Chain: The Lost Footprints

The Chain is much like Animamundi, but there are more decision-points. Decisions are pretty much illusion, as the if you make wrong choice you’ll get comment about that and then you are find yourself back to decision-point. This didn’t bother me as much as character and story design: The game tries to be hard-boiled detective story, with plenty of hard-core sex. Unfortunately, events are not always believable in terms of character design. Also, I have feeling that there are some inconsistencies in narration, but I didn’t bother to double check. However, I did find storytelling compelling enough to play it to the end.

Chain: The lost footprints and Animamundi: Dark Alchemist rely heavily on predefined functions (see my Building and reconstructing character) that my analysis model for computer games does not give much to literary or hypertext theory as telling is major mode of conveying information. While goals and choice have a role in both games, they have marginal function in the character recognition or in formation of experience.

Published by lankoski

Petri Lankoski, D.Arts, is a Associate Professor in Game Studies at the school of Communication, Media and IT at the Södertörn University, Sweden. His research focuses on game design, game characters, role-playing, and playing experience. Petri has been concentrating on single-player video games but researched also (multi-player) pnp and live-action role-playing games. This blog focuses on his research on games and related things.

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