Mr. Teatime
Liturgist
- Joined
- Jun 25, 2003
- Messages
- 365
For those who are unaware of this game, it's definitely worth checking out.
It's a 2D platformer, currently only available in the Xbox Live Arcade, in the style of classic Marios - at least, on the surface. You go through six worlds, and solve cleverly designed puzzles. The trick is that you have control over time - can reverse it, fast forward, etc. As a platformer, it's compelling.
But the thing with this game is that it's got a story - the guy is searching for his princess. But why? What's his motivation? Why does he have control over time? Etc etc. At first it seems a bit emo - the princess rejected him. Now he's endlessly searching for her, but she's never at the end of the level - interesting, but cliche'd in any other medium.
But it's not. By the time you reach the end, you realise what the game is really about, and - well, I guess some might call it pretentious, but it certainly aims high, and is probably the closest a game has got to in-depth, high-concept literature I've seen - possibly moreso than PS:T (although I prefer PS:T). And it's certainly not cliche'd. It tries to tell a story, and describe a theme, on multiple levels (with a single stroke at the end, the game suddenly takes on a new meaning - then a new meaning after that) - and for this, among other things, I really think it deserves to do well. The fact that it does so in a 5 hour game, within the guise of a simple, sprite based platformer, is only to its credit.
I imagine the game will win a bunch of awards when they come to be awarded, and I also suspect it will be hailed (well, in fact it already is) as definite proof that computer games can be 'art'.
So - yes, I've played better games. I also have problems with any 'artform' getting overly pretentious - that's something I'm sensitive to, and I find myself criticising (literature) classics and non-classics because of it. But then I remind myself that this is a computer game.
Nothing's really been done like this before in a computer game. It's more abstract than PS:T, but stands as unique as that game, in a different way. I highly recommend you guys check it out, if you haven't already, if only because I believe this sort of experimentation should be encouraged. I hear it's coming to the PC as well.
It's a 2D platformer, currently only available in the Xbox Live Arcade, in the style of classic Marios - at least, on the surface. You go through six worlds, and solve cleverly designed puzzles. The trick is that you have control over time - can reverse it, fast forward, etc. As a platformer, it's compelling.
But the thing with this game is that it's got a story - the guy is searching for his princess. But why? What's his motivation? Why does he have control over time? Etc etc. At first it seems a bit emo - the princess rejected him. Now he's endlessly searching for her, but she's never at the end of the level - interesting, but cliche'd in any other medium.
But it's not. By the time you reach the end, you realise what the game is really about, and - well, I guess some might call it pretentious, but it certainly aims high, and is probably the closest a game has got to in-depth, high-concept literature I've seen - possibly moreso than PS:T (although I prefer PS:T). And it's certainly not cliche'd. It tries to tell a story, and describe a theme, on multiple levels (with a single stroke at the end, the game suddenly takes on a new meaning - then a new meaning after that) - and for this, among other things, I really think it deserves to do well. The fact that it does so in a 5 hour game, within the guise of a simple, sprite based platformer, is only to its credit.
I imagine the game will win a bunch of awards when they come to be awarded, and I also suspect it will be hailed (well, in fact it already is) as definite proof that computer games can be 'art'.
So - yes, I've played better games. I also have problems with any 'artform' getting overly pretentious - that's something I'm sensitive to, and I find myself criticising (literature) classics and non-classics because of it. But then I remind myself that this is a computer game.
Nothing's really been done like this before in a computer game. It's more abstract than PS:T, but stands as unique as that game, in a different way. I highly recommend you guys check it out, if you haven't already, if only because I believe this sort of experimentation should be encouraged. I hear it's coming to the PC as well.