Sexy Brazilian Privacy 2: Pirate’s Booty

Hey gamers,

Promptly following up on a post I did a year and a half ago, I waste no time in once again observing gaming culture in Brazil, and the recent troubles it faces, likely causing massive duress for the country as a whole.

Err...Looks Like They Are Getting Along Real Well

Err…Looks Like They Are Getting Along Real Well, Actually.

Surely, somewhere in the mass expanse of Brazil, the recent problems it’s gaming culture faces is devastating the country side.

...Damn, That Looks Nice, Too.

…Damn, That Looks Nice, Too.

Uhh…I’m sure that the very real issues Brazil’s gaming culture faces are taking away from the beauty of…

Okay, Come On Now...That Looks Ridiculous

God Dammit

Okay, okay…so what I’m about to talk about Brazil probably doesn’t give a shit about, but it’s still mildly interesting non the less, and we will likely get a good joke out of it. Like the fact that someone, somewhere, is going to be very disappointed reading this post, after being misled by the title. So I’m just going to get that out of the way now, and totally turn off casual readers expecting something sexy.

Aaaand, There We Go.

Aaaand, There We Go.

*Clears Throat*

Moving on.

This post indeed follows up my first post entitled Sexy Brazilian Privacy, as it involves both gaming cultures oddball country, and Sony getting real all over it. While my first post was about ludicrous PS4 launch day prices, this post involves how Brazilian pirates have found a way to effectively hack PS4’s, giving way to a shady business, and a wealth of super cheap gaming for the Brazilian masses.

Sony, needless to say, is not happy.

Seen Here: Sony's Legal Department Reacting To What Brazil Is Doing

Seen Here: Sony’s Legal Department Reacting To What Brazil Is Currently Doing

I’m not sure how wide spread the problem is, nor am I sure this is at all related to the $1800 price tag Sony slapped on the PS4 when it first came out in Brazil. Either way, things suck for both parties big time. According to the original source, Sony has already sent out a cease and desist to the businesses they know are fucking up royally, but like most thieves, I’m sure they have approximately no shits left to give. I suppose it’s not all “Brazil’s” fault, as the source of the article claims that this method of hacking, albeit slight tweaked, originated in Russia.

Here’s hoping Sony teaches the lesson to the right people, or they might end up fucking over the wrong person.

Pictured: Sony's Current Legal Recourse

Pictured: Sony’s Current Legal Recourse

This is what happens, Brazil…

Let’s hope that’s not actually what happens to Sony, and that this crazy hack doesn’t make it too far outside of the country, or Sony (and the gaming people), could end up with potential complications on our hands.

On a side note, I just realized why Brazil was the only territory in which the SEGA Master System outsold the NES way back when: Brazil’s taxation system on video games is ridiculously high, about 125% in fact. I’ve discovered this is because Brazil’s government considers them gambling. Huh…totally makes sense now. For years it bothered me not knowing why.

See?

See?

Well, I guess Nintendo won that one in the end, huh?

Can't Win Em All

Can’t Win Em All

At least you can catch them all, right?

Amiibo sold

Err…

We're Done Here 2
And we’re done here.

~Pashford

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It’s A Meow, Mario

Hey gamers,

I finally got around to playing Super Mario 3D World, which in it’s pre-release showings, was bragging about having some very cool new power ups. They weren’t lying, either.

Suddenly, a cat.

Cat Mario

Mario Cat, To Be Precise

Actually no, I meant to say Cat Mario.

Cat Mario, To Be Perfectly Precise.

 To Be More Precise

That’s like that long forgotten pirate ghost debate: a ghost pirate being an entity that would be a ghost that was not previously a pirate. I think. In any case, I believe Cat Mario is the right way to portray this, as this Cat was previously a Mario, where as a Mario Cat was not previously a Mario. It’s about becoming, really. Being one with the kitty.

Not That Kitty

Not That Kitty

Doesn’t matter when.

What was I saying? Oh yeah, the cat suit in Super Mario 3D World is proper fun, and helps to give the game a far more impressive scale to the level design as a result. Scaling, and climbing and jumping every which way, the game has way more verticality as a result. I’ve noticed Nintendo be more about adding verticality to compliment some of their other games recently as well, with Link Between Worlds and Pokemon springing to mind. I don’t know why the big N suddenly got into going up and down, now out of all times, but that seems to be the case. I know Shigeru Miyamoto oversees a lot of Nintendo’s biggest games, and whenever he becomes interested in something new (he was really into gardening when developing the idea for Pikmin), you usually see a reflection of that in the games themselves.

So perhaps the reason so many Nintendo games are having fun going up and down so much recently, has to do with the fact that Miyamoto has developed an elevator riding addiction.

Stranger Things Have Happened

Stranger Things Have Happened

Speaking of which, I spent so much time during the course of this post considering the semantics of ghost pirates and Cat Marios, I ran out of time to talk about 3D world. Aside from the verticality observation, which we got a good joke out of, so. Yeah. I have plenty more to say on in the matter of Mario, which may be a result of having played his games for the last 23 years but, that’s kind of a win win for both of us. So yeah, see yah next time.

Oh, and I’ll try and think of a title that will top today’s post name.

~Pashford

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Tongue of the Fatman

Hey Gamers,

Quick post today, but more robust ones to come later. I will be the first to admit: my creative output for April was…err, lacking, to say the least.

I Am Very Aware, Thank You.

                  Yes,  I Am Very Aware, Thank You.

What makes less sense about my failings in producing more work, directly ties into how excited I was to be invited back to E3 at the beginning of April. While I was thrilled to begin sharing stories and pictures from last years E3 straight away, though my momentum in doing so failed entirely. I can cite sickness as a definite contributor to my struggled creative endeavors, but I feel no less guilty about the whole thing, excuse of no excuse. E3 has been, and in many ways still is Christmas time for gamers. Why my current energy levels are more akin to identity crisis is beyond me.

One possible answer, and one I’ve observed is true about me, is that I seem to have a habit of self-sabotage, so this may not be as surprising as I’m making it out to be.

Indeed, I could be just straight up trying too hard to “find myself”

Happens To The Best Of Us

                   Happens To The Best Of Us

In any case, this post was not intended to be some odd apology explanation (but is anyways), I was merely bringing attention to an awesome turn of events. The Internet Archive, which has helped to preserve a large swath of old video games for the sake of keeping history alive, has now allowed you to embed DOS games into tweets. I stumbled upon this little nugget of information when my friend Chris Kohler over at Wired, tweeted a story that had a game embedded in the tweet, which was then embedded into the story he tweeted.

Yo Dawg Chris 4What a time to be alive, truly. These dizzying levels of entangled technology, has reached new and delightful heights of self-reference. And I thought I had achieved true technological feats of horror, when I laid out my PS4 profile, which had a Vita screenshot of me playing Zelda on my Xbox One.

Down The Rabbit Hole We Go

                   Link Was As Shocked As I Was

Maybe not ground breaking news, but extremely cool non the less. I’m not sure if this makes Twitter a viable gaming platform in some regard, or if this strange technological loop hole has signaled a way into emulation legalities…but who cares? It’s damn fun. Check out the Internet Archive if you haven’t already, to get your hands on some sweet old school DOS games, and start tweeting at your friends to finally play the 1989 Activision game, Tongue of the Fatman.

Just You Know, As A Joke

               Just You Know, As A Joke

(Cause It Is)
~Pashford

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Fat Worm Blows A Sparky

Hey gamers,

As some of you may remember, my last post involved the excitement I had in being invited back to E3 for the second year running.

And There Was Much Rejoicing.

And There Was Much Rejoicing.

Unfortunately, things took a turn for the worst, and I came down with something shortly after.

Editors Dramatization

Editors Dramatization

Having regained my wits, and possessing a renewed sense of vitality, I was excited to get back to the gaming grind. As I mentioned last week, I look forward to sharing with all of you, a treasure trove of assets and stories from last years E3, something I’ve been meaning to get to since about this moment in time. I never mean to hesitate, but it ends up happening on a continual basis. I can only speculate my constant delays involve how the creative process can be an unpredictable beast; one plagued with narcolepsy, sporadically remaining dormant, only to chaotically awaken at the worst moments.

Creativity Can Be Lurking Around Every Corner

Creativity Can Be A Very Horrifying Process

I didn’t show up here with an agenda today, aside from an attempt at entertainment (wait for it), as my focus has been rather divided. A lot of people I hear giving recommendations on how to “get shit done”, will suggest being a master of multi-tasking, which I’ve concluded is a load of claptrap. I know it’s probably different for everyone of course, but I find I do some of my “best work” when I’m not thinking about it, merely doing instead of thinking of doing. Apparently, this is referred to as wu wei in Taoism, though I assure you, my own machinations are far from mystical.

Pictured: How I Normally Get My Article Ideas

Pictured: How I Normally Get My Article Ideas

Dancing naked to Goodbye Horses isn’t the only thing I did while trying to come up with the motivation to start writing today, the list was extensive:

Died in Super Meat Boy a lot-

About Five Minutes Worth Of Dead Bodies Here

About Five Minutes Worth Of Gameplay, Here.

Changed clothes-

I Was Feeling 12thy Today

I Was Feeling 12thy Today

Ate some ice cream- (See Above)

Enjoyed a nip of whiskey-

Whiskey

Listened to the Attack on Titan theme song way too many times-

Foreshadowing is Fun!

Foreshadowing is Fun!

Browsed pictures of Panda Bears:

What Fun

Like This One!

Debated with myself about self-awareness and quality of work-

Walter: Is This Your Article, Pash? The Dude: We Know It's His Fucking Article, Where's The Fucking Content You Little Brat!

Walter: Is This Your Article, Pash?
The Dude: We Know It’s His Fucking Article, Where’s The Fucking Content You Little Brat!?

I believe all of these things occurred in my own wu wei, but I don’t think being buzzed and imitating Buffalo Bill is what Taoists had in mind when coming up with the concept. However ridiculous this aside may seem, I wanted to stress two points: getting shit done is sometimes an absurd process, and two, if you find your own flow, it’s not about doing one task or doing many tasks, you will simply task, and results will follow.

Or Not

Or Not

I recently picked up my second replacement 3DS. While I am grateful to get my hands on the device for a third time, I also can’t avoid feeling a little silly I’ve somehow estranged myself from so many at this point. I’m seriously considering surgically grafting this fucking thing to my body, so as to avoid having the device become lost or damaged once again. Some of the longer time readers won’t at all be surprised that the game I’m currently playing is indeed a Zelda game. However, a similar number of you may be surprised I’m not about to do a 17 part retrospective mini-series about Majora’s Mask, and how it relates to both culture and time travel.

Heavy, I Know.

Heavy, I Know.

Rest assured, I’m enjoying it thoroughly, and I think the portable remake works just as well as Ocarina of Time did, but I wasn’t really struck with any sort of inspirational lightning bolt for an article this time round. Could be the divided focus I mentioned earlier, as I’ve been playing probably too many games recently, and not really getting stuck on a single one. Which is what I should likely do, as I tend to uncover truths or identify more interesting concepts when I house arrest myself in a virtual reality for a long enough time. I also spread myself too thin, foolishly thinking in a single week, I can halt an apocalypse, reconsider my stance on nuclear deterrents, prevent history from dying, conclude whether or not free will truly exists, keep the high score of Ms.Pacman at a local barcade intact…

My flow is a no go, and those who depend on me are suffering for it.

Is he really not coming this time? Because I'm totally going to push them off this shit.

Is he really not coming this time? Because I’m totally going to push them off this shit.

So yeah. That’s really it. This piece was suppose to be a warm up, and the unfortunate reality is that warm ups aren’t really top shelf dealings, but I had a couple of okay jokes in here so, yeah.

Animaniacs

~Pashford

P.S: You know, on second thought, it does feel a bit wrong I’m not excitedly espousing about Zelda, as I’ve done such a good job of it in the past, I think I’ll leave you guys with a poll, on whether or not my next article should be about Zelda. Just click on one of the buttons below and tell me what you think.

POLL: Do you think Pashford should write about Majora’s Mask for his next article?

Yes []
No []

Cheers,
~Pashford

P.P.S: Some of you may be wondering why I named the article “Fat Worm Blows A Sparky”, and the reason for the title is simple. The article title is actually the name of a 1986 ZX Spectrum game that shares the same name, and I believe the experience of playing the game, is as confusing as this article was to write, and read there after.

See for yourself:

I told you the title made sense.

~Pashford

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E3: 2nd Coming

Hey gamers,

So, this happened today:

So Happened

So Happened

No, not the actual event, but my invite as a member of the press to E3 itself. I was invited last year, which was quite the ordeal (an amazing one at that), and needless to say, it’s a huge relief to have been invited once again. I’ve been so busy working, enjoying, and celebrating the occasion, I’ve had very little time to produce anything new of value today.

Except For, You Know, All Of This.

Except For, You Know, This Whole Thing

In any case, I thought I would share my extreme excitement about the event, and all of the hype that is sure to follow. I live blogged and wrote about my experiences last year, and will very much do the same this year. I have plenty of pictures and stories I have yet to share on a mass scale from E3 2014, and am excited to show all of you in the months to follow. I have lots of ambition, tons of ideas, and a ridiculous amount of excitement to speak of, but right now, I have a lot to be thankful for, and thought it would be nice to share it all with you.

Cheers.

~Pashford

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Peace Stalker

Hey Gamers,

I had plans today to refocus, and write on a more consistent basis going forward.

Those Plans, Sadly, Walked Away From Me.

Those Plans, Sadly, Walked Away From Me.

I wish I could blame my lack of a full writing effort today directly on a Metal Gear, as they would make my excuse way cooler. I did get distracted by a Metal Gear Solid game (Peace Walker), so in a sense, twas the beauty that distracted the beast. My reexamination of Peace Walker as a game has been spurned on by the recent news of Metal Gear creator Hideo Kojima leaving Konami, and like most of the gaming community, the news has left me in shock and awe.

Kojima? KOJIMA?! KOJIMAAAAAAAAAA!!!!!!!!!!!!!!!!

Kojima? KOJIMA?! KOJIMAAAAAAAAAA!!!!!!!!!!!!!!!!

I know Hideo Kojima has wanted to get away from the MGS series for awhile now (with some quotes placing his want to leave the series for good since way back in the MGS 2 days), but I’m not sure this is how he envisioned stepping away. Gamers too have wanted Kojima to quit working on the MGS series, some fans starting an internet meme stating “Hideo Kojima doesn’t have to work on Metal Gear games any more”, to see the director work on other fan favorites, like Zone of the Enders or an original IP, but now that the time has come, it all seems too soon.

Even Though In Reality, It's Been A Hell Of A Long Time.

Even Though In Reality, It’s Been A Hell Of A Long Time

Digressing a bit back to my replay of Peace Walker, the game ties into Kojima leaving, as the MGS series and I have been kind of distant for awhile. Since MGS 4, and the subsequent passing of Solid Snake, I had resolved myself as content, leaving behind a rich background of stealth and Snakes in my wake. While I still loved the idea of the series, both Peace Walker and Ground Zeroes, felt like a marked departure for the series, feeling different in some way. Different enough so that after playing both games, I wasn’t quite sure what to make of them, even speaking out more critically on the experiences after some pondering time, in ways I had never done prior to any games before them.

I'm 70% Serious

I’m 70% Serious

Now that I know Kojima is leaving, and Phantom Pain is very likely to be his last, I almost feel…divided as a fan, perhaps even confused, as to how the series and I drifted apart from each other in recent years. I thought to myself: “Do I really want to skip out on Phantom Pain? Divide myself from the last Kojima driven MGS experience?” The line of thought sounded wrong to me, and I thought, maybe, there was a way to understand why my alienation from the series had occurred. Whether it was due to my developing and differing interests in games, the series going into another direction, or perhaps the business powers that be within Konami that had subtly altered the experience without me realizing it, I wanted to give both Peace Walker and Ground Zeroes another chance.

In hopes to understand why I didn’t “feel” Phantom Pain, for better or worse.

Just In Case The Sun Was Setting On Metal Gear Solid

Just In Case The Sun Was Setting On Kojima’s Metal Gear For Good

I realized I wanted to be there when night broke, and not be left curious as to what it felt like when the last lights had finally faded into nothingness.

(To Be Continued)

~Pashford

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The Stanely Parable: The Choice of Non-Choices

Let’s start again.

Hey Gamers,

I’d like to first begin with an apology, but I feel as if I need to explain myself a bit before it will make any sense…err wait. No, sorry! This is an introduction to another post. Well, I guess it all worked out, because I needed to apologize for that mistake anyways, didn’t I?

Not Sure If Referencing Inception Or Just Tired

Not Sure If Trying To Be Self-Referential Or Meta

Let’s start again.

I’m going to be very direct here: this piece is about the video game The Stanley Parable, and the following observations will be a deconstruction about the games premise. I say this very simply now, as the game itself deals with a lot of odd concepts that can be hard to follow. I myself, also deal with a lot of odd concepts that can be hard to follow (see: writing about The Stanley Parable). My writing can also reflect the very same structure of The Stanley Parable, as sometimes, my own articles end up being odd enough to the point of being hard to follow (see: writing about The Stanley Parable). Therefore, I will try to “cut the fat” of my own bizarre writing machinations, as The Stanley Parable will do more than enough heavy lifting, in the department of oddly hard followings.

Oddly enough, the game is in fact, not that hard to follow.

Which is made further odd, by the fact that you really only have two open doors to choose from.

The Illusion of Choice

Are you still with me? Anyone who successfully finished that last sentence: good, I’m glad you don’t mind being a bit odd, or reading about odd things. Before we really begin, I’d like to say as an aside, I often pick topics that are much larger than myself to tackle, regularly leading to an otherwise questionable ending. I’m not sure if taking on something much larger than myself is foolish or courageous, or if there is much of a difference between the two, but this topic stands as something I may not yet fully grasp. However, after playing The Stanley Parable quite extensively in the past several days, I will point out that the comparisons between me and the experience itself are alike, as the game deals with larger subject matters of interest, with The Stanley Parable regularly leads to an otherwise questionable ending.

Or A Broom Closet

Or A Broom Closet

Let’s start again.

I’d like to first begin with an apology, but I feel as if I need to explain myself a bit before it will make any sense…err wait. No, sorry! This is an introduction to another post. Err, actually no, we’ve come full circle, this is a relevant apology for this very post, twice over now, even. Whew, glad I haven’t quite confused myself yet. Are you still with me? Anyone who successfully finished that last sentence: good, I’m glad you don’t mind being a bit odd, or reading about odd things. As you may have noticed, this post has been a little “restarty” in trying to get itself headed in the right direction, but this very writing is in many ways, mimicking, or perhaps even emulating how The Stanley Parable (TSP) plays out. You see, TSP is a first person narrative adventure game, but it stands out from other experiences as being self-aware.

Or, as self-aware as programming can be, really.

Seen Here: You Playing The Stanley Parable

Seen Here: You Playing The Stanley Parable

Why TSP stands out as a delightful narrative experience is this very reason: self-awareness, and the games want to confront the ideas of choice. In fact, the game confronted me so very well about the ideas of choice and self-awareness, I was self-aware enough to make the choice to write this article about being odd.

Seen Here: You Reading This Article

Seen Here: You Reading This Article

Though, I suppose, I didn’t really have a choice in being self-aware, did I? Nor did I have a choice at all about writing this post, as both things happened in the end, anyways. So, now, when I really think about it, could I really choose not to be self-aware? Wouldn’t the very idea of choosing to be unaware, effectively come from a self-aware decision? Did I really have a choice in writing this article? And to that point, if I really had a choice in writing this article, would you even be reading it right now? And why would I be needing all of these question marks in the first place?

Good Question?

Good Question?

Let’s start again.

I’m serious in discussing TSP, the process of doing so is as straight forward as the game itself. I know way earlier on I said I would “cut the fat” with my own bizarre writing machinations, and believe me, the fat has been cut. I however, wish to do justice to the odd nature of TSP’s romance with self-awareness and confronting the ideas of choice….by doing both. I think.

Err, told you this would be hard to follow. Here, maybe some pictures from The Stanley Parable will help you understand the game better than I have so far explained.

2015-03-12_00002

Did This Help? No? Okay, Let’s Try Another One.

 

How About This One?

How About This One? Any Clearer?

 

This One Didn't Help Either, Did It?

This One Doing Anything For Yah?

Eh, wrong approach or incorrect choice of words, perhaps. I wonder if there really is such a thing… There I go again! Okay…we’re all taking a step back now, and doing what we do best, here.

Let’s start again.

You see, much like this article, TSP has a lot of restarting in it, like, a lot a lot. No, it’s not due to extreme difficulty, and no, it’s not because you have to back track a lot or because you can get stuck (well, both are true, but not really). No, the constant restarting has to do with confronting the ideas of choice (in video games) and self-awareness, as TSP is rather straight forward if you want it to be. The “main story” can be completed in less than 10 minutes even, but if one were to complete this game only once, and in this short manner, one may miss the entire point of the game, which is funny, because in order the beat the game, all you have to do is follow the narration. However, doing so would help to negate the point of TSP, which is confronting the ideas of choice and having self-awareness, both of which only occurs when you acknowledge either, which I guess means the point of TSP could be about how progress is a fixed path,  and how there really is only one real choice which is one of non-choice.

Which is made further odd, by the fact that you really only have two open doors to choose from.

EDIT: The Illusion of Non-Choice

If this is true, then this whole article may be completely wrong about The Stanley Parable, in which case, I wish I could have first began with an apology, but realized I needed to explain myself a little first before it made any sense.

Let’s start again.

No wait, before we do that, for anyone who is just really “over” this article, you’re free to go. I’ll save you the trouble of reading any further, by letting you know you’ve reached the conclusion of this article.

I’m serious, just look at the next picture.

You Win!

Congratulations! You’ve reached the end of the article!

~Pashford

The Fake End

White

White

White
Let’s start again.

2015-03-12_00033

Okay, I’m assuming anyone who’s kept reading up to THIS POINT, is a really curious individual. For that, I applaud you, as you’re exactly the kind of person who would likely love playing The Stanley Parable. The ideas and concepts TSP deals with have been made evident up to this point, but it’s really how the game executes these ideas that are so note worthy. I don’t know if TSP is the first “postmodern” game (or example of one) that has ever existed, but it may have done it the best thus far.

A Random Screenshot That Doesn't Really Spoil Anything

Pictured: A Random Screenshot That Doesn’t Really Spoil Anything

The primary reason I wrote this article was due to the games skeptically playful nature of meta-narrative, and how well it deals with dissecting, and even re-purposing  the theories behind video games as a medium (with healthy awareness). While I was playing TSP, I was reminded of an episode of the Idea Channel (which was another big inspiration for this write up), as the video deals with a lot of the same concepts going on in TSP. The episode in question deals with the idea of the TV show Community being a representation of postmodernism, and naturally I began to wonder the same thing about The Stanley Parable, as I observed similarly equatable antics.

In the Idea Channel episode, Mike goes on to discuss how Community may be a postmodern work of television, as it uses tropes and ideas that exist in modern TV, and uses them for Community’s own purposes, but then deconstructs them with a certain self-awareness, with the show going as far as absorbing, commenting, and challenging the legitimacy of all of the elements in that multidimensional space.  The Stanley Parable does much the same, as it acts out as a representation of everything going on in video games as a medium, whether good or bad, and then uses them for entertainment, all the while questioning whether or not these concepts are good and bad, and whether it matters.

The Stanley Parable takes on what makes a video game work, the paradoxes involved, narrating on how it’s able to work, and then even going as far as trying to disprove that the very same concepts even work at all.

Is There Ever Really A Choice?

Is There Ever Really A Choice?

I mean, in a basic sense, the game is self-aware, as The Narrator of the game is aware he is a narrator, that the players avatar Stanley exists, and that he is even being controlled by somebody (you, to an extent), though it could be argued all three are symbiotically controlling each other, all existing as a result of the illusion of choices, in order for the idea of a game to exist in the first place. Obviously, the game has programming limitations, just like any video game does, so this self-awareness while in existence, can only do so to a certain logical end. As an example,  you in turn can  not “follow” The Narrator (despite his omni-presence) by choosing “incorrectly”, the biggest choice in the game being choosing between two open doors, but by the virtue of the game allowing you to choose, you in a sense have just chosen “correctly”, as any choice, even a non-choice, would have been a right one.

Press 2
Its this odd dichotomy of “choice”, or the lack there of within the games parameters, that works quite brilliantly, and helps to make a unique meta-narrative experience in the world of gaming.

I  was tempted to go on further, and examine more quotes and many of the endings The Stanley Parable possesses, in an attempt to better understand the existentialism at play, how the phrase “it’s the journey and not the destination” that matters, and even speculate on whether choice really is an illusion, in how we live our every day lives….but I won’t. I won’t because it would spoil a lot of the charm of what makes The Stanley Parable such an enjoyable experience, and why you should go play the game, and see for yourself what critical thinking it may provoke.

I’ll just wait here.

Unless of course, you wanted to have a little bit more fun, of course…and go around one more time. We can do it all again, if you really want to.

Let’s start again.

~Pashford

(And as a special reward for those who read this far who wanted to speed run this post for an even faster time, CLICK HERE!!)

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