Posts Tagged ‘Braid’

Will Games Ever Make Us Cry?

Wednesday, May 13th, 2009

Often when we talk about games being art we approach the subject in terms of definitions. People seem to forget that usually to the observer art elicits something more than a pragmatic break down of its construction. Unless specifically tasked to do so, I rarely look at a painting or listen to music and dissect it. I see the work in its entirety and feel the emotions it provokes.

When I approach a game it is in much the same way. Some parts of me will immediately assess it on a level of technical competence but my reaction is an emotional one towards the design aesthetic and story. It is the range of emotions that a game can elicit however than make the medium less versatile than most of its contemporaries as an art form.

Braid’s deeper narrative is expressed through written exposition not play.

Braid’s deeper narrative is expressed through written exposition not play.

Games side towards more aggressive, adrenaline fueled reactions. These are no less worthy responses to art than any other emotion, but if these are the only feelings games are able to conjure then does undermine their merit as an art form? If it cannot convey more subtle or sensitive emotions effectively then is it less than its peers?

Some more recent and niche titles are attempting to redress this balance and introduce a greater range of sentiment. For instance Braid’s story centers on the protagonist’s quest to repair a broken relationship (explicitly at least). This move is currently being made by independent developers, who produce such titles as downloadable releases to limit the cost and risk but this limits their sales and exposure. Fortunately as in all media indie trends are starting to filter down (or up) into mainstream titles.

Ico’s interaction with Yorda formed a deeper bond than most games achieve using heavy exposition.

Ico’s interaction with Yorda formed a deeper bond than most games achieve using heavy exposition.

Ico is one such full release which springs to mind. By revolving it game mechanic and story around a dependent partner, Yorda, it creates an attachment rarely experienced in games. Your wards vulnerability makes the connection you form incredibly powerful and it achieves without the use of language, relying instead on the interaction and tactile feedback felt between the characters. Even blockbuster title like Gears of War 2 now try to introduce more sensitive elements to their story as we see (the character) Dom’s quest to be reunited with his wife forming much of the game’s narrative drive.

But the question posed by the title of this article stands; will a game ever make us cry? It is a question which requires some clarification. For some we may have already reached a point where a game can educe such powerful emotions, but the trigger is never the game itself. The gameplay, the element that defines it as a game is not instigator but a story element usually expressed through a cut scene or similar device.

I don’t know if this is something that will ever be achieved, the barriers maybe insurmountable. The narrative function play provides is not the slow, contemplative segments but the fraught action. People simply don’t experience sentimental moments during the adrenalin rush, it comes in the subsequent lull. We may soon experience a greater range of emotions during our time engaged with a game but I suspect it will be a long time until we feel them during our actual interactions.

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Tags: Braid, Games as Art, Ico, Indie, Narrative
Posted in article 4 Comments »

Summer of 2D XBLA games, 3×50

Thursday, September 25th, 2008

Braid is a platform-puzzler claiming to be art. Puzzles require you to interact with time in different ways through the levels and leave you feeling perplexed or smug depending on the outcome. As art its success vs. pretension is up to you. As a game it’s definitely worth a look.

Next a pure action platformer, Bionic Commando. I can’t testify to the faithfulness’ to the NES original, but it feels 8-bit, in all the good ways. It takes time to get used to the fact you can’t jump but after that you realize there’s a reason it’s considered a classic.

Finally Castle Crashers, which brings back one of the great forgot genres. The scrolling, 2D, medieval, co-op fighter. The ultimate party game. Four player local play is better than any Wii party game (excluding Wii Sports) assuming every player has at least a rudimentary knowledge of gaming. Download and enjoy!

Bionic Commando: Rearmed
Bionic Commando: Rearmed
Braid
Braid
Castle Crashers
Castle Crashers


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Tags: 2D, 360, Bionic Commando: Rearmed, Braid, Castle Crashers, XBLA
Posted in game opinion No Comments »

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