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The Neverhood

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Rating: 4.4/5 (5 votes cast)

[note: looking back at the article i've discovered that the game trailer is missing so i'm replacing the video... if you find it anywhere online pleaze buzz us to change it]

I’ve chosen the trailer here because it’s a presentation… not a presentation I like though: it focuses so much on marketing as an “adventure game” and not very much on the reason I believe this game is worthy of being pulled out from “game prehistoric times”, over a decade ago, right into the spotlight of a artsy gamer feature: this game is a trully unique piece. A game focusing on content, and a fascinating means of presentation. I mean it kinda makes sense: it’s made by a team of people who are all about the content: they didn’t rely on great hardware, they didn’t invent some amazing technology through programming, they focused on creating stuff! Not that it’s a bad thing to create digitally, on the contrary I think it’s an awesome environment, just that it’s great to get a guarantee that it’s about creating, not about the technology.

In short: The Neverhood is trully amazing:
- amazing animations
- amazing fresh look
- amazingly fresh story
- amazingly engaging and funny music
- amazing voices
- amazingly low hardware requirements for a full experience (yep, i’m talking for those times even)
- amazing story on the wall… like WOW amazing. I totally wasn’t expecting something so deep & big…

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Soul Reaver – Legacy of Kain

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Rating: 4.5/5 (4 votes cast)

It takes a lot of courage for me to even start this subject as I feel it’s very hard for me to do any kind of justice to this series. It’s funny that it has to hide behind a thick layer of the fighting that I so hate but from the start I could tell these games are so much more about the artwork. With each game in the series that I played I was amazed by the architectural & decorative styles, the concepts, even though they were hidden behind the limitations of their respective technology barriers I saw them for the brilliant concepts they are. Wikipedia has an excitingly good article of some of the concepts in the games. A unfairly short summary on my part would be this: the series is told through two very different points of view, to the point that each game could be considered defining and yet the others complete it. When playing the Soul Reaver games I totally felt Raziel’s outrage and desire for revenge and justice, his blaming of his cruel master both for his fate and that of the world, while when playing the Kain games you saw the other side of the coin, the trials and difficulties of one who wishes to combine self preservation with doing good for all, at any price, willing to work centuries in the amazingly idealistic hope that he will hit the "edge of the coin" situation, the improbable situation in the stream of time and fate in which he could reconcile the two mutually exclusive "bad" outcomes. Besides the many seductive themes for me I was thrilled to be faced with some mind twistingly delightful time paradox/solutions, all managing to form a story bigger than the pieces. I was blown away by how even though instead of playing the 5 games in the order they were made I played them like 2, 1, 5, 4, 3 and STILL shockingly enough the story was amazingly coherent and each fragment of memory that I could remember made all the others shine all the brighter. I warmly recomend the wikipedia article (don’t forget the amazingly deep links at the end of the article), from which I’ll just quote a bit I particularly cared about:

An underlying element of the story is heavily concerned with destiny and throughout the series fatalism is a strong theme. The idea that a person’s destiny can be foreseen and thus altered is presented to the player. Much of the final game Defiance is devoted to discovering whether this hypothesis is true. Some characters try to use this facet to their advantage by attempting to manipulate other characters’ (notably Raziel’s) destiny.

Free will is also challenged during the story and a great number of the in-game characters believe that no one truly possesses free will, except maybe Raziel. Therefore these characters believe that Raziel is the key to altering destiny. Manipulation also plays a major point in the progression of the story since nearly every character, at some point in the story, is manipulated by another.

I deeply cared for these themes, ones so very rarely treated. It feels like such a grand attempt for one to try to battle the immortal streams of time, to fight for one’s fate even in the face of it being foretold and locked… even when everybody tells you it’s impossible.

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Movie games & preconceptions

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Rating: 4.4/5 (5 votes cast)

     Quite often I hear people complaining against movie games. I never really saw a good reasoning for it in principle. Sure, I’ve seen a lot of badly done movie games, BUT I don’t see why in theory they couldn’t work! I can easily imagine a startup studio with low budgets, a studio with great people, great ideas, but no money. Sure, they’d like to create a new original IP infused with all their vision, but they can’t. But maybe if they get the funding for a movie game they can start up, and in the meanwhile us gamers get a taste of their genius.
    One pleasant surprise recently has been King Kong, the official movie game. I never went to see the movie (i just had too good an idea of it’s subject matter to be itnerested), but I was quite excited by the game. I think in the future, as both technology and interest in gaming develops, I (and possibly many others) might end up doing this more often: I’d much rather ‘live’ through a story than see it.
    I loved how the story was the game driver, and there were a lot of scripted events, a lot of talk between characters, and generally stuff moving along. Visually it was an awesome surprise with great visual design and things that often look a lot like concept art. Also in terms of gameplay many a times I found myself thinking this is half-life 2 with awesome dinosaurs: I loved the concept of using fire to clear paths, the scene on the river, the flying creature’s nest, and thought the start was brilliant too.

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Metal Gear Solid 3

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Rating: 5.0/5 (4 votes cast)

I’ve recently finished MGS3 and am still recovering from what a masterpiece this is. I had obviously heard a ton of praises of it, but have avoided it for so long for two reasons: it contained two themes that I quite hate, war and stealth/patience in games. I’m absolutelly not sorry, on the contrary. It’s one of those very rare masterpieces that actually impressed me much more as I went along and discovered the continued attention to detail and greatness, as oposed to it throwing it all at me in the first hours of the game.

First and foremost I have to praise the games cinematics. They were done with great care and impressive skils. They totally took me away from the awareness of the ps2′s technical limitations and into the realm of fascination and respect for cinematic style. Oh, did I mention? … I do believe they are in-engine cinematics… yet they look amazing! A little blur here, a little hue shift there, and a ton of little details like a bird flying off in the distance or a little bit of dust and motion blur make a world of difference.

Secondly the story is deliciously intricate and I must say this is the best spy type story I have encountered in any movie, game, or book. The characters evolve with amazing depth and it has a way of constantly throwing at you believable problems that turn apparently straight forward things into twisted pathways of problem solving.

Well, in a sea of goodness… let’s give a try to the bad stuff: well, I would say the stealth and patience required, but the game is delightful in that the difficulty if set low enough (I obviously played it on easiest level) can actually be played like a total action game, with total dissregard for the way it was meant to be played: stealth and patience. It was really great, because I would still do the stealth part because it was fun, but I wasn’t getting frustrated or retrying when things got difficutl. Getting the player to actually play the steath because he wants to, not because he has to: ***wonderful***. … umm… what else? Well, it’s so easy to forgive the game for all the bad stuff because of the amazing cinematics. Tens of minutes at a time (or so it felt) and yet I was always on the edge of my seat waiting for what’s goign to happen, which character would turn on which, what story twist would occur… Also on that topic: the game has one of the best self refferencing parody I’ve seen. Possibly the best one ever. It manages to be in-character and yet outrageous at the same time. Now I should mention at this point that I very much dislike 95% of parody stuff. I strongly believe in serious treatment of serious topics so I hate it when gratuitous humour is used. Luckily the game has a quite serious treatment throughout the solid 24h of gameplay that it took me and only has these parody cinematics as extras. And amazing extras they are too… but only if you’ve seen the actual serious tone cinematics. And it’s none of that "bloopers" stuff either… they could be short films in themselves. I’ll risk partially spoiling one, just because they’re so many: for example there’s this really intricate long cinematic and gameplay experience inside a might-crash airplane, one that starts off with the "villain" (so many layers upon layers…) breaks through a door, anyway, there’s this bonus scene "the quick version" in which that results not in him starting the fight, but in him falling out the other door. It may sound like a standar silly "blooper", but these extras have the same attention to detail and video editing and postprocessing like the normal cinematics, so much so … well, you just have to see it to believe it. Or there’s this quite long one that uses story elements and yet feels like it’s a reference to that I believe "Eraser" movie, with time travel that manages to insert itself into a lot of moments in the story in subtle, almost believable ways, explaining things not shown… I’ll stop now: it’s no fun unless you see them, and even then it’s no fun unless you’ve seen all the serious toned cinematics throghout the game.

I’ll end my impressions with two notes:

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Family tree

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Rating: 4.3/5 (4 votes cast)
         Here’s a theory I have about the origins of artistic games, one that might explain their rarity: unfortunatelly for us artsy gamers the bulk of gaming is inherited from the pure mechanics type of gameplay, as so eloquently illustrated by Pong. To this day a lot of game carry with them this mechanical side: action and reaction, a test of reflexes. Therein lie the bulk of the games I dissaproove with: games that rely on trial and error, games which reward persistance and repeating the same tasks over and over again until the player is so good at them that they pass them. Take for example Prince of Persia: Warrior Within that I am now struggling with: while there are many satisfying parts to the game, it has segments where it is just full of frustration: weather it is sections with impossible puzzles that I simply can’t figure out on the first go, or sections where I am running from the Dahaka and the timing is so strict that it takes say 5-10 tries to figure out exactly what I have to do to get away. I believe all these are relics from the times when games prolongued the experience through increase in difficulty and forcing repetition (see: easy/medium/hard/impossible difficulty options in games referred to as ‘replay value’) .

         But games also have the other side of their parenthood: the side I believe inherited by those people who would play text adventure games, people fascinated with words and concepts. Also this merged great with the other group of people more into the fictional part: those who enjoyed getting together with their friends and playing roleplaying games for the sake of imaginative stories, with a Dungeon Master acting as a story teller and arbiter.

         But I believe it would be wrong to assume that all the games an artistic oriented gamer (artsygamer :P ) likes come from the second cathegory. Why? Because I believe like with many fields often times great ideal things come from the polishing of practical things. Take for example Math & Physics. Math might be the more ideal part of the two, but in reality I believe a lot of advancement in math came not from it’s ideal "anything i can think of" approach but from the practical problems imposed by Physics. Similarly, I believe, happened with games: those same games that I dislike for over-emphasis on the mechanics and less on the artwork slowly evolved: in order to diferentiate themselves, and because often times an artist hides behind the most rational looking-acting programmer, the little sprites became more and more decorative, until some became forms of art in themselves. Which is the answer to the unsaid question: why am I playing PoP: Warrior Within if I find it so frustrating at times? Well, because though it has many frustrating moments, and the story is barely sketched out through cinematics, somewhere behind it were great artists: from the concept designer to the texture artists and the modellers, it is for their work that I’m playing it, because while I did experience plenty of frustration, it is worth it (taken in small doses) for the sake of the story that the artwork itself tells.

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The times when people went “awwwww!!”

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Rating: 4.8/5 (4 votes cast)

          These days I’ve been playing Metal Gear Solid. No, not 4, but the classic MGS3. Yes, I know it’s been out there for ages… but I tend to very much avoid stealth and war/military themed games. It says a lot for the level of polish and superb attention to detail that the game has that it’s got me playing it. If only more games had this kind of detail…
          But that is not my point. After just about each save there’s a couple of minutes where the Para-Medic engages Snake into a conversation where she tells him about this or that big movie that just (1960) came out, about martians, about James Bond, about alien worlds… She’s always very excited, and often finishes with “you’ve got to go see it!”. There’s a strong atmosphere and feeling in these discussions, one that rings true to me: there was a time when movies were a big social event. Everybody knew about a big one that came out this year. Sure, we have big blockbusters today, but it’s okay if you haven’t seen one or another. There’s just so many of them. Tailored for different tastes. But there was a time when if a big movie had come to the cinemas it was a big social thing, if you didn’t keep up you could unexpectedly find yourself in a bad social setting if you couldn’t debate it. No, I haven’t really lived those times, just hints of them many years ago. It was like one generation back I believe.
          So where am I going with all this? Well, I think that is about where games are now in their respective timeline: if a BIG game comes out every gamer knows about it, and probably at least tries to play it or form an opinion from seeing it. I think actually games are even more in their (relative) past: in that time you could recomend somebody a movie, with just excitement, no guilt that you’re pushing somebody into big expenses. With games nowadays though, a certain game you recomend may require a certain console or a powerful PC + the game price… so that’s not so cool.

          But does that mean we’re living bad, (movie relative) ancient times, in gaming? Well, sure, I’d love for there to be as many good games to choose from like there are well made movies & tv series, so that I could choose exactly the genres and topics that I find interesting… but at the same time these ‘ancient’ times are also magical ones: it’s been ages since I’ve seen many people really blown away by some movie. People are no longer amazed by special effects or plot twists. They don’t feel like they were there. They don’t talk about it with excited shouting voices: “woooww!!! you should have seen that! it was like the rocks came alive! and the way he jumped on the cliff… and almost fell… took my breath away”, instead they say calm things like “yes, it had quite good special effects” or “It was an interesting story, very simila to …, though “. In the meanwhile though you see people talking about games they loved: “And I went there, and I jumped onto the platform and shot at the three headed monster! Maaan.. it was soooo coool!!! Took me 30 minutes till I figured out how …”. It’s a magical time when each new big game has people going “ooo!!! That was amazing! I’ve never seen that done before!!!”.
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Another World… truly!!!

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Rating: 4.8/5 (5 votes cast)
       “Out of this World” aka “Another world” is a game that totally blew me away. You may think the likes of “what can a game 1991 bring?” and/or “surely it is just yet another case of nostalgia”… you may be right, but I believe differently. Sure, it was magical how a friend’s dad brought it from far away on a magical floppy, and how with my friend I was attending this programming course just to be able to play and we installed it there when the teacher was away… but it’s not just that. It’s not even the fact that to this day and even after years of digging into assembly programming and the tiny programs of the demo scene I am still wondering how the author was able to squeeze minutes of cinematics in with a whole game on a single floppy. It’s the fact that the game had all the great content that a game needs to have to impress me to this day:
  • a brand new completelly original universe that stimulates the imagination and in which you can read into every detail and it opens itself more to you – checked!
  • a complex story line, magically told in amazing design without even a word! And it’s even well justified: why would the aliens want to talk to you when you’re clearly just a slave to them, and your friend is an alien himself, one with which you slowly develop a bond despite the differences in language and background. – checked!
  • story driven gameplay that is as varied as it it ingenious – checked!
  • music with feeling (as little as those times allowed) – checked!
  • interesting artwork – checked!
  • branching options – checked! (granted, it’s not the story that branches but simply being less linear, even allowing you to mess up everything making it impossible to move on, but in a way that seemed okay and you had your savecodes)
  • great cinematics – checked!
  • varied and interesting ways to fail – checked! (I honestly wanted to ‘die’ each time I entered a new area just to see the great cinematics. Things like a closeup of your leg as a worm crawling on the floor produces a little sting and poisons you paralizingly, a man eating plant, the way the alien black feline tears you apart with it’s claws, … )
       I will admit though:

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Bruno Gentile – Hydropix

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Rating: 4.8/5 (5 votes cast)

      One of my favorite modern painters… make that all time painters… is Bruno Gentile, aka Hydropix. I love his sense of perspective and chosen themes. Born in Paris in 1975, he’s been working in the games industry for more than 11 years (i do suspect his website is a bit outdated), “mainly doing 3D works, (environments in “Alone in the Dark IV” and much more )”. I wish I had a comprehensive wikipedia article on him, but since I don’t I’ll have to rely on the the little info he put on his website:
“I’m currently a concept artist and illustrator at Ubisoft Montreal, in Canada, where we’ve been developing “Prince of Persia – Warrior within”, “Prince of Persia – The Two Thrones”, “King-Kong” and more projects.”
     
Getting back to the things I can say: his painting skills are amazing, and his paintings have great moods. He uses darks for framing quite a bit but they fit in well with the very dramatic subjects he depicts. I strongly believe that it’s in no small part due to his vision that I loved the art direction in Prince of Persia: The Two Thrones so much. I can only admire them for adopting in the game a perspective very similar to his paintings, which though oftentimes has lead me to missjudge distances makes the whole game feel like… like (cheesy alert) a moving painting in parts (omg… the words i’ve used!!! Who would have thought i had it in me? Not me…). I got to see two videos of him at work and was also very impressed by his use of images: from what i’ve seen he’s developed this magical technique where he slaps on seemingly unrelated images to what he’s painting which give it a lot more texture and variety.
See the master at work:
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Mythology in God of War 1/2

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Rating: 4.8/5 (4 votes cast)

Mythology is soooo awesome!!! (even real one, not only game stuffs) Always loved mythology! …well, that’s not entirely true, back in 8th grade when it was mandatory reading i skipped it in favour of Karl May, Jules Vernes & Agatha Christie, only to return to it a couple of years later when a couple of years of digging into psychoanalysis a la Jung convinced me that i better brush up on these often refered to characters & stories. But from then on I loooved it! So, needless to say it was with great pleasure that I went through what i think is the best retelling of mythology in the modern day times: the God of War games. And with superb artwork too! Here’s a documentary I found very interesting made by the God of War team that Gametrailers have kindly provided for the world to enjoy. Above is part one, here are the other 5 parts:

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Koh Ohtani

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Rating: 4.8/5 (4 votes cast)

Okay, I’m going to kickstart the music category with one of my favorite musicians in the last couple of years: Koh Ohtani. It’s really a shame how few people know about him. I myself feel so very fortunate to have heard his music and I listen to it much more and with much more pleasure than 10 popular TV artists of your choice put together… and most of the classics too. It’s just got that magic feeling, that moving deep inside of feelings, those shivers all over my skins as my heart trembles that good music is supposed to produce (everything is subjective, of course. But where there’s one there *could* be many).
I myself fell in love with his Shadow of the Colossus soundtrack, but he has much more creations it would seem. I hope to get my greedy hands on them sometime. Like we were saying in the ideology of this comunity: we belive there is great art in games, though it often flies by unnoticed as the people who play them are only interested in gameplay mechanics: it takes a certain spirit and a certain mindset to notice not how you play a game, but it’s beautiful architecture, it’s moving music, it’s grandiose imagery, it’s heart melting story… and that is what artsygamer is about. It may take decades before society as a whole realizes that all their accepted artforms, from music to painting are being integrated into this “silly gameplay thingie”… but that doesn’t mean great stuff isn’t there already.
Getting back to Koh Ohtani, here are some previews of some of my favorite pieces on the Wanda to Kyozou / Shadow of the Colossus soundtrack

大谷幸The Farthest Land (reprise)
大谷幸The Sunlit Earth
大谷幸Prohibited Art
大谷幸The End of the Battle

Here’s a recording of a play by the Royal Stockholm Philharmonic Orchestra, 2007 and another piece interpreted by The Eminence Symphony Orchestra in Sydney, Australia.

what are your favorite soundtracks? How about writing an article about some of the best music you’ve discouvered in gaming?

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