![]() ![]() Thus no matter the choice, creating for yourself an uncomfortable mirror into your actions, and contrasting wildly with the fun simple gameplay. When in the negative you will be bombarded by horrible images of war death and genocide. If your karma is positive and loving, soon the sides of your screen fill with lewd images of anime girls in various stages of undress. Filling the gauge also has another effect. Using one or the other will move the Karma gauge at the bottom of the screen, in essense the more you use on shot type the more you effect your karma, which powers up your matching shot type. and also obviously you have a "kill" shot type which is far more effective, and basically turns you into a death machine. First is "kiss" which is an extremely ineffective short range attack, that after training on an enemy for a short time will cause them to fall in love and become peaceful. You have two shot types that you can switch between with the press of a button. Where things get strange is in how you, the player factor into the story through gameplay. What if the real enemy was the game designer? Finding ways to put the player in danger, goading you on to conflict? The story of GCKK is not one of many words, interspersed between worlds are FMV clips of the masked game designer in various stages of bloodlust for the player, supplemented by quick flashes of hateful dialog during gameplay. What if you had a choice? Sure some games let you avoid encounters, GCKK takes this to the next extreme. and all the feedback and progression is tied to slaughtering your enemies because simulating war is a proven formula for success. Are our in game actions benevolent or genocidal? Is Lara Croft supposed to be an archeologist in cutscenes and a psychopathic mass murderer during gameplay? Do the designers give you a choice in this dichotomy? Well no. Self described as "A Punk Narrative Shoot-Them-Up" GCKK is a twin stick shooter which explores the relationships between the player and the game designer, and the player and the game itself. Gaijin Charenji 1 : Kiss or Kill (from here on shortened to GCKK) "And what is this I clicked on accidentally?" OK OK OK. "So what is the point idiot?" I can hear you asking. Now as much as I appreciate Dodonpachi or DeathSmiles aesthetically, I would have a hard time trying to convince anyone of their status as "art" (although I'm sure I would try if the FBI asked me how old the girls were in DeathSmiles obviously). So generally I would say I'm not a great test subject for these experiments in narrative. Games like RiME that purport to be an emotional story tend to make me sleepy and cranky when I try to play them. In fact I don't even have one of those answers. ![]() To be honest I don't have all the answers. Videogames require craftsmanship sure, but do they belong in a gallery?Ĭan a videogame elicit deep thought and/or emotion through gameplay, without resorting to soap opera level melodramatics?Ĭan we compare a videogame to a great painting? they have yet to reach a solid consensus. ![]() In their dusty forums, surrounded by all manor of vagabonds, autists, trolls and the ever present faint smell of urine. With their advances repeatedly and thoroughly rebuffed by the professionals, the unwashed mass of gamers has been forced to retreat to the shadowy corners of the internet to debate amongst themselves. Begging the approval of stuffy art and film critics has left them dejected and torn. Self-flagellating gamers have been debating this for decades.
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