There exists in this game a clear, apparent purpose by the authors/developers to ensure that those of whom are playing this game are given the ability to feel and to express emotion. I argue that it is not the purpose for this game to necessarily be satisfying in a typical FPS or level-up sense, but more so satisfying with regards to wisdom achieved or deeper understandings by the games end.
By just a little bit after the intro/begining, you will see how it already will be sectioned off into the life of the young child, with us eventually landing into the hospital. What was most intriguing by having this setting in a hospital is not necessarily showing or simulating that the parents were in the hospital, but it portrayed this dark ambiance, almost dark and mysterious feeling towards the players of the game. Even more so, one could feel extremley saddened by the juxtaposition of life- the young child- and there that of death- a happenstance that one only hopes to experience years well into adulthood- well into being elderly.
With regards to this newfound wisdom aforementioned in this game, I as a gameplayer was not privy to all of the different happenings goings (sic) on with regards to dealing with the sickness of cancer. For instance, [below]
one can see that what seems like a race-track game with the kids is actually a way to collect different procedures for dealing with cancer. It listed differnt types of blood-works taken when one collected a token during the race, as well as listed other procedures such as chemotherapy. While I did know of the procedure of chemotherapy, I was not previously aware of all the different types of bloodwork taken while being treated for cancer, therefore, as a gameplayer, my real-world knowledge was increased from playing this particular game.
What was most present though was the emotional forethought put into this game. Let’s take this scence for example [I’ve enlarged it a bit]:
We can see hear the warm colors of the sun contrasted though with the hospital lime green of the Intravaneous fluid attached to the toddler. Specifically, what you can’t see, or hear that is, in here, is the baby’s crying. I remember having to turn down my computer’s volume when the baby cried, because of how loud and rough it was. This certainly was the most emotional part of the game-play- and in particular- made me as a gameplayer more aware of the struggles of taking care of a toddler while you are in fatigue and exhaustion, on top of the worry for the baby’s well–being itself. \
Certainly, this game brings out the cultural awareness of the dealings with of cancer in the most practical, simulated sense. I would rate this game an 8.5-9/10.