Perhaps a little more background. You play as Lee Everett, a man on his way to prison for murdering the man who slept with his wife when the zombies came. After stumbling through the forest along the highway, you come upon Clementine, a young girl whose parents were in Savannah when the apocalypse started. You adventure onward with Clementine, struggling to stay alive.
The interesting thing about this game is that none of the choices are even remotely black and white. Every argument has two valid sides, every conflict has consequences both obvious and unseen. This creates a very real test of morality that shows an almost embarrassingly large amount about the person playing. More than that though, it creates real genuine feelings and emotions throughout the game. Losing a member of my group felt like losing a family member (obviously on a much smaller scale, but still). To link to a previous blog post of Chris Hodge's, I feel that this power to create simulated relationships as well as mimic real life decisions to the point that I actually feel bad about actions I've taken or things I've said is what makes video games truly art, not pretty visuals.
Minor Update:
I just finished a couple of nights ago. I actually cried. What I realized is that because the decisions Lee was making were really MY decisions, I was able to identify with him and relate to him in a significantly stronger way than any book or movie would have been able to.
The interesting thing about this game is that none of the choices are even remotely black and white. Every argument has two valid sides, every conflict has consequences both obvious and unseen. This creates a very real test of morality that shows an almost embarrassingly large amount about the person playing. More than that though, it creates real genuine feelings and emotions throughout the game. Losing a member of my group felt like losing a family member (obviously on a much smaller scale, but still). To link to a previous blog post of Chris Hodge's, I feel that this power to create simulated relationships as well as mimic real life decisions to the point that I actually feel bad about actions I've taken or things I've said is what makes video games truly art, not pretty visuals.
Minor Update:
I just finished a couple of nights ago. I actually cried. What I realized is that because the decisions Lee was making were really MY decisions, I was able to identify with him and relate to him in a significantly stronger way than any book or movie would have been able to.
A few things I like about this post: I am very confident that you will enjoy your second semester assigned reading I have for you, you linked a classmates work (very cool), and you allowed your emotions to stir to the point of tears from a video game. That's what living is, in my opinion. Watch the Jim Valvano speech in my most recent entry.
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