Decision points and divergent paths have been a staple in games for many years now. Even if some people are cynical about choice in games to the point of declaring them as wider, yet still linear, narratives, it’s still important to be able to have choices to make. Today’s entry by Marc seems to take the visualization of the divergent choice to the extreme, making an effort to present two views of the same room simultaneously in an optical illusion meant to confuse and befuddle a bit.
It’s been a while since I played a really good whack-a-mole type game and today’s entry, contributed by Ham definitely puts that in context to something very close to the real world in terms of moving and opening boxes. This is a little bit funny especially with all the Marie Kondo minimalist stuff going around and being sure that what you carry with you is stuff that you find valuable, but anyone in any move will still have a ton to carry with them. The act of unpacking multiple boxes as they appear on the screen is a great simulator for this, especially with regards to the fact that there are some boxes harder to unpack than others.
Today’s entry from Travis is a bit bleak-looking at first impression, as it talks a bit about the day after Valentine’s Day and has a rather dark setting in the form of a cemetery that you have to tend. It’s a bit of a sobering take on things especially after yesterday’s rather saccharine entry about couples, but I’m thankful for this regardless, because there are relationships that do have two outcomes to them in terms of either being together or ending in heartbreak or loss. It’s just simple reality that not every coupling ends up in happiness, and that some people do end up with the timing of being alone on or after Valentine’s Day.
Today’s rather cute entry is appropriate for Valentine’s Day, as the game involves using a unique set of mouse movements to make sure that the couple both gets fed a generous amount of popcorn and soda. It seems like a simple if not bright way of presenting a common scenario on dates at the movie theatre or chilling with Netflix at home, but more than that, it’s an interesting message of teamwork and supportiveness towards meeting goals – as small as eating popcorn or perhaps as big as a massive project or life achievements.
Pets are family, and today’s entry from Karina Pop shows the first steps in welcoming a pet into your home and your family. As someone who is a pet owner, and who regularly has a weakness for cute pets, Karina’s realistic looking contribution for a first few meetings with an adopted dog definitely had an impact on me. I’m reminded of a lot of times when I had to get to know new pets, and they got to know me, as we settled in to a new life together, one much better than being in a shelter or out on the street.
We’ve seen Jordan’s contributions before in the form of “First Smile”, the 14th entry in Meditation Games, where a simple color change changed a worldview. With “First Laugh”, we get a little bit more of the same, and even though it’s a bit expected it still has the desired effect.
It’s a little bit appropriate that today’s Meditation Games entry from Brie and Linsey is the 42nd one, because of the fact that Douglas Adams once penned a work that set it as the answer to life, the universe, and everything. True to the moniker for the project, Seek is a little mini game where you are contemplative in a beautiful view of the Northern Lights as you pick things and symbols to be present as part of your reverie.
The journey to find one’s identity appears to be a recent theme in some of the latest Meditation Games entries, and this one is no exception. Set in a relaxing blue sky and bright colors, you manipulate a fox/serpent hybrid creature through and into various places on a planet, coming out as a different looking version of the creature once you enter one of the areas. It’s a very placid type of environment, and the movement of the creature you control is flowing and slow, creating a feeling of contentment as you move from place to place in the planetscape.
Developer: Isaac Schankler Launcher Quote: “No Moon I began to think of him as the Empty Suit. He carries out instructions without thinking, without feeling, without meaning. He is floating in a starfield with no landmarks. He is out of alignment. Isaac Schankler Feb. 9, 2018″ Today’s
Loss is a part of life, and loss of loved ones or people who we find precious even moreso. Games, like other media, take a stab at times at eliciting the feeling of loss, whether that is through poignant scenes preceded by a variety of character-building meant to establish an emotional connection, or through making you get used to the fact that you have someone with you during the course of the game before you lose them, or through the doomed character themselves being a significant part of the plot. The results are typically varied – not everyone can really create the scene that occurs when Sephiroth kills Aerith in Final Fantasy VII, after all – but the ones that do succeed tend to make a lasting impression.