Thursday, 3 March 2016

Game Play Blog 1


3/3/2016
Game Play Log

How does your game tell it's story? Is it successful?

Never Alone

The game tells it story through narrations at the start of each chapter and sometimes in between game play when the player has reached a certain 'checkpoint'. Along side the narration at the start of each chapter it has an animated part of the story in the traditional Inuit art style playing with it. The visual story telling establishes the story, character and it's setting. The controls so how you control the characters give it a different feeling when you're playing. Its realistic movements like how the character jumps and runs add to the experience of the game. When the player finishes a certain ‘chapter’ they are offered an option to watch an ‘insight’ or to continue with the game. The insights provide more information about the games background. Showing the viewer more about the people, their culture and where they live;lifestyle from where the game is based. 
   

I think the game is successful to an extent. When you start the game you are given the story, so what is happening in the current time line of the game. You know, after a bit into the game that as the character Nuna and her arctic fox, you are initially going out to search for something during a blizzard, but then as you go back to the village there is a man there that stands among burning remains of a village. He then proceeds to chase after Nuna. At that point as the player you know you have to run away from him but afterwards it becomes a puzzle adventure game. It’s more the game is giving you one mini puzzle after another until you reach a certain point on the game. It feels like a slow reveal of what’s happening. 

That's not to say I didn't enjoy the game. I found the visuals created an extra depth in the game and made for a good experience and enjoyable. 

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