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Archive for July, 2009

The Neverhood

neverhood2
Did anybody else play The Neverhood?? After my post about The Path I was thinking of other beautiful/interesting games and I remembered this guy.
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I don’t really remember much about it because I was really young when I played it – I do remember that it was at times a little frustrating (I found an old review of it that confirms this) but nonetheless I was completely enchanted by it. Even now when I look at the screenshots I get that “anything is possible!” feeling you get (well, maybe you don’t, but I do) when your imagination is totally excited by something. But then I seem to love claymation for some reason so maybe it’s just me.

I’m going out of town and when I get back I expect somebody to have found a Vista-compatible version for me. :)


Esao Andrews

isaballeesao
“Isabelle”

Ivan
“Ivan”


Click for larger.

Esao.com
I had a really hard time deciding which were my favorites out of his portfolio. Or, I should say, only picking out a couple so as not to simply reproduce the whole thing in this post. I particularly like “Ivan” because what is that thing!

Rainy Weather

stormy weather

All I do these days is take pictures out my window.

rainbow

I love rainy weather but it makes me feel more cozy/lazy than creative! I will store up all my ideas for later.

Our idea that we must always be energetic and active is all wrong. Bernard Shaw says that it is not true that Napoleon was always snapping out decisions…but that he moodled around for months. Of course he did. And that is why these smart, energetic, do-it-now, pushing people so often say: “I am not creative.” They are, but they should be idle, limp, and alone for much of the time, as lazy as men fishing on a levee, and quietly looking and thinking, not willing all the time. The quiet looking and thinking is the imagination; it is letting in ideas…For what we write today slipped into our souls some other day when we were alone and doing nothing.
- If You Want to Write, Brenda Ueland

I generally feel kind of guilty when I’m too idle – I try to remind myself that there is a difference between letting yourself rest and letting yourself be a lazy bum. There is a fine line between the two, but spending one day (maybe even two) taking pictures out the window and sitting in the bath won’t kill anybody (probably).

PS I highly recommend If You Want to Write; it has a writing focus obvs but the things she talks about can be applied to pretty much anything.

Ceiling @ Minato

ceiling at minato

Chris and I went to Minato sushi bar so we could admire the ceiling. The food was good too. :)

The Path: Video Games as Art (Maybe)

I can’t for the life of me remember how I found it – it was through some series of links – but yesterday I discovered The Path, an independent horror game that has apparently gotten a lot of attention for being more “art” than “game.”


rose

Six sisters live in an apartment in the city. One by one their mother sends them on an errand to their grandmother, who is sick and bedridden. The teenagers are instructed to go to grandmother’s house deep in the forest and, by all means, to stay on the path! Wolves are hiding in the woods, just waiting for little girls to stray. But young women are not exactly known for their obedience, are they? Will they be able to resist the temptations of the forest? Will they stay clear of danger? Can they prevent the ancient tale from being retold?

It’s a short game so I’ve already played it through once. First and foremost: god damn, can’t these girls walk any faster? Yes, it’s a “slow game” (they say so on the site), but seriously, the only thing more boring than walking through woods is walking through woods in a video game. I understand the concept of forcing the player to slow down – if you run things get dark/blurry and you can’t see, so it encourages you to go slow – but if it’s a game “based on exploration” you’ve gotta give me something more to look at.

So, the game encourages you to go slow and go exploring. There are no puzzles, there is no real narrative – you don’t even have to do anything if you don’t want to (but if that’s the case, why’d you get the game?). You mostly just wander around and learn about the characters through interacting with a (woefully limited) number of objects and locations. Most interesting to me is how you interact with your surroundings: you let go of all buttons. You walk your girl up to an object, close enough to get a superimposed image (such as the skull below), let go of the button and let her do her thing.


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Why has this boring-ass woods-walking game garnered so much attention (well, as much as an independent game CAN garner)? Well, from the gaming point of view, the fact that they throw out pretty much all gaming conventions is pretty noteworthy. But on the “art” side: it is surprisingly emotionally engaging. When I FINALLY stumbled upon some kind of object, I got to learn something about the girl (her comment/thought would appear across the screen in text) and the characters would begin to unfold (the game is much too short in that regard). I don’t want to give too much away, but when/if you encounter the Wolf, it is a different experience for each girl – and given when you learn about her character, the encounters make a lot of sense. Open to a great deal of interpretation, but still, you kind of feel like you know them on some level. The overall atmosphere of the game is very well done – I left the game with a feeling of unease, and considering it’s a horror game it’s good that they managed to get me (although not good that I had trouble sleeping last night!).


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Interestingly (and not too surprisingly), the developers of the game do not come from a video game background, but come from other arenas and were interested in telling a story above all else. It’s certainly not a linear story, but, for me at least, they succeeded in getting an emotional reaction (Carmen’s story scared the crap out of me; I loved Scarlet and Rose) and I am very interested to see people exploring games as another way to tell good stories. This game also reaches beyond the characters/game and brings up bigger issues such as (loss of) innocence, growing up, death, etc. I wasn’t sure I liked the game last night, but when I found myself thinking about it on the train today, I had to admit it got to me! I guess that’s what makes it more “art” than “game”: the primary focus is getting the player involved in some capacity (on their site they even say that the game relies heavily on the player’s imagination), to tell an engaging story, rather than just offering puzzles and junk to solve.

I don’t think it’s necessary to get RID of the puzzles and junk, but I am really excited that, as game-making gets easier/more accessible, there can be different takes on it (from what I understand the current gaming industry sticks very rigidly to formulas that they know will sell). In this case, it was more of a semi-interactive experience than anything else; frustrating at times since you had to give up so much control and experience the story rather than exert your will over it (there is no way a game like this would be popular in the mainstream), but it definitely left an impression.

I think the developers are onto something here, but they don’t quite make it, mostly due to cumbersome game mechanics. I hope they (and other story tellers) keep trying their hand at new games. Despite its problems, I do recommend the game. It is available for download on the official site; for only $10 you can’t really go wrong. Plus, it’s difficult to explain it without spoiling it, so play it and we can talk about it. :D

The Path for Art Games: a much better blog entry than this one. :)

Speaking of good story-telling games, The Longest Journey is one of the best games ever (and has also been hailed as a work of art). It’s several years old by now so the visuals are a little dated, but still worth playing if you’ve never done so! It has a really engaging storyline/characters, but it maintains all the regular gaming stuff (solving puzzles, MacGyvering your way out of situations). I remember I once cracked one of the discs, so I actually went out and bought another copy of it, which I have never done for any other game. I still have it around. Maybe I will revisit it…