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Super Columbine Massacre RPG!…

This game, Super Columbine Massacre RPG!, subjects the player to a very unique yet disgustingly familiar experience for those who have played RPGs.

It, Super Columbine Massacre RPG!, utilizes most of the tried and true RPG mechanics, but deviates from them in the reliance upon historical knowledge rather than in game Juiciness to inform the player of where to go.

the yellow spot/rebel hill

This cultivates the games dynamic of its meta narrative (Super Columbine Massacre RPG!’s meta narrative), the need to leave the game and its (Super Columbine Massacre RPG!’s) README.txt and search through historical sources or at least to find others that have. This game, Super Columbine Massacre RPG!, forced me to look up a walkthrough to progress. A walkthrough which, through its vagueness and obscurity, then forced me to search a playthrough on youtube. Only for me to then be confronted with videos of those who survived and/or lost loved ones in the real life event. An event which I was now seeking a guide to help me emulate.

This brings us to the game’s (Super Columbine Massacre RPG!’s) twin aesthetics of narrative and sensation, or rather the twisted gnarling things it, Super Columbine Massacre RPG!, has contorted those design principles into. While I have and hopefully never will experience a personal tradgedy as great as those whose lives and those of their loved ones were lost in the actual shooting, this game (Super Columbine Massacre RPG!) forces me to consider how such perpetrators could appear and the havoc they could cause. It, Super Columbine Massacre RPG!, shows me how teen angst and indemic issues of our society can cascade into an act of terror and bloodshed. It, Super Columbine Massacre RPG!, asks me to not only experience what it would be like to be complicit, but to willing perpetrate that massacre myself. Rather than the MDA’s definition of the aesthetic “Narrative (games as drama): A story that drives the player to keep coming back” this was instead a vitriolic experience as though one were to scream a lullaby. I did not want to know more, I did not want to empathise with the characters, I did not want to see cryiing families distraught at the actions I had just mimicked moments ago in the game (Super Columbine Massacre RPG!)….

Furthermore, the following MDA aesthetic definition “Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects” was twisted through subjcting the player to too loud music. Of a kind which the characters were listening to when they both plotted and eventually carried out the real life event. The player is also subjected clunks, heaves, slams, and gun cocking to give a visceral feeling of terrible weight to the actions they perpetrate. When the player kills kids there is a death wail. bile rose up in my throat on multiple occasions.

I ended my playthrough by killing off the characters in the parking lot as they were punched to death by a jock. I do not intend to play anymore of it (Super Columbine Massacre RPG!).

For a historical perspective this (Super Columbine Massacre RPG!) was more effective than a thousand films or books about a subject. While I am a pretty emotional person and easily moved to tears or other emotions, I have a strong stomache and can never recall being so revolted by either medium (books or film) to risk gagging. Super Columbine Massacre RPG! provoked such a response….

However I will caution future teachers who might use this game as a learning aide to first play the ad to your students or those to whom you seek to educate. To speak with them and monitor their emotional state. For I fear in the hands of those with malintent this game, Super Columbine Massacre RPG!, could be used as propaganda. To stoke flames of impotent teenage rage into something disasterous rather than character building. To blind the eyes it was meant to open.

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