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So, it’s a complicated, unforgiving game that it’s NOT ENJOYABLE to play and experience…and that’s why it’s a damn masterpiece, and pretty much a big card to play in the “Are games art?” debate, because like all smart and uncompromising art, it forces its audience, the player, to face the themes and subjects we tend to shy away and shun in real life head on, confronting ourselves with the very basic yet complicated moral, theological and philosophical inner debates we rarely dare subjects ourselves to. Much of the game’s brilliance and downright chilling experience relies on solid voice acting all around…but the completely out of the blue choice of having the original story’s author Harlan Ellison himself voicing AM, something that seems like a bad attempt at being “Meta”, that enhances the game in an unbelievable way at first, Ellison seems like a giddy child voicing his own creation, almost looking like we’re in for Shatnerian levels of scene chewing…but soon Ellison’s voicework as AM turns downright frightening Ellison lets loose in his role as AM, and soon he’s become the scariest thing in the game Ellison portrays AM as petulant, arrogant being whose omnipotence is hindered by his own creator’s inferiority, which has neutered him and denied true Godhood he’s a child full of potential hindered by his parents mediocrity and inferiority, and Ellison gives such a complicated and abstract being a voice performance that will haunt both your waking and dreaming hours to come before SHODAN or GLaDOS, Ellison’s AM was the first member of the holy trinity of gaming murderous AIs. There are four possible endings in the game, all based on the choices made during the final, secret segment of the game, and reaching the sole “Good” ending demands some heavy choices and interpretations during each of the 5 original scenarios. Since Ellison isn’t exactly know for being fond of happy endings (or anything happy, for that matter), he decided to have the game be unwinnable that is, you can only lose in IHNMAIMS, but you can do so in an heroic or cowardly way, all determined by your ethical choices and ability to interpret and confront the various dilemmas and traumas facing the characters. The game’s designs, traps and monsters have all been prodded and extracted from the deepest, darkest pits of the minds and souls or AM’s “playthings”, and even if you manage to reach its sole “Good” ending, those monsters of our nature will remain haunting you long after you turn the computer off. Then it slowly forces you to face some real horror: Genocide, rape, insanity, torture, xenophobia, self-loathing and more of the worst aspects of the human nature are your enemies to overcome in this game. Each world that has been devised by AM for its playthings is a terrible labyrinth. IHNMAIMS plays you for a fool, taking you into a land of digital make believe that might pass as your typical sci-fi/adventure type game at first glance: Floating deathtraps and abandoned service stations, pyramids of circuitry and silicon, the barbed wired gates of the Regime’s Camps, primitive villages where humanity is reduced to the most barbaric tribalism and castles filled with shadows and secrets. The puzzles and challenges border on symbolism and the metaphysical, and age hasn’t done it any favors either, so in terms of gameplay AND visuals, IHNMAIMS is anything but revolutionary.Įven if it was, though, this is not a “good game”. Is It Any Good?: The game’s engine was already showing its age when it was released back in 1995. AM is finally bored, and it wants to play a little game, where each of its playthings will be granted release from AM’s hatred if they can succeed in facing a personal challenge AM has designed for them Humanity is dead All life on Earth is gone, except for the five human beings who were chosen 109 years ago by AM as its personal playthings, granted immortality and then tortured, manipulated and violated in unspeakable forms and manners for more than a century. The Premise : Based on the acclaimed short story that earned a Hugo Award, AM, a psychotic artificial intelligence born from a military project has exterminated all life in the Earth. Publisher: Nightdive Studios/ Cyberdreams The Game: I Have No Mouth and I Must Scream (1995) That paraglider is easily one of the most useful tools in Breath of the Wild because it's so versatile. When I finally did, what took place when I finally reached my objective was a great twist that blew my mind – including finding an easier alternate route I’d missed. For instance, a tantalizing island far off the coast of the mainland was just out of my paragliding reach for the first several hours until after I’d upgraded my abilities. Like many open-world games it delivers on the implied promise that if you can see it out in the distance, chances are you can eventually reach it – but here, figuring out how to get there is more often than not a satisfying puzzle in itself, and one that never gets old. It is the heart of what makes this action-adventure game truly special and addictive. What elevates Breath of Wild above its contemporaries is its sheer freedom.But what elevates Breath of Wild above its open-world contemporaries is its sheer freedom, both in its non-linear questing structure and in your ability to climb almost any surface and travel in any direction once you leave the starting area. Each object you encounter, from sticks to apples to rocks and metallic blocks, is made of a material, and those materials usually respond to forces like fire and magnetism as you’d expect. But the realistic touches don’t end there. The trees bear fruit, grass fields can be set ablaze, and even enemies and animals behave in a believable manner, based on the skittish and aggressive reactions I’ve seen in the wild. Not only is it vast, beautiful, and filled with a diverse set of locations from grassy fields to craggy alpine mountains, but it follows surprisingly realistic rules that let you pull off solutions so intuitive that you might be surprised they actually work. The untamed, post-apocalyptic, techno-fantasy land of Hyrule is the main character in Breath of the Wild. I’m in awe of this scope and scale of this adventure, and I often find myself counting the hours until I can get back in. I’ve been running around for over 50 hours and I still have plenty of mysteries left to track down and lots of wonderfully crafted puzzles to solve. The fact that you can tackle any one of these things at your own pace and almost never get pulled to the main path is liberating, but the way all of Breath of the Wild’s systems fit elegantly into complex light survival game is even more impressive. Right from the start, the vast landscape of Hyrule is thrown completely open to you, and it constantly finds ways to pique your curiosity with mysterious landmarks, complex hidden puzzles, and enemy camps to raid for treasure and weapons. The Legend of Zelda: Breath of the Wild’s sheer freedom and sense of adventure is a remarkable achievement. |
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