Arka Evren

AnalysisGame

The Best Games the Admin Has Played

sufferwithme / KurucuOctober 18, 20268 min read

1. Batman: Arkham City

For me, whatever The Godfather is in cinema, Breaking Bad on television and Notes from Underground in literature, Batman: Arkham City is that in the world of games.

First of all, the game's sound system is very good; the voice acting is very high quality. The atmosphere is tremendous; I felt as if I were living the game. The missions are very good. Yes, the missions are very enjoyable. The story is very high quality. The playtime isn't short; I finished it in about 48 hours, though of course I finished it a bit slowly.

The riddles in the game are very good; Riddler's riddles were truly wonderful. This is the real Batman. Nolan's Batman films have nothing to do with the real Batman; the real Batman is this game.

The combat system is very good; you can pull off dozens of combos while fighting. It's an open-world game: you can roam around and explore Gotham. Among the open-world games I've played, this one was the best.

The game is truly very high quality, tremendous, wonderful, aesthetic and a work of art. They've made the game, my friend!

2. L.A. Noire

A very aesthetic game with a story like a film. In the game you're in 1940s America. The dialogue is very good, the details are very well thought out.

In this game you're a detective and you try to solve cases. You can tell who's lying and who's telling the truth from their facial expressions, their behavior and the contradictions in what they say. The course of the game progresses according to whether or not you can catch these lies; there's a chance you'll lose the case. Real people's facial features were used in the game; the faces are very distinct and detailed.

The game's ending was also very sad and beautiful. I like games with endings like this; I think every game should make endings like this that crown the story. A very aesthetic, very enjoyable, story-driven game with good dialogue and an ending that's sad and wonderfully finished exactly the way I wanted.

3. SOMA

SOMA makes you question your moral values. It doesn't do this through homosexuality, societies' view of sexuality, cruelty or disrespect.

Consciousness is a subject I've thought about, questioned, read about and researched for decades. I've discovered that it's one of the things that causes people the most pain. A person born with a high level of consciousness is doomed to suffer. As your consciousness increases, your level of perception regarding events, people, life and concepts increases; you think about them more and inevitably suffer. People who suffer from existential anguish are mostly conscious people, and they are more aware of everything. As consciousness increases, a person begins to feel insignificant and tries to find the reason for everything. They even struggle to do a job, because while doing it they also think about the reason, the cause and the consequences of that job. A person with low consciousness does a job more easily, suffers less pain and gets less bored.

Dostoevsky is someone with a broad consciousness who writes about consciousness in his books. In Crime and Punishment, because Raskolnikov has a broad consciousness, after he kills the old woman his conscience kills him too. A broad consciousness inevitably makes a person possess a deep conscience.

SOMA deals with the subject of consciousness, which makes a person ask themselves the biggest "why"s: how moral it is to transfer a consciousness into a robot. Because consciousness is the sole reason for human suffering and for questioning life. To be aware is death.

In the game, after transferring our consciousness I couldn't abandon my previous body; I stood by its side. I couldn't bring myself to kill it, but I couldn't leave it there like that, alone forever either. I had to pull its plug. There, it made me think about what it means to be human. Then, when I visited the only living human, I was so happy that at the same time I was sad.

I believe human beings give their lives so that their own species can survive. Wars happen, we kill each other, nobody loves each other; but when humanity is under threat, humanity, which doesn't love each other, instinctively starts to sound the alarm: "Live, and let live."

From beginning to end, the game also tells of two consciousnesses taking every kind of risk to keep humanity alive. These consciousnesses aren't human: one is Catherine, a consciousness in digital form, the other is Simon, the character we control. In the game, even injured robots whose consciousness has been transferred suffer. I can't go up to them and pull their plugs; the more I try to pull the plug, the more they scream.

The reason Simon's fiancée is shown faintly by the window in the middle of the game is to remind us of humanity, love and values. Simon isn't human, but he has the most important thing of humanity: consciousness.

I finished the game in 2017, and I, like Simon, am still there, in the dark, alone and waiting hopelessly.

Note: The ranking of the games after this point doesn't matter, because I can't figure out which game to put where.

Max Payne (the first game)

I haven't played the third game; I've played the first and second. Most people think the second game is better than the first, but I don't think so.

That dark, gloomy, lonely atmosphere is conveyed very well in the game: a dead baby, a dead wife and a slaughtered family. The drug world, a dark world. The game is so mystical, its atmosphere so dark and philosophical that you get carried away. The locations are very distinctive and slummy. Within that slumness, the main character, the man who comes for revenge; he kills everyone for revenge, he does everything.

The scenes and dialogues in the game are presented on a cinematic plane, as a photonovel. This strengthens the story, increases the mysticism and plunges the player into a terrible gloom and darkness. The scenes where Max searches for his wife and child in the corridors of his house were very good, extremely dramatic. All the running around is for revenge; to kill that man who killed your baby and your wife. It was a great atmosphere.

Far Cry 3

Look, this is a great game; they've made exactly the kind of game I wanted. The game is gripping from beginning to end, its story is good. An open-world game: you hunt in the game, you develop your skills by hunting, you do side quests and bind locations to yourself.

The thing that caught my attention in one mission was this: they had put a tiger in a cage in the location. You can get the tiger out of the cage and the tiger attacks your enemies there. I really liked this detail. There are details like this in the game; for example, you could enter a location and play poker, win or lose money. Even this was enjoyable for me.

Since it's an open-world game, you can roam everywhere. The ending of the game also ended the way I wanted: Save or kill.

Fahrenheit (Indigo Prophecy)

The game is very gloomy. In the game, which is very quiet at first, as the severity of winter increases, the sound also increases and the atmosphere becomes tense. I don't know if the script is quoted from a book, but the game's maker has done a very good job. You get tense while playing the game; even while drinking coffee, there's a silence, a philosophical phenomenon at play. The tension sequences are conveyed very well. It has scenes related to OCD, the kind that would mess with your psychology. Frankly, I had played a game like a book.

The Walking Dead (episodes 1–5)

The game is really full of action, tense and sorrowful. We try to survive in a world surrounded by zombies. In the game, we make the choices; whatever we say is what happens. Actually it doesn't happen, that part is a lie: The character who is going to die dies somewhere in the game for another reason, even if you don't kill them. But this doesn't change the fact that the game is very good. Actually they've made a simple, low-budget game.

There's a constant survival and protection instinct in the game. We play a character in his forties; our main task is to survive and not become zombie food and to protect a girl in her early teens. We bond with the girl so much that you protect her in the game like your own daughter. You teach her many things, you give her lessons. You travel together, you chat. You become happy protecting her. The character we play also tries to protect the other characters who are not "bad".

They've really made an adventure-filled, sorrowful game series with good action and tension. We determine both the dialogues we'll have and our movements; that's why we also take ownership of other people. There are very few survival role-playing games better than this.

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