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Author Topic: One Chance  (Read 6031 times)
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Officer Dibble
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« on: December 13, 2010, 09:09:53 PM »

A nice fun indie game that's not depressing at all, called One Chance, simply because you cannot replay it.

Go try it, then we can have a nice thread filled with spoiler tags.

[Edit by Chug, because it needs to be in the OP: really really do try this, and don't read anything in this thread until you do. Also avoid any comments on the game on the site itself if you can.]

My experience:
I was almost a good boy, but investigating the roof on day 2 I was told to go spend time with my family. Then on day 5 (I think) I couldn't resist the lure of an attractive woman and returned home after dark to find my wife dead in the bath, suicide or death by pathogen I don't know. Then spent the last 2 days trying to make up for lost time and died in the lab.

« Last Edit: December 13, 2010, 11:55:18 PM by Mr Chug » Logged
Lazzars
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« Reply #1 on: December 13, 2010, 09:30:08 PM »

i took the first day off but then visited the roof the next two. first day i watched a guy die by jumping off the roof and the second the guy told me to go home but i worked instead. i resisted the woman wanting to sex me up and instead went home to find my wife dead (heartbreaking). next day i took my kid to the park and she died at the end of the day. the last day i died in the lab because i didn't want to jump off the roof. was hoping i might get something out of the lab at the end but it was just really depressing.
« Last Edit: December 14, 2010, 12:02:21 AM by Lazzars » Logged
Mr Chug
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« Reply #2 on: December 13, 2010, 11:49:41 PM »

My scientist instincts kicked in and I worked every day, bar day 2 where the lab was shut and I watched the guy jump. My wife died in the bath on the 5th(?) day, so I took my daughter to work on the remaining days (the part of the game I found most moving was on the penultimate day, which was a still of me working while she played alone, in the corner, with a ball). On the final day I found the cure and saved myself, but it's ambiguous as to whether or not my daughter survived. The final shot is of me and her on a bench in the park we never visited, but she doesn't move for the whole day.

Everyone should also read the original RPS comment thread, looking for a long post by anonymous- it's one of the most moving insights I've read about the game.
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"In science one tries to tell people, in such a way as to be understood by everyone, something that no one ever knew before. In poetry, it's the exact opposite." - Paul Dirac
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« Reply #3 on: December 14, 2010, 12:30:03 AM »

I pretty much was an utter failure. I worked a bit but not enough, resisted the lady who wanted to have sex, saw the guy jump off the roof, found my wife dead and my daughter died in the park then i died in the lab
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Officer Dibble
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« Reply #4 on: December 14, 2010, 12:33:24 AM »

My scientist instincts kicked in and I worked every day, bar day 2 where the lab was shut and I watched the guy jump. My wife died in the bath on the 5th(?) day, so I took my daughter to work on the remaining days (the part of the game I found most moving was on the penultimate day, which was a still of me working while she played alone, in the corner, with a ball). On the final day I found the cure and saved myself, but it's ambiguous as to whether or not my daughter survived. The final shot is of me and her on a bench in the park we never visited, but she doesn't move for the whole day.

Everyone should also read the original RPS comment thread, looking for a long post by anonymous- it's one of the most moving insights I've read about the game.

That comment was incredibly moving. For anyone who can't find it, it's here.
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e90


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« Reply #5 on: December 14, 2010, 12:52:14 AM »

Same as you Mr Chug
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Brahms
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« Reply #6 on: December 14, 2010, 12:57:48 AM »

The comment is considerably better than the game, which I don't rate very highly.
As a game mechanic, it's pretty bad, a choice to which you have no way of knowing the right answer that then forces you to live with the consequences? That's about as entertaining a game as tossing a coin.

As for the narrative.. I honestly wasn't bothered whether my daughter died, mainly because she was such a two dimensional sympathy rag. Weepy weep. Why not give me a kitten that dies too? At least kittens aren't meant to have personalities.

I feel like as gamers, we're too charitable towards a game that tries to engage us emotionally (probably becase we don't have many that do) and as a result we let maudlin, melodramatic nonsense get through, that we wouldn't stand for if it was a film or a book.
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« Reply #7 on: December 14, 2010, 01:04:30 AM »

The comment is considerably better than the game, which I don't rate very highly.
As a game mechanic, it's pretty bad, a choice to which you have no way of knowing the right answer that then forces you to live with the consequences? That's about as entertaining a game as tossing a coin.

As for the narrative.. I honestly wasn't bothered whether my daughter died, mainly because she was such a two dimensional sympathy rag. Weepy weep. Why not give me a kitten that dies too? At least kittens aren't meant to have personalities.

I feel like as gamers, we're too charitable towards a game that tries to engage us emotionally (probably becase we don't have many that do) and as a result we let maudlin, melodramatic nonsense get through, that we wouldn't stand for if it was a film or a book.

Damn, that's some real talk.
However, you do have some idea of what happens if you work or not. I wonder if the game requires you to have that kind of intuition or whether it was just badly thought out.
Thinking about it, I gotta agree with that last part though Brahms.
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Lazzars
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« Reply #8 on: December 14, 2010, 01:14:50 AM »

The comment is considerably better than the game, which I don't rate very highly.
As a game mechanic, it's pretty bad, a choice to which you have no way of knowing the right answer that then forces you to live with the consequences? That's about as entertaining a game as tossing a coin.

As for the narrative.. I honestly wasn't bothered whether my daughter died, mainly because she was such a two dimensional sympathy rag. Weepy weep. Why not give me a kitten that dies too? At least kittens aren't meant to have personalities.

I feel like as gamers, we're too charitable towards a game that tries to engage us emotionally (probably becase we don't have many that do) and as a result we let maudlin, melodramatic nonsense get through, that we wouldn't stand for if it was a film or a book.

there is no right or wrong, its just do anything you like. hell, its not a real lady trying to sex you up and your wife doesn't really die because of you. i thought some days were actually quite moving. putting your own emotions in their place and be actually engaged, like you say, is rare and it worked on me.

have to admit, its not made by someone with literary flair but it still works in the right ways, even if its saying something cliché
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discordance


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« Reply #9 on: December 14, 2010, 02:16:57 AM »

ive not finished yet but im already turned off this game. Its a straight rip of every day the same dream. The waking up in your house, moving right, getting in your car, drive to work, see the tree outside, walk past the boss with the plummeting sales chart, see the guy jump off the roof. Some serious ass plagiarism here yos.

http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html
« Last Edit: December 14, 2010, 02:31:45 AM by discordance » Logged

Mr Chug
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« Reply #10 on: December 14, 2010, 02:42:26 AM »

Disco:
They're ultimately different games with different tones. The interview he did with RPS that went up today contains his response in full, but the basics are that he saw it as the largest influence while he was making one chance, and that he used the leaving the house routine because he thought it was effective for identifying with the character. The message, which is what both games are really about, is very different.
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discordance


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« Reply #11 on: December 14, 2010, 02:47:16 AM »

yeah but i felt every day the same dream had a gameplay mechanic, better presentation, ambiguous ending, an exploration into the daily routine and the drive to rebel. no omg your relations are dead heart string tugging. This game adds nothing but heart string pulling and misses some of the fundamentals every day had. Lesser game imo. Good but not deserving more attention than the better game it was cut and pasted from.
« Last Edit: December 14, 2010, 02:50:55 AM by Mr Chug, Reason: Plot spoilers for both games, yo » Logged

Mr Chug
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« Reply #12 on: December 14, 2010, 03:01:33 AM »

Every day's presentation was slicker, but I thought One Chance's messages on choice and priorities were far more potent than Every Day's vague rumblings on the nature of routine. Basically, One Chance affected me far more than EDTSD, for which I'm prepared to forgive it treading a fine line between homage and rip off of the opening scenes, since the fundamental point was different and it wasn't trying to achieve the same effect.

Also the leaf catching thing was complete bullshit
« Last Edit: December 14, 2010, 03:05:15 AM by Mr Chug » Logged

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Lazzars
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« Reply #13 on: December 14, 2010, 03:48:47 AM »

yeah but i felt every day the same dream had a gameplay mechanic, better presentation, ambiguous ending, an exploration into the daily routine and the drive to rebel. no omg your relations are dead heart string tugging. This game adds nothing but heart string pulling and misses some of the fundamentals every day had. Lesser game imo. Good but not deserving more attention than the better game it was cut and pasted from.

the only thing interesting about every day is the ending, i was bored right up until everyone disappeared. then it finally got some emotion going, the rest was just trying too hard
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Brahms
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« Reply #14 on: December 14, 2010, 08:25:48 AM »

I can't remember a single thing that happened in EDTSD
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