Viewing entries tagged
aesthetic

War In A Box: Paper Tanks

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War In A Box: Paper Tanks

There are so many genres in gaming that it stands to reason how none of us will be one hundred percent familiar with every single one of them. In fact, I think if we were all a little honest and reflective about what we're into, the diversity and eclectic aspect of our tastes would be relatively limited. I'm no different, but I think the key to remaining open to things outside of our usual wheelhouse is to always be willing to give something new a try.

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Sable

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Sable

Ever grown up in a small town, only to leave it and explore the world once you come of age? Ever leave your safe little bubble in favour of the unknown dangers and risks that lead to greater rewards and ultimate awareness? No? Me neither; but I feel like I was able to have my own little Rumspringa vicariously through the adventure of Sable exploring the surreal and beautiful world around them.

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Inside

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Inside

Walking the line between esoteric art and nonsensical elitism can often be the downfall of a good idea, as the latter prevents large parts of the audience from connecting with your message. In narrative-heavy games, there is always a need for the player to understand what's happening along the way, but being too obvious is boring, while complete abstraction tends to be confusing and pointless. Suffice to say that there's an art to telling a story that pulls in the player, but doesn’t beat them over the head with a bland message.

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As Dusk Falls

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As Dusk Falls

When I was younger, I had dreams of writing and drawing my own comic book (or 'graphic novel' if you will), but it always seemed like more work than I was willing to put in. I wasn't the fastest artist in the land and producing that much art regularly and quickly enough to keep the whole thing moving was a bit overwhelming. Although, I'm not one to be put off so easily, and I tried out a few alternate methods, which came with their own levels of success and complication.

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Vomitoreum

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Vomitoreum

I've been playing video games since I was a kid in the 1980s with a Commodore 64, but it wasn't until a decade later that I really threw myself into gaming. Up to that point I'd played with a NES and of course that C64, but as much as I enjoyed it, nothing had truly gripped me and sucked me into the wide world of video games that I now know and love. It took the release of the original Doom in 1993 to hook me once and for all, and I've been loving life ever since.

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FAR: Changing Tides

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FAR: Changing Tides

It's not often that I get excited on release day for a game, but after playing the excellent FAR: Lone Sails back in 2018, the news of its sequel immediately filled me with anticipation. The first game was a beautifully explorative and ambient puzzle adventure that gripped me from start to finish, and even from early trailers I could tell that this second instalment would be more of the same.

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The Longest Road On Earth

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The Longest Road On Earth

While narrative games have often been at the forefront of innovation and originality in game design, it's fair to say that many contemporary titles tend to follow a similar formula. We're all very used to the "walking simulator" that lets you progress through a location while a story unfolds around you. Even as a big fan of this kind of storytelling, it can definitely get stale and sometimes feel a little bit like an easy option for creating a narrative experience in gaming. At least until a new entry into the genre comes along and reveals another twist on the formula, providing a fresh perspective on how a story can be delivered via this medium we all love.

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Unpacking

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Unpacking

There are times that wonder if anticipation ever really pays off in a satisfying way, as it often feels better to anticipate something than actually experience it. I suppose that might sound like a relatively ominous way to open a post about a game, but I can't help thinking about all the anticipation that was built up inside me, and whether or not it hindered my overall enjoyment.

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The Ascent

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The Ascent

Sometimes a game comes along that you've never heard about, but thanks to its strong aesthetic and firm genre, you wonder how you could ever have let it pass you by. I love experiencing creations without any expectations or preconceptions, and when they turn out to be the kind of creation you've spent a long time looking for, the satisfaction could not be more palpable.

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Bladed Fury

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Bladed Fury

There's always so much to be gained from going into a game blind, with no real idea about what to expect. Then again, we've all be burned by a movie or a game that looked interesting, but turned out to be a stinker. However, when you go in blind and discover an excellent little experience that you were never expecting, the overall level of satisfaction gets raised significantly.

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Four Last Things

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Four Last Things

I feel like at this stage, I could ask any regular reader of this blog for a short list of things that I really like to see in games and anyone keeping track would have an easy time figuring it out. Perhaps you might start with a narrative, or some king of story-telling device that plays a central role. You might then add in some kind of aesthetic importance, where the graphics can be considered art, and they play an important role in telling the aforementioned story. Finally, even though it's not as obvious as the others, you might think to shape the game mechanically as a traditional point-and-click adventure. If you did all that, you'd undoubtedly be pretty close to a game that really can't fail to impress me.

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Gris

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Gris

Are all games art? Or are art games actually games? How much art makes a game art instead of a game? At what point does a game with great art become nothing like a game, leaving only the art? What if the art is split between visuals and music, while the game focuses on generic elements, overshadowed by the art? When does a game become art, or when does art become a game? After all, games are an artform, but they rarely contain beautiful art.

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Neo Cab

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Neo Cab

If you've ever read any of my posts before, you've probably heard me talk about "narrative" games and how much I like them. Although, there really isn't any definition of what makes something a "narrative" game per se, and I feel like I often use it as a short-hand to say "this has a good story, but maybe not much gameplay". In fact, I prefer the term over the more divisive "walking simulator", so perhaps I'm trying to be nice when I refer to narratives over simplistic gameplay.

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Control

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Control

It wasn't so long ago that I delved into Remedy Entertainment's odd sci-fi experience, Quantum Break, which now seems like an interesting experiment along the way to much better things. In fact it seems like they studio have learned a lot of useful lessons from some of the key successes and failures from this troubled entry in their development history.

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Observation

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Observation

Ever since I was a kid I've loved science fiction, but mostly one particular kind of science fiction that doesn't always stand out. I suppose a lot of the time when I mention science fiction, people tend to think up fantastical future things like Star Wars, or something completely off the wall like Transformers. While I do enjoy that side of the genre, what really gets me going are the stories that seem to be firmly tied to what's actually possible.

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Gorogoa

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Gorogoa

I know a lot of people out there like to tick a lot of boxes with their games. It's why we have games that shove in as many collectables and modes as possible, with no regard to their quality. On the other hand, it's why I've often heard people complain about games that focus too much on a single element, even if they pull it off superbly. Why then, does everyone love Gorogoa so much?

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Sayonara Wild Hearts

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Sayonara Wild Hearts

As time goes on, I find myself being repeatedly surprised at how much I enjoy shorter games that showcase a complete vision. It's happening so much that I really need to start expecting it as the norm, instead of the exception. Gone are the days when a huge open-world epic appeals to me more than a tightly polished experience that hits every nail on the head.

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Untitled Goose Game

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Untitled Goose Game

These days there seems to be a regular turnover of silly little games that end up doing the rounds on every YouTube and Twitch channel you can find. Most of the time they're just thoughtless meme games that allow whatever personality to act like a bit of an idiot for the entertainment of others, so I tend to avoid paying attention when these kind of games surface. I never felt compelled to play Goat Simulator, and I doubt I ever will. So why did a short little game about a goose catch my eye?

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The Deadly Tower Of Monsters

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The Deadly Tower Of Monsters

Every now and then I read some article on some gaming web site that attempts to go in-depth on the notion that video games and movies have something in common. There's an ongoing discussion about whether the two mediums are able to be combined, or if they should ever cross paths at all. At the very least, I think many of us will have played a game that straddles the line between video game, and movie.

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Return Of The Obra Dinn

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Return Of The Obra Dinn

Finding a truly original game is often like finding an original movie. These days they're mostly remakes and reboots of stories and actions that have already been proven to work. Turns out we're a simple kind of animal and seeing the same thing we always expect to see is a good way to sell products. Although, sometimes we need to leave those expectations at the door if we're to experience something truly special.

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