didn't agree with pushing the big red button? What if you died in a boss battle? How would that affect the narrative of the game? The game rewards you for not following the "intended" narrative structure of the situation in order to point out how the structure is unavoidable in games as a whole. The process of attempting to break the structure can be highly satisfying in The Stanley Parable and can help you better notice limitations of narrative in other games. See More
Points out narrative limitations in games by encouraging breaking narrative structure through gameplay
Excellently crafted, hilarious writing delivered by a well spoken, charismatic British narrator. Kevan Brighting has become somewhat of a cult success since the game due to its cult like status which just shows how deserving he is due to how well done the narration of the game is done. See More
What really drives the well crafted story home is the wonderful narration done by British filmmaker, comedian, writer, actor, and presenter of radio and television, Danny Wallace. Not many indie small budget games receive the polish this game has in their voice acting, which really adds to the experience when playing the game. See More
The plot, art-style & the soundtrack come together to make a very atmospheric game that does a great job at drawing you into the world. From the design each stage an its beautiful cyberpunk sprawl to the intricate look of the enemies it is difficult to no be enveloped by the atmosphere of the game. See More
Throughout the game, you get these abilities, called Functions(), that are modular in design. They can be used in one of three ways: Active(): The activated version, or the base version. You use the Slash function, you slash. You can have up to four of these. Upgrade(): Use the current Function on an Active one. You can stack two upgrades on a single Active. Stacking the Slash() function on a Laser() will cause the Laser to now cut people in half. If you stack the Heal() function on it too, you now also get health back. Passive(): These usually only effect the protagonist, Red, and are not activated manually (although some activate an effect upon receiving damage). Put Get() with Bounce(), you now have an attack that will shoot a bullet that bounces to nearby enemies and pulls (gets) all the enemies hit to you. Add a stun upgrade, like Crash(), and you now have a pile of sleeping enemies in front of you. You can now hit them all with a massive explosion. The game can be beat with simple combos that don't require much setup or strategy, but it definitely rewards you for good thinking. See More
Transistor is primarily a hack & slash style action RPG, but has an interesting twist in that you can pause time to plan out your next moves. This ability gives Transistor an element of strategy to the core battle mechanics as well as fluid gameplay. See More
There is no arguing that the scenery and graphics in Dear Esther is jaw dropping gorgeous. Due to how nothing can be interacted with the environment can be rendered in a much more beautiful way as not much needs to change while walking around. See More
Just sit back, relax, and spend some time with Dear Esther. The experience isn’t long and there’s no pressure to go past the pace you want to go. While it does have a sense of loneliness and isolation the graphics are beautiful and the music is soothing which also lends a hand in the relaxedness of the title. See More
The game takes place on an abandoned island, so in a practical sense the player is alone. Add to that that this is a bit of a ghost story and mystery becomes enwrapped within the isolation of the island making for what is as much of an experience as it is a game that makes for a feeling and sense of loneliness and despair that often is only found in real life. See More
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