Tough choices.
The Stanley Parable. *GAME INFO*
Load Full StoryNext ChapterThe Stanley Parable. *GAME INFO*
Hello there! I don't exactly have a name; so you can call me the "Narrator" I am that devilishly handsome fellow that will follow Stanley with his ridiculous adventures.
If you are reading this chapter; then that means you have not a single speck of information on what kind of crossover you are reading.
Now, I don't like having a clueless reader on my story. And as such, let me carefully elaborate.
...
Copy pasted straight from Wikipedia! Because most people are too painfully lazy to open another page.
What? Can YOU accurately explain every detail of a game straight from heart?
No? Then shut up and just read this, bloody bastard. At least, I had bothered to do this. *Grumbles furiously*
The Stanley Parable is an interactive fiction modification (mod) built on the Source game engine, developed by Davey Wreden and released in July 2011.
A high-definition remastered stand-alone version, including new story elements, was developed by Wreden and Source modeler William Pugh under the Galactic Cafe development team name. The remake was announced and approved via the Steam Greenlight process in 2012, and released in October 2013 for Microsoft Windows.
While both the mod and the remake use the first-person perspective common to other Source engine mods, there are no combat or other action-based sequences. Instead, the player controls the protagonist, Stanley, through a surreal environment, with each step of the process narrated, voiced by British actor Kevan Brighting.
The player has the opportunity to make numerous decisions on which paths to take, including going against what the narration is telling them to do, each choice leading to different narrations and endings.
Wreden envisioned the game after considering that most major video game titles confine the user to its rules, and considered how to construct a narrative to challenge that notion.
Outside of Brighting's voice work of the narrator, Wreden built the modification himself, initially as a personal project for his career goals but soon expanding to a wider release once he had shown it to friends and other players.
The modification received critical attention as a new variation of creating interactive fiction within a game engine, and provided a thought-provoking narration to discuss with others on the nature of choice and predestination within video games.
The remake grew out the experience, recreating many of the original mod's decisions within new environments while adding several more story pathways that could be followed. The standalone game has received similar critical praise from journalists favoring the expanded narrative and commentary on player choice and decision-making in modern video games.
And now to explain the Gameplay and storyline..
The game is presented to the player from the first-person perspective. The player can move around and perform interactions with certain elements of the environment, such as pressing buttons or opening doors, but otherwise has no other controls.
The story is primarily presented to the player via the voiceover of the game's narrator, who explains that the protagonist Stanley works in an office building, tasked to monitor data coming on a computer screen and press buttons appropriately without question. One day that screen goes blank. Stanley, unsure what to do, starts to explore the building and finds it devoid of people.
At this stage, the story splits off in numerous possibilities, based on the player's choices. The narrator continues the story, but when the player comes to an area where a choice is possible, the narrator will suggest which route Stanley will take.
The player can opt to go against the narrator and perform the other action, forcing the narration to account for this new direction which may return the player back to the target path or create a new narration.
For example, the first choice the player makes in the game is at a set of two open doors, with the narrator stating that Stanley choose the left door; the player can choose to follow this narration, which keeps the narrator's story on track, or may choose the right door, which makes the narrator annoyed and the player would be pressured by the narrator to get back on the correct track.[1] A total of six possible endings exist in the original mod, and Wreden states it would take about an hour for the player to experience them all.[2]
Because of this, much of the story considered thought-provoking about the nature of choice and decisions.[3] The narration also breaks the fourth wall on several occasions in handling the player's decisions.[2]
The remake does not alter the fundamental gameplay or preliminary story, keeping several of the choices and endings from the original modification while adding on new segments based on player choice.
Now that you are well acquainted.. Or did you just skip through all of those? If that's true, then you are the most despicable, UNCOUTH, RU-
*cough* *cough*
I'm sorry, I may have gotten a little... Carried away...
Enjoy the story.
And if you want to know more about this beautiful game, please click this small link below this text that of which you are reading.
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