“The Stanley Parable” is a wonderful fun game because it addresses many of the issues of introducing an authored story into a medium with a unique ability to let the participant influence the action.
Usually, we are the players who decide, after all.
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In any case, the illusion developers are trying to maintain when we start the adventure.
I mean, if the choices we take do not matter, why do we get into the façade at all?
Just wondering “The Stanley Parable” on too. Of course, there is no good answer to the question – perhaps first and foremost because it is as inclined to its own criticism as the rest of the medium is.
Instead, the game wants to do fun at the expense of itself and experiment with all the destructive and creative trends that have arisen around games over the years.
The result is cleaved, to say the least, at least from the player’s perspective.
But for the narrator in “The Stanley Parable”, the actual voice that carries the story, the matter is sounding clear already from the start shot. The protagonist Stanley wakes up at his office and notices that all his colleagues are gone.
He looks outside the door in the office, but everything is completely quiet.
“Stanley’s colleagues have disappeared,” commented the narrator.
“Stanley therefore decided to stroll to the meeting room to look for them. On the way he meets two doors. ”
“Stanley walked in the door to the left”, the voice and pause continues pending your next action.
Suddenly you have got a choice that may seem obvious, but as in reality it is not. On the one hand, enter the door on the left because the game says it. On the other, you have the door on the right, which the game wants you to ignore, but which is nevertheless a burning option if you have impulses in your body intake.
Because, what really happens if you take the door to the right – when the game has explicitly fed you with incentive to take the door to the left ?
Bad guy lyrics. This internal dialogue represents what the “The Stanley Parable” digs. And thus the game starts – a battle against the story – to see the wise architect behind the game try to guide a story on the right after taking control of the shoot.
You do not take the door to the left, you take the door to the right. You do not take the shortcut through the warehouse, you take the elevator down to the basement. You are not waiting for the product elevator, jumping over the catwalks-and flies as the narrator explains about the situation, explains his original vision, and tries to convince Stanley to take the correct action.
Clean technically lies all the magic in the details. The narrator is really the protagonist of the game, a super-dry and sarcastic brite, insane for his own integrity and the adventure’s waterproof design. He delivers comic lines on a continuous basis based on what you are taking if it is in line with his intended registry or not.
Almost everything you do is accompanied by some vocal depiction – just as the narrator in the ” Bastion ” hangs on the protagonist.
If you spend a long time in the restroom, he merges comments describing the situation of Stanley simply loving the break room so much that he had to stay there for a few extra minutes – even when the room itself was dull, boring. If you’re sitting in the bucket for too long, he begins to shout through your speakers for help because he thinks you’ve fallen dead over the keyboard.
It does not stop there, of course, and the degree of digression becomes the actual piston game adorns.
It’s a story that ends up as something completely different from the basics – a completely distorted timeline that breaks all barriers between game and player. At one point, you can actually run around in the infinitely large office building in search of history that has disappeared smoothly thanks to its n-th side jumping.
The solution then is that the narrator rinses back and places Stanley in his office again, where he started the game, although this is often only the basis for even bigger confusion and sidelines – which can end up at the start of the game as behind the scenes or in other games than “The Stanley Parable”.
” As you are playing and know best, you can only play something else that suits your criteria, ” the narrator murmures sarcastically.
“The Stanley Parable” is a commentary on the creative process, paradoxes and contradictions between games and plays, narrative crashes, and really anything else you can imagine characterizing the medium as of today.
Craft the world trainer. Self-conscious, unpretentious and funny are the key words here – a game about hearing a despondent narrator tearing herself and screaming through his papers after a lost vision while his facade breaks and sends the story in bizarre and surprising directions. Not particularly powerful, just hysterically fun.
NB! The Stanley Parable is released to Windows PC and Mac. It costs about 75 kroner. This is a remastered HD version of the game that was first released in 2011
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The Stanley Parable is an interactive fiction video game designed by Davey Wreden.The Stanley Parable is game for ( Microsoft Windows, Mac OS, Pocket PC, Windows Mobile ).The game originally released on July 27, 2011 as a free modification for Half-Life 2.A high-definition stand alone remake, including new story elements, was again designed by (Davey Wreden together) with Source engine (modeler William Pugh), under the Galactic Cafe studio name.This Post specially made for computer download, go to footer download link and Download into your PC. ThanksThe stanley parable endings-The stanley parable mac-The stanley parable free-The stanley parable demo-Stanley parable wiki-Stanley parable steam-The stanley parable online-Stanley parable narrator.