It’s been a while since I posted, but I just finished playing Emily Is Away Too, and I'm feeling emotional and sad. I often fail to connect with games that lean on nostalgia and retrospective themes, but for some reason this series of little games has managed to rise up and punch me in the gut of memories with gusto. It's clear this sequel has had something of an effect on me, but I'm a little unsure as to what that effect might have been.
Viewing entries tagged
narrative
Not long after I'd finished playing Stray, someone asked me if it was any good, with the implication being that this was nothing more than a meme. It's no surprise that any game featuring a cat as its main character would garner a lot of internet attention, but I tend to stay away from those kinds of things and hadn't seen a single meme during my time with the game. Thankfully I was able to respond with the clarification that this is indeed, more than just a meme.
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.
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.
I'm pretty sure I've mentioned before how much I'm a fan of Annapurna Interactive as a publisher, as they seem to consistently put out interesting and unique narrative heavy games that are usually right up my alley. I love it when a publisher has a kind of theme to the games they release, and as a fan of those games, I always feel pretty confident when Annapurna Interactive are in the credits. At least, I used to feel that way, but now I'm a little less certain.
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.
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.
When I recently loaded up Dear Esther for the first time and started playing, I couldn't contain the excitement I was feeling. There I was, finally about to experience on of the most controversial and hotly debated games released in modern times. I felt like I was meeting an old friend, while getting to know a stranger. I had questions that needed answering and I was about to find out for myself, just what the hell everyone keeps arguing about.
Sometimes I find myself as far from my comfort zone as I've ever been before, and it usually means I’m playing something close to a JRPG and the like. In fact, I doubt I would have ever really given this game a fair shot if it hadn't been for some friends emphatically recommending 13 Sentinels to me, repeatedly, and without hesitation.
It's been a hot minute since I wrote about any games on this blog, but that's not for a lack of choice, as I've been enjoying a whole heap of interesting titles along the way. It's just a matter of fact that life usually wins when prioritising how I spend my time, so as much as I enjoy these little rants about games, they can easily be pushed aside. Nevertheless, I thought it fitting to post about a game that I would usually avoid like the plague, but eventually hooked me in and never let go.
I've always been a fan of publishers and developers who work with a theme and focus on their own little niche. Not only does it mean you know what you're going to get from them, but it creates an identity for something that would otherwise be a faceless company. Lately, I've been seeing Annapurna Interactive's name come up in the credits for a number of neat little games with a quirky twist, so when I checked out I Am Dead, I was pleased to discover more of the same.
Puzzle games are often doomed to be limited in scope, as they involve some kind of abstract game mechanics that have been taken from real world equivalents. Translating something like a sudoku puzzle into a video game actually appears to be a difficult task, at least if you're trying to jazz it up a little and not just make another cookie cutter version of the same thing. With that in mind, I'm thrilled to have discovered that Murder by Numbers is to Picross, as Huniepop is to Match 3.
I often post about a game because I feel like I have something to say that actually has a point beyond whether or not I think it's good or not. I find myself enjoying just about every game I play for one reason or another, but not every game gives me something meaty enough to talk about. However, every now and then I find myself wanting to say something about a game that ultimately doesn't need to have much said about it at all.
When I finished playing Life Is Strange 2, I didn't really have much to say that I hadn't already touched on when I wrote about the first game. While the story was something new, everything else was just more of the same, including the nauseating and oh-so-hip characterisations that kept me at arm's length for the entire game. However, now Dontnod are back with their latest take on the formula that has kept them going for a while. Could this be a breath of fresh air, or just another dredge through niche cultural hipster life?
As much as I love a short little game that tells a personal story from the developer's own experience, I'm often left wondering if it can actually work in a meaningful way. Sometimes it seems that unless I've had the exact same experience, I'll find it hard to connect and understand the story I'm being told, which only ends up confusing me a little. Is it simply the case of niche experiences not relating to many people, or does it indicate a lack of story-telling skill, when your audience is unable to connect?
I've never gone back to a game that I've already posted about before, but I also didn't think I'd be going back to Spiritfarer after the technical difficulties I faced last time around. In fact, it should be a testament to the game's success that I even went back at all, because after hitting a game-breaking bug ten hours in, I would usually uninstall with glee and never give it any more of my time.
Up until now, I never thought I would be writing about visual novels unless I came across one that was particularly interesting. The reason being that there are only ever a few things going on in these games, most of which can only be appraised through a subjective analysis of taste. At the end of the day, a visual novel is only as good as its art and its writing, which can mean different things to different people. Perhaps there's something worth discussing though, so let's have a crack it for a change.
Expectations are an interesting thing when it comes to entertainment media. In many ways, we're thrilled to have our preconceptions subverted and we love twists and turns. On the other hand, our monkey brains love the consistency that allows us to keep track of what's happening and follow a story from start to finish. Perhaps this is why so many of us feel short-changed when our expectations are completely thrown out the window.
Occasionally a game comes along that manages to subvert our expectations of what we think a game can be. I, of course, love this kind of creative diversion from the norm, even though it doesn't always pay off. Then again, it's only when a developer makes a strong artistic choice, that they enter the realm of opportunity that may provide room for creativity to truly grow until it becomes something special.
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.