All posts by Jay Jackson

Video Game Analysis Essay

The Future of Storytelling in Gaming

When it comes to various single-player games with an in-depth story, the immersion factor through gameplay plays a significant role in interpreting the game’s overarching themes. In games like Bioshock and What Remains of Edith Finch, the immersion aspect of their gameplay mechanics enhances the interpretation of the themes and messages covered between the lines of the game’s main story. In both games, Bioshock and What Remains of Edith Finch, their game mechanics assist the theme relating to its commentary regarding the real-world issue of drug addiction. Bioshock’s gameplay mechanics are powered by an in-game substance called ADAM, which the player needs to complete the game efficiently. As for What Remains of Edith Finch, the player controls various characters within the Finch family leading up to their unfortunate demises, which attributes to the heavy drug use of one of the characters I will be covering.

What is ADAM?

For those who may have never played Bioshock, you may be asking yourself what exactly is ADAM’s importance to the game. According to Bioshock’s fandom wiki, “ADAM is a chemical substance that can rewrite genetic material, allowing the user to alter their bodies, their genetic makeup and their natural abilities without any direct limits whatsoever aside from their imagination.”. The website also described that ADAM does this by supporting the formation of potent stem cells that can differentiate into any cell type, including various unnatural ones. In one of the audio logs hidden throughout the game (another mechanic), it was shared with the player that the discovery of ADAM was catastrophic given its negative effect on the city of Rapture.

ADAM acts like a benign cancer, destroying native cells and replacing them with unstable stem versions. While this very instability is what gives it its amazing properties, it is also what caused the cosmetic and mental damage. You need more and more ADAM just to keep back the tide. From a medical standpoint this is catastrophic. From a business standpoint, well…… Fontaine sees the possibilities.

The text preceding this paragraph was a transcript of Dr. Tenenbaum’s description of ADAM’s capabilities and the damage it has caused the inhabitants of Rapture. The audio log mentioned that ADAM caused users cosmetic and mental damage due to heavy addiction to the substance. Those effects may seem minor at the surface, but there are various side effects from the drug. Throughout my research, there was one side effect that caught my eye the most, hallucinations. As the player progresses through the story, they learn more and more about the back story of the city of Rapture and the main character through various forms of media. Jack, the main character that the player is controlling who is himself a user of ADAM. Later in the story, Jack begins to encounter ghosts that represent the past events within the city. Regardless of how one plays Bioshock, they have to consume ADAM to get through the game. Our character eventually suffers from hallucinations and other side effects like memory loss, paranoia, and varicose veins, which inadvertently represent drug addiction in the world of Bioshock.

ADAM’s discovery was a complete accident as it was initially intended for the betterment of Rapture’s citizens. In Hitchcock’s article about ADAM, it states that, “the earliest known human contact with any of the sea slugs occur when one bit a dockworker in Rapture who had previously lost the use of his hand to a serious injury. Shortly after being bitten by the slug, his hand unexpectedly recovered. The strange occurrence got the attention of one of Rapture’s scientists, Dr. Brigid Tenenbaum. When she spoke to the dockworker, he still had the sea slug, giving Tenenbaum a lead to begin her research.”. Dr.Tenenbaum eventually discovered that the substance could heal and change the consumer’s genetic makeup; she saw this as a major medical advancement. However, others viewed this as a business opportunity. Individuals like Frank Fontaine took advantage of this business opportunity and mass-produced the substance to the people of Rapture, marketing the substance as “evolution in a bottle” because it provided Rapture’s citizens a fast and easy method to change their bodies’ physical and cosmetic features. Demand for ADAM eventually up ticked as users of the substance started to gain an addiction to ADAM. The main antagonist Frank Fontaine exploited this addiction, which leads to the story’s primary conflict between him and the other main antagonist Andrew Ryan which in simple terms was a struggle for power to pursue their own selfish goals.

Bioshock

In Bioshock, while still working for Atlas (Frank Fontaine), the player eventually runs into Dr. Tenenbaum. This encounter is also the player’s first time seeing a little sister. “What is a little sister” you may ask. A little sister was a key factor in Fontaine’s mass production of ADAM. They were used to recycle the substance from its past users’ dead bodies and hold it within their bodies for exponential redistribution. Atlas advises the player to kill the little sister at first sight, letting them know that they contain the extra ADAM that the player desires, which gives them more abilities. Dr. Tannenbaum shortly appears as a player is currently watching a splicer attempt to kill the little sister. She then kills the splicer and threatens that the player will follow the same fate if he attacks the little sister. She offers an alternative for not killing the little sisters by giving you a smaller amount of ADAM and gifts that come later in the game. At this point, the player is given a choice each time they encounter a little sister on which side to listen to. Upon Learning this, the player must consider whether it is right or wrong to kill the little sisters to obtain more ADAM. With this knowledge, if the player decides to kill the little sisters, it now makes them no better than the splicers who habitually commit such immoral acts to obtain their fix of ADAM. The actions of the splicers are similar to how individuals in the real world who are entirely consumed by their addiction resort to extreme measures to obtain the next fix of their preferred drug. On the other side, a simple connection will be abstaining from using ADAM or committing immoral acts to get more ADAM in Bioshock. This ties to general abstinence from substance abuse.

What Remains of Edith Finch

On the contrary of BioshockWhat Remains of Edith Finch’s story does not revolve around one gameplay mechanic. The only thing that remains constant throughout the game is the words of the controlled character helping the player navigate through each level. Therefore, both games are pretty different. What Remains of Edith Finch covers the stories regarding each family member of the finch family and the causes of their death. Since we talked about how gameplay mechanics assist the game’s commentary on real-world drug addiction, we will be covering one of the characters of the finch family Lewis, Edith’s older brother.

In What Remains of Edith Finch, the character Lewis represents the effects of withdrawal from addiction. Upon entering Lewis’s room, it is apparent that he was a pothead and was addicted to the drug from the presence of the mass amount of paraphernalia in his room and the main character’s narration on her relationship with him. Once we begin reading the psychiatrist’s letter, his story begins from her perspective. The psychiatrist’s letter is then read to the player as they control Lewis at his cannery job. From the start, the player learns that Lewis was newly sober and that being so caused him to realize the monotony of his daily life. This realization causes a pattern of his mind wandering at the most random times. The player’s job as Lewis is to cut the salmon heads under the guillotine during this level using the right stick to control Lewis’s right hand. Eventually, after doing this task for a bit, the left side of the player screen fogs up. At first, the player may not realize what is going on. However, at some point, it becomes apparent that the fog covering the left side of the player’s screen is a daydream of Lewis’s, and the player can control this daydream by moving the fantasy character within it with their left stick. When prompted, the player learns that they cannot progress through the fantasy without cutting more salmon. As the player progresses through his daydream, the screen gets covered more and more, causing the player to see less of what they are doing as far as cutting the salmon. Eventually, the player loses sight of what they are doing in the real world, meaning they too are mindlessly working at the canner, thus demonstrating they have also disconnected from the real world in the same fashion as Lewis. Soon enough, the player will see the body of Lewis in the real world and its unconsciousness to the real world. Now the player can progress through the fantasy with no holdups, which eventually leads the player to the ending of the dream where Lewis is crowned as king, requiring him to bow with head down. Unfortunately for Lewis’s case, doing that was the real-life equivalent of him putting his head under the guillotine used to cut the fish.

This level’s mechanics made the player use two different halves of the controller to control Lewis’s imagination and his real-life job simultaneously, which becomes second nature to the player without any need for visual feedback to his reality. The player was put into the shoes of Lewis Finch, who was actively suffering from his newfound abstinence from drug abuse which he initially gained a heavy dependence on. This was the game’s representation of one of the struggles of life, post-addiction. That being that newly recovered users have a hard time finding an alternative to the drug’s sensation it initially provided them. Whatever is in place for the addiction may not fill the void that was created from the user’s newfound abstinence.

 

Gaming is placed under a broad misconception that it only serves as a pastime and contains little to no literary value. Gaming has evolved since its invention, growing from simple text games and Minigames to games with full-fledged stories and titles meant to simulate counterparts of the real world. Like movies and books, gaming can depict any theme or lesson that the writer sees fit in the same fashion, if not even better, when gaming and literary tools are blended throughout a game’s story. With now, gameplay mechanics being what writers for gaming should look more into for making much more compelling stories that will surely leave lasting impressions like Bioshock and What Remains of Edith Finch.

 

 

Considering Video Games As Literature Reignites An Old Flame

Assuming that most of my readers are either teenagers or young adults, and if you are not, think back to when you were younger. Was there ever a point in your life where whenever there was a moment where you would fall from grace, or in other words, come up short in whatever applies to you, your parents or someone opposed to technology would blame it all on your gaming/phone consumption? If so, there were probably moments where you were certain that the opposite party was simply reaching for blame, trying to force an entirely moot point that your technological consumption was the sole reason for your shortcomings. Personally, growing up, any minor academic hiccup I ran into was attributed to gaming consumption itself and how it held no actual value and was nothing but a waste of time. Yes, that is true when consumption reaches extreme levels. However, I have always felt gaming for hours was the same as watching movie after movie (Something my parents do in their free time), given that the same number of hours was spent consuming both forms of media.

Breaking away from that bottled-up teenage rant, I argued that video games should be seen in the same light as other forms of media we view as literary, like novels, poetry, and movies. In the past, my only support for this argument would’ve been games containing a cinematic-type storyline alone. This semester, I learned to look at games differently, which helps find supporting examples for the argument that games should be considered in literary conversation. Before taking this course, if someone were to ask me, “what is a must-have for a game to be literary cannon?” I would have only attributed it to any game containing a cinematic story with so much detail to its in-game cutscenes to the point that it can convincingly be watched in movie form. However, after being introduced to games like What Remains of Edith Finch and the Bioshock series, I learned many more aspects of gaming that could solidify a game as literary cannon outside of a compelling cinematic story. Both games I mentioned here are strong examples of games with the ability to tell their stories through their in-game mechanics, which also supplements their games’ already existing in-game stories.

Looking back, my younger self would one-hundred percent place the entire God of War series as a game that fits the criteria of what places a game in the conversation of video games as literature. This would have been based on the sheer fact that when a player is playing the game, no matter their reason, they unintentionally learn about Greek Mythology through exposure, which can be comparable to watching a movie that can also be educational in a sense. 

 

The earlier installations of God of War can be another excellent example of mechanics telling a story within the game. Although it is not as in-depth as games like Bioshock, writing this blog caused everything to click in the reminiscence of my past playthroughs. To keep it short and sweet, I never paid attention to the player HUD and how it can connect to the character, story, and the nature of the character’s actions, which in this case, was Kratos in the God of War series. In the game, we know Kratos as the God of War, and as depicted from his cutscenes in the past, he feeds off bloodshed, making him even more potent as he goes deeper into his blinding rage. In gameplay, when you defeat enemies, Kratos’s attacks would typically dispose of them in a blood-splattering manner. Killing enemies causes the player’s berserk meter to fill up with each subsequent kill the player gets. The meter exponentially moves when enemies are defeated in succession, resulting in a combo multiplier which can be lucrative to the player as “Berserker Mode” makes defeating enemies much easier, thus, continuing the player’s onslaught. As far as gameplay, this connection can lead a player to blindly button mashing while also enjoying the bloodshed and possibly losing track of what they are doing. An unfortunate death that was the catalyst to the entire game’s story was attributed to this same pattern. To keep it short, in the past, our main character accidentally killed someone of importance to him after going into a mode of blinding blood lust at the wrong place. There are probably many more aspects to the God of War series that I can talk about which can be considered literary canon, but that could potentially shave off 20 years of your life. Lucky for you, though, I’ll spare you in my final blog post, but if that is what you desire, say no more. I will be happy to assist you. 

 

If I ever got another PlayStation, I would buy the entire God of War series to go back and play some of them for the first time or better analyze the ones I have already played, given what I have learned this semester. In other news, I do plan to continue the conversation to look at video games the same way we look at other forms of media that hold literary value. I would love to play single-player games again; however, I have no idea what I will play next. I am still very fond of online competitive play, and typically those games do not have much of a story to look into. Although once I reach my peak in all three of my main games, I will certainly get back to playing single-player games since my love for them has been reignited by taking Video Games as Literature this semester.

 

First Impressions of Chrono Trigger

First playing Chrono Trigger, the biggest thing that amazed me early on in the game was the quality of the 8-bit animations of the characters. The reason being is because some of my earliest and memorable 8-bit games that I played in my childhood were Pokémon titles, and for a game that came out in 1995 to be comparable to my favorite Pokémon title Pokémon Platinum that came out in 2009 tells me how much effort the makers of Chrono Trigger put into graphics. The encounter early on a game that I’m referring to is at the festival where if you explore well enough, you may stumble across a group of NPC’s dancing on a stage with music playing in the background. The mind-blowing part was that I could make out that the characters were pulling off dance moves. In the 90s, I would expect 8-bit characters just to be hopping around with no animation from the limbs of their body. Early on, Chrono Trigger gives the player a friendly, soothing vibe to start with, but in my experience of gaming, I can assume that Chrono Trigger will take a dark turn real soon as starting that way did not mean good for the main character and their friends. This was similar to my experience playing Kingdom Hearts One. I am at the point where Chrono gets arrested. For some, they may feel that’s the worst that things can get. However, I feel like it will get super dark based on my past experiences

Final Thoughts Of Bioshock Infinite

Coming into playing Bioshock, I was excited to get my hands on the series. I did not know what to expect. In the past, I had my misconceptions about the game that caused me to believe that this series couldn’t produce such compelling storylines. That impression faded away after each subsequent game I consumed. After playing and watching Bioshoiock 1 and 2, Bioshock Infinite was nothing but a step up from those two. In general, I was just happy to be in another environment other than Rapture. The gloomy feel of Rapture made typical gameplay depressing. Bioshock Infinite’s story was not only riveting, just like its predecessors, but it provided a feeling to the player that made them feel involved with the game’s plot. I felt the game drawing me in when we first entered Columbia. I felt this the most at the parade with the various carnival games that were at my disposal. Once the story kicked in, I was then invested in protecting Elizabeth, which soon turned into taking down Comstock, which ties to this theory I had during my playthrough. Midway through the game, I had a theory that connected Booker and Comstock as the same person, which was more straightforward than the actual reason. After meeting Mr.Chen, I joined Booker’s irregular nosebleeds with how close someone was to their eventual death, with death equating to complete loss of conscious ability. In Mr.Chen’s case, when Booker and Elizabeth went back in time after finding him dead in the present, you see him back at his shop unconsciously standing with a nosebleed representing that he wasn’t supposed to be alive, the same thing goes for the correctional officers you may or may not have killed in the present timeline when you go to the past. Once I got to the point of killing Comstock, and Booker’s nose began bleeding, I jumped to the conclusion Booker had killed his future self. I was right on the assumption that they’re the same person but wrong about why that’s the case; the real reason is much more complex. In-class learning that the connection between Booker and Comstock was more of a time paradox thing more than playing through a portion of a linear timeline confirmed my theory but debunked it at the same time. Overall, Bioshock Infinite provides a much livelier atmosphere and a storyline that causes the player to feel emotionally invested in the game’s plot, giving it that edge over its predecessors. Bioshock Infinite will for sure be added to my long list of top-tier single-player titles.

A Compelling Story So Far

This weekend I started BioShock Infinite. For now, it’s been so far, so good, and arguably better than my first playthrough of BioShock 1, primarily because I find this story a lot more engaging than the first iteration, even though your choices seem to matter less than BioShock one. Another reason for saying this is because this time around, I’ve figured out my strategies and how the game works much earlier than I did in the previous title I played. I was pretty much deathless until I got to the Handyman before getting into the aircraft with Elizabeth. The Handyman, coupled with the Vox Populi now turning against me, created so much chaos that I ended up dying a couple of times before I realized that I still had vigors that I could use. I was too caught up with headhunting for headshots with my weapons since I figured that the aim assist in BioShock Infinite was similar to Dead-shot Daiquiri in the Call of Duty Zombies series, which made me feel as if I was invincible. As far as comparing the two titles, I find infinite to be a much more enjoyable title due to the lighting and liveliness of the atmosphere surrounding you, which has a stronger connection in its historical depiction. Even though there are new characters and a new setting in comparison to BioShock one, this title was able to maintain that same feel because it also takes place in a failed utopia, just like in the first iteration of BioShock. After playing this first half, I’m now hooked to the game and look forward to finishing the rest of the story in my next sitting

Bioshock. An Indirect Representation of The War On Drugs

When I first watched Bioshock through my then-favorite content creator, ChaseMoney, my first interpretation of the game and its entire premise was the complete opposite of my latter interpretation at my now older age. My younger self thought Bioshock was a post-apocalyptic world where the splicers were the undead. Back then, I was utterly oblivious to the story; I thought our main character Jack’s primary objective was to complete tasks by Atlas’s bidding to eventually overthrow the “dictator” of Rapture who started the entire apocalypse. All I knew back then was that there was conflict between the citizens of Rapture and Andrew Ryan.

After finding out that we will be playing Bioshock in this course, I was elated because I finally would have an excuse for getting a hands-on experience with this game. This game was the epitome of a work of literary value as it contains many themes and lessons that critique the constant desire for society to become a utopia one day. This game indirectly gives insight into how that society cannot happen in the human world as humans are generally flawed.

Bioshock displays multiple themes, mechanics, and rooted character flaws that depict how a utopia cannot become a reality in this world. Both greed and gluttony played a significant role in the events of the story and were evident among the characters of Bioshock. Before and even during the events of Bioshock, we see a constant struggle between characters for wealth and power. This results from the fact that Rapture was entirely built upon individualism’s ideals that harbored an unrestricted hyper-competitive free-market economy that encourages individuality. Andrew Ryan’s intention for building Rapture was to escape the capitalist-driven world that constantly affected the innovation of those in various professions. The difference between Rapture and the surface world was that, in a Rapture, rules were minimal so that nothing would curb the creativity of its inhabitants. In the city that attempted to escape the constant problems that the surface world endured, like politics and economic greed, it was not long until Rapture would soon succumb to these same issues.

So, keeping this long story relatively short, Rapture was running smoothly until the discovery of Adam, a serum extracted from a sea slug that can be found within the waters surrounding Rapture. Adam provided its users with unworldly physical and healing abilities. However, given the supernatural powers that Adam provided the inhabitants of Rapture, it also came with an addictive nature that eventually consumed the citizens of Rapture. This widespread addiction to the serum did not go into effect until Frank Fontaine saw this need for Adam as an economical opportunity to mass-produce the serum for his gain. In Bioshock, there is a group of enemies that are called splicers. They are considered individuals who have hit rock bottom with their Adam addiction that they will try to get their fix of Adam by any means possible. To simply put it, they constantly attempt to attack the “little sisters,” who are young children who Frank Fontaine labored that gave him the ability to mass-produce the addictive serum. This conflict is a mechanic in the game that tests the player’s morals. The player could choose to kill the little sister themselves to gain more Adam as opposed to not doing so as the player also uses Adam to defend themselves throughout the game. Not going too far into all the various side effects of consuming Adam, the most common and most noticeable side effect was that the user’s skin would show prominent discoloration and blemishes. Something cool that I realized throughout my playthrough of Bioshock was that as we progressed throughout the game and utilized plasmids/Adam, our main character’s wrist would seem to progressively deteriorate similarly to the splicers who’ve completely fell victim to plasmid usage. Similarly, to how the citizens are Rapture built a crippling need for Adam to get through their daily lives, the player coming through the aftermath of this widespread addiction also gains the crippling need for Adam in order to be able to defend themselves in the city of Rapture.

Throughout this game, we see many different themes and lessons that we can learn and compare to real life as we know it. The combination of greed and gluttony and how they complement one another was just one theme of many in this game. There are much broader themes in this game, but this one caught my eye throughout my playthrough of Bioshock as it indirectly was a force that affected the player’s in-game decisions without them even knowing it.

Being Put Into The Character’s Shoes

 

 


The ending of The Walking Dead was an ending that made me feel as if the precautions that I took with my decisions throughout the game were a complete waste. With “The Walking Dead Season One” being the first telltale game that I have played and not watched, I had this false belief that I had such significant control over the ending of the game. As far as my decisions throughout the game, my main goal was to have an ending that got fewer people killed or the main characters signing off with a happy ending. With that type of outlook, I often valued survival and loyalty. Whenever I was faced with a difficult decision, I always considered whether the person at hand was loyal to me throughout the game or valuable to me later on down the road. Early on, I didn’t pick sides all too much as I did my best to prevent conflict as much as I could. Eventually, I learned that rarely helped me at all. Eventually, I caught myself siding with Kenny more after meeting Larry at the pharmacy. However, once we reached the events at the Motor Inn, both Lilly and Larry’s well-being were irrelevant to my decision-making. After Lilly’s father, Larry, intentionally tried to get me killed by the walkers at the pharmacy, Kenny was the one to save me in a bleak situation. From there on, I promised to side with Kenny whenever I could. With that being said, I bought into the pipe dream that Kenny was selling to the entire group and take the RV to the ocean shore to find a boat.

If I were to play through the first season again, I would only change one thing, and that one thing would be that I would save Duck instead of Shawn because looking back at it, that is the only reason Kenny did not help save Clementine. When I think about it, I must have chosen the better survival option choosing the more battle-ready character. Solidifying that decision, I assumed that choosing Shawn over Duck would be universally understood by the other characters. To add on, the main protagonist (Lee) is closest to Shawn during the walker invasion. To make matters worse, I assumed that Duck would be smart enough to get off the tractor at the sight of danger.

Based on my first play-through, I concluded that there were three major events where you, as the main character, had to pull through for Kenny and have his back in his eyes, with saving Duck being one of them. I only came through for him only on one of the events. As for the second event, when Kenny and Larry are arguing, I attempted to defuse the situation instead of siding 100% with Kenny.

In Kathrine Isbister’s chapter, the term “Astute Avatar” is mentioned. To simply put it, an astute character is a character that has complete consciousness with both the events in the game and the actions of the player. One can assume that the characters in The Walking Dead were all “Astute avatars/characters,” Thus making no one decision easy, fulfilling the main objective of all creators of telltale titles.

It’s Like It’s Real

What surprised me the most so far was The severity of your choices. I watched content creators play every other walking dead except this first season. As I played and watched many telltale games, I typically want to take the moral high road in hopes of not getting a crummy ending. No matter how much I weighed the options, worrying about what I would say, I felt as if I’d end up wrong either way. Staying on the topic of taking the moral high road, I tend to favor loyal characters, and I always look to reciprocate that whenever possible. Despite the fact that I did not save Duck at the beginning of the game, Kenny has always been on my side. On top of that, in my experience, Lilly’s dad Larry, never gave Lee a break, and to make matters worse, he intentionally attempted to get me killed in our escape from the pharmacy. After that, my decisions immediately became automatically geared towards Kenny, Carley, and Clementine, no matter what. When it comes to my decision-making in this game, besides taking the moral high road, I do what is best for Clementine since I like the idea that she inherited great parental traits from Lee. I inherited this attitude towards Clementine as I became attached to her by watching the latter installments of The Walking Dead Telltale Games. What solidified this attachment was the final season of The Walking Dead, where Clementine is on the other end of the spectrum and becomes the one playing the parental role for a character named AJ.

 

My Immersive Experience Playing What Remains of Edith Finch

Throughout my playthrough of what remains of Edith Finch, I enjoyed Molly’s level because I found it interesting that in direct correlation to how hungry she was, her imagination threw her into the perspective of the different animals as they were hunting their prey. Sadly the one I enjoyed most within that level was when we became a shark. The reason being, it was a little bit of a challenge at first because I had a difficult time controlling the shark. The level that moved me the most in the game was Lewis’s level as an employee at the cannery. What moved me about his level was that the creator employed a gameplay mechanic that put the player inside of Lewis’s current mental state. In the game, we learned about Lewis before being put into his perspective. We learned that he used to rely on marijuana to get through his days. Before starting, we understand that he was newly sober and began realizing the “monotony of his daily life” and his mind beginning to wander more often. After gaining such information, we find ourselves playing as Lewis working in the cannery. As a player, we find ourselves doing the task of chopping the salmon. We also progress deeper into his daydream, causing us to see less and less of the screen till we find that we are now fully immersed in his dream, completing the task only through muscle memory. Once I realized this, I was in complete shock.

A Youtuber That Transcended Through My Adolescence, MattPat

 

After extensive research on many different blog writers, I figured that my favorite Blog Writer/ Youtuber was Matthew Patrick, aka MattPat. Upon my research, I found that he also owns many YouTube channels that I grew up watching, stemming from “The Game Theorist” to “The Film Theorists. If I were to tell you which channel I watched the most, It was probably his “The Film Theorist” channel as I found so much enjoyment in his analytical and comical remarks when scouring through a film that I may have recently watched. Watching videos on that channel gave the feeling that they were extensions of the movies themselves or hidden secrets that the normal viewer would miss. One thing unique about Mat Pat is that when he proposes a theory, he does not leave any loose ends as he comes with countless strong supporting evidence to prove his case further. When watching his videos, I am often in awe, and typically I cannot argue with how sensible his supporting evidence is. The primary thing that drew my younger self and many others to Matt Pat’s multitude of YouTube channels is that he holds the viewer’s attention with his comedic delivery within his writing. This style also gives off the impression that the writer is telling the audience an exciting story. In his videos, he also explains every nuance in his writing, which helps any viewer grasp the main idea of his writing even better. For example, in one of Matt Pat’s videos, he goes out to prove his theory that Ellie from “The Last of Us Two” was not immune to the fungal infection that plagued the game’s characters. In this video, we come across a recording that contained a large amount of medical jargon that the average reader/ viewer would not understand on the fly. One of his biggest strengths is that he puts such complicated information into simplified terms for the audience to easily understand, even if they have never played or heard of the topic at hand. I have a link at the bottom of my post to show how he explains nuanced information to his viewers. However, I will also provide a quote from this video to give you an idea of how he levels everything when things get complicated. “Aah, yes, some high-quality medical gobbledygook my friends very insightful, very intriguing. I’m sure that if you’re like 99.9% of the gaming population without an advanced medical degree, you heard the word “titers”, giggled that it looked liked titters, then looked for the skip conversation button to get on with the zombie killing. Turns out so there is a lot of information hidden inside that little paragraph enough to tell us that Ellie isn’t having a normal reaction to the fungal infection and also that something’s not right about the way the science is being scienced. Let’s break down what this audio log is actually telling us.”. Following this quote, he begins his analytical breakdown of what was said in the voice recording in the game, which is a supporting factor to his theory that Ellie is not immune to the infection. Given all of these strengths Matt Pat has under his belt, it is a formula that seems to work as he has a large following on multiple Youtube channels and Blogs. For the blogs I am going to write this semester, I aim to emulate this type of style to gravitate the audience towards my writing and sustain interest from start to finish.

https://www.youtube.com/watch?v=DOtXhr0EoTU&t=218s

(Timestamp 3:35 to 7:28) (Trust me this video will not spoil the main plot of LOU2)