11.03.2009

Roots to robots

It has been fascinating to follow the evolution of Amanita Design's work from the original Samorost 1 through to their latest offering, Machinarium. The first, while it introduced an innovative visual style and type of gameplay that inspired a slew of imitators, was formally little more than a loosely associated collection of hallucinatory set pieces. Machinarium, by contrast, is a much more mature and focused game. Samorost 2 was an important intermediate step, utilizing motifs from the original game and just beginning to rationalize that surreal, oneiric world by introducing elements like characters, plot, spatial continuity, and logical causal relationships. Machinarium takes the final step and brings us to a world that is solid and grounded, with rules and interlocking parts that fit together like — well, like a machine.


In Samorost 1, nothing was grounded — not even the ground.



It's like the druggy haze of Samorost 1 was already starting to clear in Samorost 2, and now with Machinarium Amanita has clambered out of the beanbag, combed its hair, put on a suit and tie, and gone out into the real world. Interestingly, the references to hallucinogenic substances that peppered the Samorost series (the name "Amanita" refers to a type of toxic mushroom, which is also the studio's logo) are largely absent from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and beggars. Is this what the world looks like when you come down?


The brave new world.



Paralleling this aesthetic evolution is a complementary formal one. Samorost 1's "click anywhere and things happen" mechanic has been gradually whittled down to a more traditional system of agency, and in Machinarium the player directly controls the main character, a charming tin-can robot, who walks, stretches, collects and manipulates items within his immediate sphere of influence. (Except for during the first two minutes, that is, where the player acts on the environment at large in order to bring the pieces together to assemble the robot in the first place — a final transition from the old ways to the new.) Gone is the out-of-body dissociative experience of Samorost 1, where the player's and main character's motivations were aligned, but their actions disjointed: the player operated directly on the environment while the sprite sat down and watched, with the player in the role of an unseen godlike manipulator, or maybe the world itself. It was the perfect gameplay model for what represented essentially a really groovy trip.


Sitting back and taking it all in.



It would have been interesting to see that mechanic developed further, but Amanita chose the opposite route and made the game world and mechanics more concrete, not less — and Machinarium is definitely the stronger for it. It's a rich, tightly-constructed game, made with purpose and clear direction. I would love to see Amanita — or someone else — go down the other path someday, though. It's perhaps a greater challenge to make a sustained, meaningful experience out of the whimsical illogic and disembodied agency that characterized Samorost 1. Can the player's sense of identity be even further shaken? Can the bounds of cause and effect be further strained? Can the resulting journey cohere and add up to something more than a succession of novel and entertaining images?


The first denizen of Samorost you encounter: a toked-out dude with his hookah.



Amanita seems to have shelved the hookah for now, and I'm glad to follow them out of the wild and into this exciting new urban junkscape. But I wouldn't mind going back occasionally into that wild forest, just for a little while. Just one more hit...

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10.28.2009

Pixel pushing




Small Worlds by David Shute. Technically a platformer. Less about running and jumping than the thrill of discovery, or uncovering.

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10.21.2009

When game design philosophies collide




Tale of Tales makes non-linear, narrative, exploratory "art games" that largely cast off the trappings of traditional games (rules, goals, challenges). Frank Lantz of area/code is a vocal proponent of the idea that video games need to be more "gamelike," and that designers should focus on games as formal systems of challenges. Tale of Tales interviews Frank Lantz.

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10.16.2009

New releases from Tale of Tales



Continuing in its line of artful, boundary-pushing not-quite-games, Tale of Tales this month released Fatale, an "interactive vignette" inspired by Oscar Wilde's 1894 play Salomé.

Explore a living tableau filled with references to the legendary tale and enjoy the moonlit serenity of a fatal night in the orient. Fatale offers an experimental play experience that stimulates the imagination and encourages multiple interpretations and personal associations.



There's also The Path, released earlier this year, a meandering, introspective horror game based on Little Red Riding Hood in which six sisters wander in a foreboding forest and one by one lose their innocence. Completely open-ended, the game eschews goals and challenges and invites the player to simply explore and experience.

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?

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9.11.2009

You gotta do what you gotta do



You Have to Burn the Rope, a very short game with very well-defined goals. Do what you have to do, then sit back to enjoy end credits that are longer than the game itself. You've earned it, hero!

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7.10.2009

Sexy curves





Eros ex Mathematica is a series of fractal images by digital artist and composer Peter Miller. He hastens to assure us that they "are created entirely from mathematical algorithms."

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7.08.2009

Games on stage

The Brick Theater in Brooklyn is hosting an event all this month called Game Play, a series of performances and game nights that meld video games and theater. There will be machinima mash-ups, Rock Band karaoke, interactive plays, group MMORPG sessions, and a chiptune dance party.





What I'm really excited for is Adventure Quest, a play by Sneaky Snake Productions based on the classic Sierra and Lucasarts adventure games of the 80's, like King's Quest and Monkey Island.

The town of Perilton has been invaded by an evil wizard, and only our hero can save it! Cheer as he fights for the hand of the mayor's daughter! Gasp as he infiltrates the bloodthirsty Octopus Cult! Watch as he meticulously collects inventory items! Shift uncomfortably in your seat as the narrative gradually implodes! Glance around nervously as characters are brutally murdered for no particular reason! Despair as your faith in a meaningful, ordered universe is shaken! Evoking the Golden Age of home computer gaming, Adventure Quest is both a nostalgic treat and a glimpse into the yawning Void.

For a taste of that classic gaming flavor, the creators designed a brief "walkthrough" for Time Out New York to introduce the world of the play. It makes me wish they'd done a real game, even if only a short one.





You are standing before of the Castle of Perpetual Delight. Blocking your path is a gloomy-looking centaur.

You are currently holding: a portable cauldron, a pair of diamond cufflinks, a unicorn femur, an Octopus Cult pamphlet, a waterskin and a magnifying glass.








There's also Thank You But Our Princess Is in Another Castle: Four Live-Action Machinima Theater Pieces.

Utilizing World of Warcraft, Halo 3 and Grand Theft Auto 4, Machinima Theater Auteur Eddie Kim presents four classical theater texts, as performed by online video game characters manipulated by gamers live on stage. Video games as digital puppetry! Technicians will use several X-Box 360 consoles and laptops linked to each other and to gamers over the internet to control digital characters in real-time in front of an audience. See the stories of Niobe and the Japanese poet, Ono no Komachi as never before. A digital movement piece, chiptunes interludes and a version of Alvin Lucier's legendary "I am Sitting in a Room" also will be presented.

You had me at the title.

I'll be attending Adventure Quest this Saturday, and I'm tempted to check out some of the other events, too. It looks like a great line-up.

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