The Walking Simulator, or Firewatch and Games of the Everyman

People often describe this game’s genre as a “walking simulator,” which sounds tongue-in-cheek. I interpret Firewatch as somewhat of a visual novel — it’s designed to tell a specific story, one that involves the player but doesn’t necessarily allow the player to dictate the trajectory or ultimate message of the story.

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The Imitation Game and Fallout 4

Fallout 4 is a conglomerate of imitations of successful features from video games of the past. Bethesda said that Destiny inspired the shooting mechanics, and the redundant mission structure of Destiny also appears to have slithered its way into Fallout 4. In addition to that, the relationships are obviously stripped from BioWare games like Mass Effect, the building mechanics are a poor man’s version of MineCraft, and of course it tries to do the compelling linear narrative that’s still all the rage in triple-A gaming for some reason.

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It’s All Over but the Crying: Grief, Future Shock, and Fallout 4

Fallout 4 just spreads itself too thin in trying to please everyone. It strives to attract players who want to hit the ground running and jump into the meat of the game as quickly as possible, while also attempting to appease those who are interested in the character and story. Fallout 4 sacrificed the latter for the former, resulting in a rush out the vault.

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Spooky’s House of Jump Scares is Stupid Scary

But there’s an inherent uneasiness that’s punctuated by the sharp staccato of the jump scares. Every time something pops out of the wall, the scare feels cheap, but it’s weirdly difficult to shield yourself from the rush of adrenaline that floods your system when one of these fake critters jumps out at you. I actively tried to expect these cardboard creatures to pop out of the wall, but no matter how hard I tried, I jumped every time.

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