The base game involves a fairly typical set of drag/drop/click real-time strategy mechanics. It provides a gripping, God’s-eye view of an element of society the Sims/ and Sim Cities of the gaming world dare not touch, but it is so beholden to the idea of being "a game" that it threatens to neutralize the considerable number of strong, lasting aspects it possesses. That’s the strange duality of Prison Architect. I have really become Death, Destroyer of Gendered Bathrooms. Then, I realize that the first guest in this deadly room looks like he escaped from a sign pointing out the men’s room at an Arby’s. In my first hours of being a prison architect, I have essentially become Death, Destroyer of Worlds. The next room over, I’m placing the chair that will kill anyone who ever gets to stay in this building, and laying the electric circuits that will end lives at the flick of a switch. I place bookshelves and create an unobstructed view to the west to see the sunset. ![]() ![]() The usual amenities-a toilet, a bed-are here. I choose gentle white tiles for the floors.
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