Playthrough of Gravity Bone

Consider hearing my final comments at the 18:21 mark.


Brendan Chung, the creator of the first-person adventure games “Gravity Bone” and “Thirty Flights of Loving”, unveils two entirely different plots. Playing both games produced by the same creator furthered my understanding of Brendan Chung’s purpose in developing his game concept.

Some differences were clearly apparent after playing both “Thirty Flights of Loving” and “Gravity Bone”, with respect to their style of gameplay. “Thirty Flights of Loving” contained a non-linear plot with flashbacks in different time sequences that makes the reader connect the narrative. Personally, I found it to be more of a film than a game because of the minimal gaming interactions presented in the gameplay. “Gravity Bone”, on the other hand, is an interactive game that allows the gamer to control the actions of the protagonist. Embedded clues in cards, briefcases and audio hinted instructions for the gamer to act accordingly to the game’s storyline. This game challenges the gamer’s expertise and skill to unravel the objectives and to strategize the obstacles for a successful mission completion.

In my opinion, the interactive aspect of “Gravity Bone” frustrates non-gamers, like myself, because we are not well equipped to encounter challenging gaming obstacles. Overall, Brendan Chung designs both of his games oriented towards strategic gamers, who can decipher the underlying messages embedded in the gameplay. Additionally, to understand the plot of both games, readers will need to ponder each character’s specific actions and the itemization roles. At the conclusion of both games, gamers are left wondering how or why it ended. This leaves the gamer to evaluate the purpose of each character because both games were based on a spy protagonist.




Works Cited

Gravity Bone. Dir. Brendan Chung. 2008. Blendo Games.

Thirty Flights of Loving. Dir. Brendan Chung. 2012. Blendo Games.