Never alone
Does your chosen game(s) make user input feel meaningful in terms of story direction and progression? Why or why not?
This week I played the game Never Alone a game I've actually been waiting to try out and I instantly began enjoying its beautifully crafted art style, which gave it a amazing look and feel in the story making you feel your in this time in such a harsh environment making you feel tense in certian situations I.E polar bear chases. With our young protagonist Nuna and the narrator speaking her journey as she meets a unique fox that can communicate with spirits of the Alaskan natives. From here we start our journey into the unknown and thats what makes this game feel special, the unknown as your lead through this story to guide the protagonist through this adventure with the help of the spirits of the wild. In a way you feel like your part of those spirits helping the child and fox making the harrowing journey escaping polar bears, the villain throwing fire and other obsticals like the environment. Even though personal input is very limited like trying not to die, smash ice, move objects and so on its more on a personal sense as you manage your way through puzzles to proceed as you want to know more you want to see more so your curiosity and thoughts lead your way making you think and enjoy the narrative which makes the player feel involved as since you have to go forward to move the story it does it in its own way. This is the players goal: proceed and learn about the nature around you in this story driven game of a myth by the Inuit peoples.
The games story direction is only one way theres very little freedom for the player to get innovative. All I can really do is move and switch between Nuna and the fox allowing them to progress as well interact with environments. However the cut-scenes give a creative and interesting art style that feels unique and has a personal character that some games of these platfromers dont normally get and is full of self discovery of a peoples past that will easily become enjoyable and informative with easter eggs and behind the scenes interviews. Giving to the myth of its people its a story of symbolism, spirits, culture, myths and self discovery.
While Story progression was very liner as choice wasn't really seen throughout, Never Alone
Upper One Games (Developer). (2014). Never Alone [Video Game]. United States: E-Line Media
http://animation.onlearn.co.nz/pluginfile.php/1460/mod_resource/content/1/Juul%2C%202001%20-%20Games%20telling%20stories.pdf
Does your chosen game(s) make user input feel meaningful in terms of story direction and progression? Why or why not?
This week I played the game Never Alone a game I've actually been waiting to try out and I instantly began enjoying its beautifully crafted art style, which gave it a amazing look and feel in the story making you feel your in this time in such a harsh environment making you feel tense in certian situations I.E polar bear chases. With our young protagonist Nuna and the narrator speaking her journey as she meets a unique fox that can communicate with spirits of the Alaskan natives. From here we start our journey into the unknown and thats what makes this game feel special, the unknown as your lead through this story to guide the protagonist through this adventure with the help of the spirits of the wild. In a way you feel like your part of those spirits helping the child and fox making the harrowing journey escaping polar bears, the villain throwing fire and other obsticals like the environment. Even though personal input is very limited like trying not to die, smash ice, move objects and so on its more on a personal sense as you manage your way through puzzles to proceed as you want to know more you want to see more so your curiosity and thoughts lead your way making you think and enjoy the narrative which makes the player feel involved as since you have to go forward to move the story it does it in its own way. This is the players goal: proceed and learn about the nature around you in this story driven game of a myth by the Inuit peoples.
The games story direction is only one way theres very little freedom for the player to get innovative. All I can really do is move and switch between Nuna and the fox allowing them to progress as well interact with environments. However the cut-scenes give a creative and interesting art style that feels unique and has a personal character that some games of these platfromers dont normally get and is full of self discovery of a peoples past that will easily become enjoyable and informative with easter eggs and behind the scenes interviews. Giving to the myth of its people its a story of symbolism, spirits, culture, myths and self discovery.
While Story progression was very liner as choice wasn't really seen throughout, Never Alone
Upper One Games (Developer). (2014). Never Alone [Video Game]. United States: E-Line Media
http://animation.onlearn.co.nz/pluginfile.php/1460/mod_resource/content/1/Juul%2C%202001%20-%20Games%20telling%20stories.pdf
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