Sep. 12th, 2015

sagesaria: (gamer)
So today I found Achievement Hunter's Let's Play of a game called Until Dawn. It's a game I only recently really heard of but it's an interesting enough idea. The premise is that you play a band of teenagers in a cabin in the woods and - you guessed it - end up smack dab in the middle of a slasher film. And the pushing point of the game is its overarching theme of the butterfly effect; throughout the game you're prompted to make choices about what to do and those choices influence the story. Which in and of itself is an idea that sounds really awesome, but here's the thing. The game is basically an interactive choose-your-own adventure book.

And that's not INHERENTLY a bad thing. It's an interesting premise, there are relationship meters between all the characters that are affected by your actions and those will influence what happens, who dies, all that good stuff. I'm curious to see what choices the Achievement Hunter gang will make and how it'll turn out. But here's my gripe; the game's entire selling point, its entire core, is about choice. And at the end of the day, what are your choices, really? "What button do you press when you're prompted?"

Take for example one particular puzzle that I just watched in the Let's Play. spoiler warning just in case )

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