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Made in de
Decrepit Dakkanaut





There will be massive spoilers in this thread. Please be aware of this.

Please, by all means, use spoiler tags. Please don't ruin the experience for all others. Thanks.

Spoiler:
I...am at a loss. I really want to discuss the game but somehow - I don't know how. It's strange. It's the most...intimate game I have ever played. Is it even a game? It's short, but so intense. Towards the end of the game, I started to tear up and een cry because it felt so intimate and because of the similar experiences I've been through (major depression for several years). You soon start to feel exactly like the narrator maybe did and think that what he "did" was right, seeing the games that are clear signs for a depression, a burnout, a silent cry for help, you can understand the feeling, the need of helping said person, but then realizing that you somehow can't, the frustration that goes along with it. It's such a "close" game. Experience.

In my opinion, Coda is the inner game creator of Davey, the creator of The Stanley Parable. Davey talked about his depression in an interview some months ago and "R." (at the end credits) likely is Robin, a former roomate, who is the source of the "I feel physicall ill around you." quote. All the games are Davey's own creations, his projects and it's about him not being able to restart the "machine", about him losing himself in isolation.

It's weird to come from playing TSP, coming into this and slowly getting drawn into something different. Something very personal.

It' a very, very strong experience and it's unique in its own ways. I don't know if I could even recommend it to someone. I don't think I can. It's strange.

   
Made in us
Hangin' with Gork & Mork






Beginner's Guide to what?

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Something, something, projecting one's own inadequacies on others. Something, misinterpreting a subject to add greater depth to it than is actually there ("the wallpaper was blue - well that of course means the writer was experiencing some existential angst at the time related to his mother." ...no, it was just blue).

Interesting game overall, at least from a meta stand point. Partly through it being an argument against people looking for deeper meanings where there aren't any, and going so far as to enforce ones which aren't there to begin with (the lamppost). Also as a psychological study of the narrator and his own state of affairs. I quite liked that it starts out as an a typical (of sorts) analysis of the subject matter, but as it progress the narrator's bias and twisting of the facts to suite their own perception of the situation (and their attempts to justify that). It says a lot about critical analysis in general, not just in video games. ...It happens in news reporting all the time.

The game itself could have been designed better, as particularly I can see it having players drop off a bit if they aren't invested in the story. Too much wandering around without prompts with the game expecting you to know what to do. Which is fine, as things are typically self explanatory, just that that may put people off. ...Though I guess people could make the argument that that's a moot subject given the style of the game.

Overall an thoughtful piece. It may not be what people were expecting after the Stanley Parable, but I can see there being a few articles coming out on it at some point. Its perhaps not unique in its subject, but rather just in the media which was chosen to put it across. It was a fun jaunt, though that may be entirely down to my own tastes (I do have a thing for meta fiction...).
   
Made in us
Executing Exarch




 Ahtman wrote:
Beginner's Guide to what?


That's the name of a product that turned up on Steam recently.
   
 
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