nothing you have done deserves such praise...
In making the prize for reaching specific checkpoints on a level blooming flowers or random numbers, Jason Nelson tries to replace traditional ways video games reward players with ones that make the audience think a little about the journey as opposed to focusing just on the destination as he said in his interview. There isn’t really a way to lose in this game other than quitting it altogether which certainly does set it apart from most other video games. However, the rewards felt sarcastic and more than a touch mocking, a feeling I got early on starting with the extravagant praise he heaps on the player for doing nothing but falling or for touching a black smudge. Also, without actual goals, the game felt like it had no point and I had to force...
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