ArkaEvren

Lists · 7 picks

Great Games Played by the Founder of Arka Evren

A list by sufferwithme

  1. Batman: Arkham City

    Batman: Arkham City

    For me, what The Godfather is to cinema, Breaking Bad to television, and Notes from Underground to literature, Batman: Arkham City is to 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 like I was living the game. The missions are very good. Yes, the missions are very enjoyable. The story is very high quality. The game length is not short; I finished it in about 48 hours, though I finished it a bit slowly.

    The riddles in the game are very good; Riddler's riddles were truly great. 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 do dozens of combos while fighting. It's an open-world game: you can roam and explore Gotham. Among the open-world games I've played, this was the best.

    The game is truly very high quality, tremendous, great, 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. You're in 1940s America. The dialogues are 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, behavior, and contradictions in what they say. The course of the game progresses based on whether you can spot 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 ending of the game was also very sad and beautiful. I like games with such endings; I think every game should have endings like this that crown the story. A very aesthetic, very enjoyable, story-driven game with good dialogues and an ending that's just as I wanted: sad and wonderfully concluded.

  3. SOMA

    SOMA

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

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

    Dostoevsky had a broad consciousness and wrote about it in his books. In Crime and Punishment, Raskolnikov, because he has a broad consciousness, after killing the old woman, his conscience also kills him. A broad consciousness inevitably makes a person have a deep conscience.

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

    In the game, after transferring our consciousness, I couldn't abandon my previous body; I waited by its side. I couldn't bring myself to kill it, but I couldn't leave it there alone forever. I had to pull the 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 I was also sad.

    I think humans give their lives for their species to survive. Wars happen, we kill each other, no one loves each other; but when humanity is under threat, humanity, which doesn't love each other, instinctively starts to sound the alarm: "Live, let live."

    The game, from beginning to end, also tells how two consciousnesses take all kinds of risks to keep humanity alive. These consciousnesses are not human: one is Catherine, a consciousness in digital form, and the other is Simon, the character we control. In the game, even injured robots with transferred consciousness suffer. I can't go and pull their plugs; they scream as I try to pull the plug.

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

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

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

  4. Max Payne (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 unique and slummy. In that slum, the main character, a man who comes for revenge; he kills everyone for revenge, does everything.

    The scenes and dialogues in the game are presented in a cinematic way, as a photo-novel. 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 the man who killed your baby and your wife. It was a great atmosphere.

  5. Far Cry 3

    Look, this is a great game; they made exactly the kind of game I wanted. It's immersive from start to finish, the story is good. It's an open-world game: you hunt, you develop your skills by hunting, you do side missions and bind places to yourself.

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

    Since it's an open-world game, you can roam everywhere. The ending was also as I wanted: save or kill.

  6. Fahrenheit (Indigo Prophecy)

    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 gets tense. I don't know if the script is quoted from a book, but the game's producer did a very good job. While playing the game, you get tense; even while drinking coffee, there's a silence, a philosophical phenomenon. The tension sequences are given 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.

  7. The Walking Dead (1–5. bölümler)

    The Walking Dead (Episodes 1–5)

    The game is really very action-packed, tense and sad. We try to survive in a world surrounded by zombies. We make the choices in the game; whatever we say happens. Actually, it doesn't happen, that's a lie: The character who will die, even if you don't kill them, dies somewhere in the game for another reason. But this doesn't change the fact that the game is very good. Actually, they 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 tens. We bond with the girl so much that you protect her like your own daughter in the game. You teach her many things, give her lessons. You travel together, chat. You are happy to protect her. The character we play also tries to protect the other characters who are not "bad".

    They really made a game series with good action and tension, full of adventure, and sad. We determine both the dialogues we will establish and our movements; therefore, we also embrace other people. There are very few survival role-playing games better than this.