This game was reviewed in conjunction with A Boy and His Blob. To see the comparative review click here.
lonely
Lucidity
Game released: 2009
Developer: LucasArts Workshop
Production: Commercial
Platforms: Windows
Price: $10.00
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Beacon
Game released: 2009
Developer: Chevy Ray Johnston
Production: Independent
Platforms: Windows
Price: FREE
Can one person make a game that is qualitatively better than many triple-A titles? How about if that person has forty-eight hours to do it in? How about if we force them to make this game around a certain theme, and we don’t give them that theme until just before they start work? And for good measure, let’s say they can’t use a single premade resource: no bringing in code, or graphics, or sounds of any kind. Sound impossible already?
Many of you may know about LD, and you see where I’m going with this. For the rest of you, there’s a game creation contest out there that has all the restrictions I’ve cited above. It’s called Ludum Dare, and it takes place every three to four months, with the last iteration (#15) having happened a few weeks ago. For Ludum Dare 15 the theme was “caverns,” and one man, Chevy Ray Johnston, won the contest with a game called Beacon, a game so nice it makes me giddy to play. Read more »
If you have not played Photopia, you should play it now. You should play it because it is a beautiful work, but if that’s not enough to encourage you, you should play it because it is a very important game, and it is very short. Really, if you’re not interested in taking an hour out of your day to play one of the most significant pieces of interactive fiction of the last twenty years, then you probably won’t be interested in what I have to say anyway. All games should be experienced before they are analyzed, but some games absolutely need to be, or they cannot be analyzed at all. Photopia is one such game.
If you have not played interactive fiction before, or if you have tried and given up, then this is a perfect chance to bite the bullet and finish a piece of IF. Because Photopia is not only short, but also very easy to play. If you shy away from IF because you don’t have the patience to read, then Photopia is made for you in its brevity; if you like to read, but shy away from IF because you don’t have the patience to learn a confusing syntax and interface, then Photopia is made for you in its simplicity and linearity. “Talk to” everyone you can, use “who am I?” and if you don’t know what else to do, try “wait”-ing a few times, or just keep walking north. I promise you, you’ll finish the game in no time. Just try not to rush through it so fast that you don’t enjoy those moments that should make you say “ah.” Read more »
Seiklus
Game released: 2003
Developer: Clysm
Production: Independent
Platforms: Windows
Price: FREE
Steve Gaynor recently posted a very good article on his blog about play, and the purpose of games. I am tempted to quote the whole thing, but I will just pull out this piece:
As we dig into a new gameworld and begin to fill its boundaries with our understanding, we relive the experiences of youthful play. We explore unknown spaces as we did the woods behind our houses, or the vacant lots at the far ends of our neighborhoods. We hunt in hidden corners for treasures, and collect them in our pockets.
In a lot of ways, this paragraph could have been written specifically about Seiklus. In fact, Gaynor’s whole article could have been written specifically about Seiklus, because what Gaynor wants video games to do is exactly what Seiklus wants to do: “offer us fresh worlds from which to derive the reinvigorating, electrifying wonder of the new.” Read more »
Shadow of the Colossus
Game released: 2005
Developer: Team Ico
Production: Commercial
Platforms: PlayStation 2
Price: $19.00
My life is flashing before me, and I wonder if I will get down from here alive. “Here” being the back of this behemoth of all ancient beasts, this blue whale monster of the air. Like an elephant senses a fly it has become aware of my presence, and it is writhing to shake me lose: I am an inconvenience, a tickle, an insect that it would rather be free of. And so I cling to my life by the hairs of its back, and pray for the strength to hold on. The world spins around me, and I wonder at my power, and my weakness: the fact that I have in my hands the means to end this creature for all time—though it does not know—and the fact that, if it does not stop spinning, my body will be crushed against a desert rock within the space of three seconds. I wonder what has become of Agro. Dear friend; she will miss me.
Such moments as these are not uncommon while playing Shadow of the Colossus, a game released in 2005 by the same people who made Ico. And what I mean when I say this is not that such moments in their factuality are not uncommon—not that you often die, or often fight large creatures—but that such moments of epic poetry are not uncommon. Shadow of the Colossus, more than any game I’ve ever played, brought me close to Tolkien and Beowulf and Sagas of Icelanders: the game is a setting, a feeling, a long waterfall of tumbling verse. Read more »