The (Im)possibilities of Communication

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During my time as a student of language, I’ve become convinced that there is no direct one-on-one connection between thought and speech, and between logic and language. This is one of the reasons why communication between people doesn’t always go according to their intentions. This is sometimes obvious in real life, but it can also become highlighted in art. In videogames, communication as a central theme—rather than just something that happens—is a rare thing; however, in a recent article I’ve highlighted two games that do focus on the possibilities and impossibilities of communication. Surprise, surprise… it’s two works by Tale of Tales. First of all, The Endless Forest, about which I’ve written before here, and secondly Bientôt l’été, their latest title. [...]

The Iterations of Punxsutawney Phil

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Remember Groundhog Day? It’s that 1993 film about Bill Murray’s character, Phil, who keeps reliving the same day, February 2nd, in the Pennsylvania town of Punxsutawney, where on that day, the groundhog Punxsutawney Phil will predict when winter’s going to end. [...] It’s an awful lot like the way we tend to play video games these days. Faced with challenges in a game, we have the quicksave and quickload buttons close at hand, ready to revert to an earlier point in the game to try again. If you get to replay a section of a story over and over again, any challenge inherent in the original situation quickly morphs into a matter of trial and error. Like Phil in Groundhog Day, we get to try out every interaction, every conversation option the world allows us. More importantly, in a typical collapsing together of character and player, Phil – like us – retains (meta)knowledge of everything he did earlier. [...]

What It’s Like to Play Planescape: Torment

Videogames can sometimes be a very arcane medium, and it can often be difficult to comprehend what they’re all about for people who never or seldom play them. Of course entertainment is often the main ‘use’ of a video game, but many of them have elaborate themes and stories, and the way in which video games deliver those narratives and themes is often unique to the medium. Today my own piece on Planescape: Torment was published, and I try to explain how the game uses exploration and conversation to allow you to reconstruct the protagonist’s tortured past. [...]

Walking The Path

The start screen in 'The Path'.

Despite writing more or less in-depth about many of the digital works of Belgian studio Tale of Tales – see my posts on The Endless Forest, The Graveyard, and FATALE – I had been avoiding writing about what is arguably their best work to date: The Path. In any case, it is the one I felt the most personal connection with, and I’ve tried to express why that is in a retrospective piece I wrote for Gaming Daily. So if you’re interested in why a game about Little Red Riding Hood, disobedience, violence, sexuality, and trauma made me feel empathetic with some typically feminine psychological experiences, read on: [...]

Right Up Yonder

södergran_mirror

Throughout human history, in art and religion, we find a longing for deliverance, the view of a promised land just out of our current reach, whether somewhere else on some part of (mythologised) Earth, or in a world beyond. [...]