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Giant Bomb Review

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The Stanley Parable Review

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  • PC

Prodding at The Stanley Parable and seeing how it will react to your various actions makes for a great, brief experience.

Will you get up the nerve to even leave your office?
Will you get up the nerve to even leave your office?

The Stanley Parable is a genius bit of interactive fun that originally started out as a free mod for the Source Engine. It plays around with the concepts of game narration and player choice in some really inventive ways that will likely appeal most to people who enjoy thinking about the nature of games and the push-pull relationship between their creators and their players. But that's really only half the story, if that. The core of The Stanley Parable only works because it's genuinely funny. It's brief, but powerfully effective, with plenty of moments where you think you might have found a situation that the creators didn't account for... only to be proven wrong yet again. Once you've replayed as many different paths as you can think of, there won't be much reason to go back and play it again, but the few hours you'll probably spend with The Stanley Parable are worth its purchase price.

The crux of The Stanley Parable is as follows: The narration will tell you what happens next, and you can either do that thing or, in most cases, do some other thing. Or maybe do nothing. The opening of the game, for example, strongly implies that Stanley--a worker drone who seems to push buttons for a living with next to no authority or autonomy in his job--leaves his office. From there, you can walk out of the office immediately, stick around in the office until the narrator pipes up to account for your complete inaction, or close the door leading out of your office, triggering one of the game's many different conclusions. The decisions spin out from there, rarely becoming complicated but definitely becoming more and more ridiculous. You poke at The Stanley Parable and The Stanley Parable pokes back. Restarting the game--whether that's your decision or the narrator's--is part of the game, and the way the story accounts for and occasionally addresses those restarts helps create some mind-bending twists and turns that blow the logic of the scenario apart in a handful of ways. Are you Stanley? Or are you the player controlling Stanley? Depending on the choices you make, the narrator may address you as either.

Do as you're told. Or don't.
Do as you're told. Or don't.

Of course, none of this would work unless the writing and narration were able to keep you engaged and interested in seeing what else you can find. Both of these aspects are very sharp and keep you exploring around the edges, looking for one more way for the game to react to your current level of obedience/disobedience. There's a dry wit to the writing, which pairs well with the British narrator's performance. His exasperation when you deviate from his instruction feels genuine, but a certain amount of malevolence--or at least utter disdain for Stanley's role in this story--comes through, as well. But, most importantly, The Stanley Parable works because it's funny. Its unexpected turns are best left unexpected, so you'd do well to go into the game a bit blind, but the way it gets fed up with your performance and the ridiculous things it occasionally asks you to do are truly great.

This is a telephone, as seen in The Stanley Parable.
This is a telephone, as seen in The Stanley Parable.

It's worth noting that the free, mod version of The Stanley Parable has much of the same foundation as this new, paid version, and you'd certainly get the gist of all this from that previous release. But this isn't just some simple visual makeover. The writing has expanded in some smart, more interesting directions, and the game has evolved to allow (and account for) more deviance on the player's part. The mod feels like a rough draft by comparison--you can see the bones and structure in the older release, but the rewriting and tuning of existing material along with the introduction of new material makes the final product much, much sharper and funnier.

It's a small, very charming release. You could blow it up into something bigger, if you like, and talk about how it serves as commentary on how meaningless player choice in most games actually is, and certainly there's some amount of discussion you could have about the larger context in play. But you don't need to have that conversation to enjoy The Stanley Parable. It works because it's fun to explore the limits of the scenario and see which bits they've written smart, well-delivered dialogue for and how many different "endings" you can come up with as you play around.

Jeff Gerstmann on Google+

116 Comments

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viking_funeral

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I think the best part of these comments are those who are angry / condescending to people who don't absolutely love this game, because obviously they don't get the artistic merit. I almost wish this game poked fun at this type of person as well.

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DealerUmbra

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@neonie: The broom closet ending was theb est XD.

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iBushido

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I just "finished" the game. I actually just got kinda tired and I wanna go to bed already. That's not to say it's boring, but I'm alone in a dark room and it's late at night so there's only so many "endings" I can see before I feel like I got enough.

I definitely think it's a refreshing and unique experience in gaming and there were plenty of moments that I was genuinely interested in seeing what happens if I do or don't do certain things. It's funny, because I went through my sequence of events in this game and once I decided to stop I truly felt like it had to be in that order. It was as if there was COMPLETE structure to it. Even from a storytelling standpoint, it felt like the right order of events. I know I could have made any other choices at any other time, but it actually made me wonder if I really didn't have choice in those situations and it would have ended up that way anyway.

I don't want to bring up any spoilers, but I will say that the last ending I got felt like the most fitting one and all the others felt perfectly placed to bring up certain topics, make me think certain things, and ultimately let me go and feel that I was finished.

It was a very short, but satisfying experience. I would definitely recommend it to anyone who at the very least doesn't mind an interactive story and who doesn't get mad when they can't shoot at stuff.

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Tomba_be

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Kind of sad to see how many people don't like this because it doesn't fit in their narrow minded definition of a game. There *are* elements that can only be discovered when you actively think about what you are doing, and it will definitely take more then 2 hours to discover everything. I played it for over 3 hours before I felt comfortable enough to watch some video reviews and not get spoilers. And in every review were several twists I had not seen yet, so I know I'll still have more things to discover. If you are not "good" at this game you will not "finish" it. That finish might not be the same as in most games, but consists of discovering everything. There are enough reasons to play this game. If you don't like the humour (because you're dead inside), you can enjoy the story lines or the way the game points out things in games most people never thought about.

A game like this doesn't need to be made every year, but it's a good thing for gaming in general that this one exists.

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ObtuseObtuse

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@krabonq: "But that's exactly this software's problem, it's basically a walking software. Absolutely not a game. To a degree it's... less than a game."

Tell this to King's Quest, Fallout, Myst, Machinarium, basically ANY adventure game.

Few games are as much a game as an adventure game. Why? Narrative fabric is so intricately woven with player interaction, that they become an experience instead of just a static set of obstacles/challenges to complete.

This game was among the most exhilarating of game experiences I have had. The thing it pulled off, so rarely attempted much less done right, was jamais vu.

The experience of something that should be familiar, but is ripped wide open into a surreal experience of seeing it for the first time. It did this often with brutal subtlety but often also whacked you over the head with it. I have seen other commenters describing this as spooky nostalgia. Which Gone Home had some of, but I think that was different and was created by provoking vulnerability in the player/audience.

All in all, the emotional value of my experience with this game nearly equaled what I had with Journey, a game built entirely on the platform of what games could do with emotion for the audience. It deserves respect and appreciation, and equally draws the criticism of those who can't see the reason for its existence.

And finally my own spoiler alert... the game is not on a mission to comment on game experiences/design.. The subject of interest to Stanley Parable is the human experience. It has thoroughly explored the area in the shadows behind "normal" life. It hit home on concepts like depersonalization or even more generally depression. Taking on these glitched spaces of human perception, it really is a haunting piece of creative work.

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Zevvion

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Edited By Zevvion

@richardzk: There's only around two hours of content at absolute most, which makes the game feel kind of pricy for what it is. All two hours of content are absolutely amazing, but... yeah. It's the kind of game where you start off thinking "oh my gosh, I want to see every outcome and hear every line of dialogue!" and two hours later, you've exhausted every single possible thing in the game, and it didn't quite last as long as you'd hoped in the beginning.

I've played it for two hours and already read I didn't experience everything that game has, but most of it. Anyway, I'd rather pay 10 bucks for the two awesome and unique hours this game offers, then spending as much on a game that probably features at least two hours I don't want to play.

We see the money vs hours argument a lot. Not everyone places value on that though. I know I don't. Hours aren't everything.

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chilipeppersman

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MaxOpower

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@seminormal:

But I loved the Obama bit. I felt like the game was running on two very different levels, one kind of witty and interesting. The other, very loud, in your face, and with a British accent. I'll probarly pick it up at a steam sale sometime.

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vhold

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He woulda given it 5 stars if it were called The Jeffley Jeffable because of +1 star automatically attributed to all Jeff oriented games.

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Mystyr_E

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I will read this review. I will not read this review. I will type this comment. I will not type this comment......uh oh

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AstroCow

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I tried the game, played around with it a bit, said, "hey, this is neat," then left it and felt no desire to return to it.

I feel about the same as you do. It's doubtful I'll go back for more. It's not bad. It's just as if they borrowed a bit of Portal and sent you walking (and that's all you'll do...walk).

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Fairbrethees

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Lose the stars. Abandon the scoring system. Be bold, Giant Bomb!

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scarycrayons

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Edited By scarycrayons

@richardzk: There's only around two hours of content at absolute most, which makes the game feel kind of pricy for what it is. All two hours of content are absolutely amazing, but... yeah. It's the kind of game where you start off thinking "oh my gosh, I want to see every outcome and hear every line of dialogue!" and two hours later, you've exhausted every single possible thing in the game, and it didn't quite last as long as you'd hoped in the beginning.

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Giantstalker

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This review was valuable because it gave me several good reasons not to buy or play this piece of software; when it comes to writing, Jeff's still got it!

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chilipeppersman

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Edited By chilipeppersman

@singular: it looks really different, ill have to check this out

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Sydlanel

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Edited By Sydlanel
@krabonq said:

You're all describing things that can also apply to movies, books and TV shows.

In fact, there have been books that play (duh) with the expectation of the reader stopping to read and not continue the story. You might want to call that an interactive story.

What you describe does not define it as a game.

Except you are completely missing the point

First you also fail to provide a definition for game, you only list why it doesn't fit into your expectations of what it should be. And deny it from the prejudice.

Second, your observation fails to explain why it is not worthy of that name, as it has abstract goals, the demo even makes a point out of this, as all other games, no absolute fail-state doesn't mean no challenge, just like very clear fail states and very defined challenges don't make MOAR GAME. You think something as menial as a timer or a score counter would make it more of a game? Those are just mechanical crutches, as LEVELS or LIVES were a few years ago. Would having make the experience in any way better? Would it prove its communicative point better?

This subversion of the established goal based challenges is particularly obvious when this game proposes itself as some sort of narrative continuum capable of adapting to any fail state to turn in a different direction.

Many "videogames" today have demonstrated that the distinction that you fail to pinpoint doesn't have any validity. In fact a lot of games have proposed the question about the validity of the word GAME today. How does it bare any importance to the evaluation of a non defined interactive media experience?

If it uses the tools of games, and behaves like a game, Isn't it just your expectations and prejudice that prevents it from being one? In fact a lot of the discussion overtly presented by TSP is why are we clinging to the silly "gameyness" of games, when we know that the medium today have far outgrown their basic entertainment role.

AND this particular entertainment software, does have one very particular characteristic, it requires very specific user inputs to be completed, the narration can only continue if the player makes an active choice, like all other "MOAR GAME" games, but intentionally with less of the unnecessary bloat that games have grown dependent on (and making fun of it as well). The bottom line is that it's exploration delves directly in the interactivity only videogames can provide.

In fact I'd even say that The Stanley Parable proves you wrong, but you don't realize it, because you are too busy trying to demonstrate how it is not what you KNOW IS GAMES! because it is not what you expect it to be. And that is it's exact purpose.

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bledsoe9mm

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Edited By bledsoe9mm

personally think jeff is the best reviewer in gaming

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SinKing

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Good to hear it has come some way, since the mod. I already enjoyed that a lot thanks to the original idea.

I find it interesting that nobody seems to realize that we are Stanley. We sit in front of computers waiting for it to tell us what buttons to push (to drive left or right, for example). The Stanley Parable is computer game philosophy. It's one of those games that can't be compared well to others. It sets a new standard for narration in games.

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singular

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Good review. I had a great time with the game.

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Krabonq

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Edited By Krabonq

@sydlanel said:

@krabonq:

That is actually wrong, challenge is solely defined by the expectations of the user, so even the most basic of navigation may be a challenge. In the case of Stanley Parable, a lot of the challenge is not presented in a mechanic level but more on an intellectual level, what does the game mean? is it just joking? How can I change the outcome? how much freedom do I have within it's rules? should I give in to the narrative or challenge it?

It might sound a bit pretentious but it surprisingly delivers a lot of frankly entertaining views, that even when unappreciated, can be very funny.

In many ways it is much more challenging than your average game.

In fact the game itself comments on your conflict, by generating fake and meaningless challenges along the way as to make it more of a "game" ( and makes fun of that as if you had to fulfill a certain number of inputs in a checklist to call something a game, and any less would not do ). It deconstructs the structure of many games presenting some of the conventions we always take for granted with a lot of humor.

As for the prize, the game has pretty high production values for what it is, and the art and narration are very carefully put together, it is nowhere near AAA but it isn't an unreasonable Porsche prize. Considering how uncommon a game it is, and taking into account that you can play through it several times and have dramatically different experiences, it is well worth the admission prize.

You're all describing things that can also apply to movies, books and TV shows.

In fact, there have been books that play (duh) with the expectation of the reader stopping to read and not continue the story. You might want to call that an interactive story.

What you describe does not define it as a game.

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megalowho

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Edited By megalowho

@mikbal said:

Protected the baby for 4 hours and finally understood the deep meaning of it all.

I only watched a video but the shit they pull halfway through is diabolical.

Have seen most of the endings now and haven't felt this exhilarated about a game in a long time. It's really great stuff, dark and thoughtful and hilarious.

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Budwyzer

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Edited By Budwyzer

@white_lando said:

@slightlytriangularrectangle: Playing games for fun is not some bygone era we can but only be wistful and nostalgic for. Grand Theft Auto 5 alone made over a billion dollars in a few days and it wasn't because the people who bought it were looking for some kind of insightful meta commentary on modern game design. Actually, if you want more examples, look to almostevery single game released on consoles. You're being melodramatic because a game you decided you don't like was released.

Also please, I'm begging you, tell me which video games "need" to exist.

The ones where you undress girls, and then someone comes into the scene behind you with a fire-hose connected to a vat of mayonnaise and sprays that stuff everywhere.

Those kind "need" to exist.

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Sydlanel

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@thedarkon3: WHOOSH INDEED!
missed him by [ this ] much


@abendlaender said:

@deathfromace said:
@2headedninja said:

@sydlanel said:

well as many people have noted.. the score 4 / 5 is equivalent to 8 / 10.

8

8

8

uhm, no its not. The GB system doesn't work like that. You can't just double the stars to get a 10-point version even if metacrtic does it (which is stupid).

Yeah I never understood that either. If anything it would be a 9/10 but Giantbomb does not go by that system for a reason.

4 out of 5 is 80%. That's why Metacritic says it's an 8/10 (or a 80/100 can't really remember)

I know but that is not taking into account why Giantbomb does it out of 5 and their actual thoughts on game. You can not convert it from one scale to another and expect that same value to be what the reviewer would of given it on a different scale.

Cheer up buttercup!
I was just making a pretty bad joke, because fractions and magic, and mainly because 8....

If it got ported to Metacritic I'm sure it would be around 2.546 * π
Or ninjas.

Yeah, probably ninjas /10

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Sydlanel

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Edited By Sydlanel

@krabonq:

That is actually wrong, challenge is solely defined by the expectations of the user, so even the most basic of navigation may be a challenge. In the case of Stanley Parable, a lot of the challenge is not presented in a mechanic level but more on an intellectual level, what does the game mean? is it just joking? How can I change the outcome? how much freedom do I have within it's rules? should I give in to the narrative or challenge it?
It might sound a bit pretentious but it surprisingly delivers a lot of frankly entertaining views, that even when unappreciated, can be very funny.

In many ways it is much more challenging than your average game.

In fact the game itself comments on your conflict, by generating fake and meaningless challenges along the way as to make it more of a "game" ( and makes fun of that as if you had to fulfill a certain number of inputs in a checklist to call something a game, and any less would not do ). It deconstructs the structure of many games presenting some of the conventions we always take for granted with a lot of humor.

As for the prize, the game has pretty high production values for what it is, and the art and narration are very carefully put together, it is nowhere near AAA but it isn't an unreasonable Porsche prize. Considering how uncommon a game it is, and taking into account that you can play through it several times and have dramatically different experiences, it is well worth the admission prize.

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Krabonq

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@iamjohn said:
@krabonq said:

I finished the mod version quite some time ago and it had some good jokes, was enjoyable to walk through.

But that's exactly this software's problem, it's basically a walking software. Absolutely not a game. To a degree it's... less than a game.

I personally would not give it (the mod version) more than 2/5. And this version is a complete rip-off because of the price. But hey, as long as there are people saying "it's art", I guess you can sell the smallest witty joke for the price of a Porsche.

So what, in your mind, defines something as a game if you're so willing to tell us how it's not a game in spite of the fact that it literally cannot be experienced (and loses its point) without the interactivity element? Oh, and comparing a $15 experimental game to "the price of a Porsche" is horrifyingly disingenuous and you know it.

It's like a DVD menu, where you pic the scenes.

Or one of those "your own adventure" books.

There is no challenge, therefore it is no game.

"horrifyingly disingenuous and you know it." No, it's not and you know it.

It's really not, if you know anything about the jobs that writers for sitcoms, cartoon shows, late night shows etc. have.

Besides, it was obviously not a 100% accurate comparison, I was just trying to say the price is a joke. There was no reason to point it out as you did.

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hxcaleb

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@strife777 said:

I"m literally playing it as I write this comment. I've had some very good laughs so far. Great game.

Does that mean that there's a working web browser inside of the game you can use? If so that's pretty genius.

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iamjohn

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@krabonq said:

I finished the mod version quite some time ago and it had some good jokes, was enjoyable to walk through.

But that's exactly this software's problem, it's basically a walking software. Absolutely not a game. To a degree it's... less than a game.

I personally would not give it (the mod version) more than 2/5. And this version is a complete rip-off because of the price. But hey, as long as there are people saying "it's art", I guess you can sell the smallest witty joke for the price of a Porsche.

So what, in your mind, defines something as a game if you're so willing to tell us how it's not a game in spite of the fact that it literally cannot be experienced (and loses its point) without the interactivity element? Oh, and comparing a $15 experimental game to "the price of a Porsche" is horrifyingly disingenuous and you know it.

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Coreus

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@wes899 said:

@richardzk: I would think that's because scoring is additive and not subtractive. A game doesn't "start" at a perfect score.

That's a very..no, great way of putting how star rating works!

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I circumvented every request I was given, then I ended up in space, then I threw myself off the stairs until I died. Then the game restarted hahaha.

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parabolee

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Amazing game. Loved the hell out of it, and the demo too (which is almost free DLC!).

In my top 5 games of the year probably!

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Krabonq

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I finished the mod version quite some time ago and it had some good jokes, was enjoyable to walk through.

But that's exactly this software's problem, it's basically a walking software. Absolutely not a game. To a degree it's... less than a game.

I personally would not give it (the mod version) more than 2/5. And this version is a complete rip-off because of the price. But hey, as long as there are people saying "it's art", I guess you can sell the smallest witty joke for the price of a Porsche.

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mattoncybertron

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Lysergica33

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@slightlytriangularrectangle said:

I tried the game, played around with it a bit, said, "hey, this is neat," then left it and felt no desire to return to it.

This game, like so many recent indie titles, to me, reeks of something that need not exist, of creative talent gone to waste. With The Stanley Parable specifically it seems that the developers said to themselves in planning something like, "let's make a game that pokes fun of all the conventions used in other games because we're smart enough to understand those conventions, but others are too stupid to notice them without our assistance."

I sure do miss the days when people played games because they were fun, not because they were "art" or extended commentary on the genre itself.

To me this is like saying Dali should've painted still life pictures or that Dadaism was a waste of time because it was actively avoided convention. Those movements were important for their own reasons just as this movement of exploration into the meta in video games is important in its own way. I can play blockbusters and I can play this and enjoy both in equal measure based firmly on their own merits. .

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GaspoweR

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Word. There must have been something that clicked in Jeff's head and he was firing on all cylinders when writing this review. Really liked how this was written. :)

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spraynardtatum

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This thing is a masterpiece.

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mORTEN81

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Edited By mORTEN81

That's some fine writin' there Jeff

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zenmastah

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In all honesty i haven't laughed with a video game like i laughed with this one for a long ass time, really fucking well written stuff.

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mindgarden418

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Nice review! I can see some people not enjoying the 'game' but I thought it was really fun and compelling.

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@neonie said:

I'll just be over here in this broom closet.

Are you dead?

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TheFridgeGC

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"game" of the year

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mikbal

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Protected the baby for 4 hours and finally understood the deep meaning of it all.

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emem

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Edited By emem

Nice review of a great (thought-provoking) game.