case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2012-11-28 05:30 pm

[ SECRET POST #2157 ]


⌈ Secret Post #2157 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

01.


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02.
[2 Broke Girls]


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03.
[Love Actually]


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04.
[Me and My Dick]


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05.
[Journey Into Mystery]


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06.
[cracked.com]


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07.
[Ryan Kwanten/L4D2]


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08.
[Whispering Corridors, Memento Mori, The Wishing Stairs]


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09.
[The Walking Dead (game)]


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10.
[Kuragehime]


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11.
[Thor]


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12.
[Bartimaeus]


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13.
[The Sentinel]


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14.
[The Mentalist and The Addams Family]


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15.
[Skyfall]


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16.
[Generator Rex]


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17.
[Partners]


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Notes:

Secrets Left to Post: 02 pages, 036 secrets from Secret Submission Post #308.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

Re: "You are still a good person."

[personal profile] khronos_keeper 2012-11-29 04:15 am (UTC)(link)
This is interesting, and it sounds like something I want to try out for myself. Sounds right up my alley.

A lot of this is making me draw parallels to MGS, but done in a Western style, with a Western approach and sensibility in the world. And in a lot of ways, that makes it better to handle some of the issues, because imo Kojima was hijacking a culture he really didn't have access to in order to pull off a story.

Yes it was entertaining, and yes he got in across well, but in a Japanese way, with his own culture's sensibilities.

Seeing your thoughts on this, I can see how this corresponds to it's inspirational source, Heart of Darkness. I read it in college, and it dealt with a very historically placed British dilemma that was fascinating to read about. Now, I can see how this is dealing with a more contemporary American dilemma, like Apocalypse Now did for it's time.

The fact that it made it to a game intrigues me. I just went through a grad class where we talked about tranportational narrative, and educational narrative. The idea is something we all understand-- how the viewer/reader/player can get caught up with something, and be receptive to it's message. A piece of interactive fiction like a game is a fantastic medium for that kind of stuff.

On a more personal note, and as an aside, the way that games try to impress players about the brutality and violence in an action (especially Western FPS games) always leave me feeling hollow. I guess my own personal experience with watching people act barbaric, and doing it myself, leave watching it done distantly hard to match up to what I've done/seen/felt in real life. Or maybe I'm disassociating from it. I'm certainly not proud of what I've done, but I'm not impressed with a game assuming I haven't done/seen/felt something like what they want us to see/do/feel before.

But I guess it's aimed at people who never have been in any type of that situation before. So I'm probably the exception rather than the target audience.

At any rate, thank you for essentially writing the longest rec I've ever seen. :) You've definitely convinced me to look into it.