Regarding Jacob Geller's "Time Loop Nihilism" (https://www.youtube.com/watch?v=dZrEayPIrVE)
QuoteMuch like DOOM, Hitman, or Devil May Cry, Death Loop is largely a game about a process. Tell me the demon is evil, tell me the target is an oil baron, then let me loose in a playground of death. The method I use to take out these enemies is the game here, not figuring out my motivations why.
QuoteDishonored [..] has lots of wacky, off-the-wall ways to kill characters
*shows holding a decapitated head and launching it across a room*
HOWEVER, Dishonored put a lot of weight of HOW the effects of killing people would ripple out into the world.
(more rats, darker ending.)
Nothing here about the morality of killing a person lol. Just the consequences. Cool morality, videogames.
QuoteColt canonically experienced this day as many times as I did.
The fiction of Death Loop involves a time loop, and the protagonist experiences each replay at the same time as the player. But the illusion isn't complete; if I start the game on another machine, a new save file, suddenly this Colt is no longer my Colt.
I'm thinking about Roguelikes now, and games that don't communicate things that rely on save-state-data, but still try to present a timeless world. We don't know whether Link knows he's in a loop or not, but he is canonically in a loop.
I think Death Loop can still say some interesting things about the looping, but that hole bothers me so much.
Quotethat tactic never stops working [..but..] If I'm going to do this all again, if there are few real consequences for failure, why would I play in a way that's so BORING?
If I'm going to be living out this day forever, I'd like to do it in a way more interesting than crouching around corners with a silenced pistol in my hand.
It took a game whose content
is time-loop nihilism for Jacob to appreciate this truth about the form
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