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Review of Edmund McMillen's Coil
geralog | 3:14 PM on 10.23.2009 14 comments


Back in 2005 Rod Humble came out with The Marriage which has since become the card up the sleeve of everyone in the Are Games Art? debate as an out and out art game. He did the blog circuit and wrote something or other on The Escapist about it. The draw was the use of formal game rules as a tool of representation, which he detailed over here, making it one of the weightiest examples of conceptual art in video games.

That was a few years ago and whether games can be art or not is old news. Of course they can be; you’d be hard-pressed finding anyone in the industry saying otherwise these days. Art Games, News Games, Serious Games. The independent game industry is swimming in genres and games that are trying to legitimise the medium, and it’s fraught with the potential to make valuable artistic statements in strikingly new and engaging ways.

But there is a dark cloud, a shadowy gorilla that we’ve refused to acknowledge: A lot of Art Games suck. For every talented game Auteur of our generation there are the leagues of screaming idiots waving their Computer Science degrees around, continuously spamming Gambit’s mail pool with that bit of concept art they once drew where they replaced Chung Li’s face with Ayn Rand; A lifetime's collection of weird brother-in-laws rattling on about how the world needs a game about the plight of Esperanto speakers or something just as nebulously poignant. Art Games often get slack for ideas that don’t seem as well-rounded as they probably should be. Braid’s bizarre Atom bomb/broken romance idea that Blow refuses to explain, most of Tale of Tales’ work. The modern Art Game feels like the products of a flawed critical standard in an industry that laud ideas, any ideas, more than well-developed artistic talent. An industry that perpetuates the philosophy that on a long enough bell curve even unintelligible ideas look impressive when you're comparing them to Wet.

And with that in mind here’s Coil




Coil is an example of a game that is quite interesting for as many legitimate reasons as it is for just being almost pointlessly incomprehensible.

This is the 2009 IGF nominee for Innovation by designer Edmund McMillen, the guy that did Super Meat Boy. It's a short flash game made up of six mini-games that are all held together by an ongoing prose story which carries on between every segment and it looks like this:



It’s fitted in a kind of slow and sombre style, full of dark organic artwork and a kind of broken music box soundtrack.

The gameplay is filled with a number of interesting bits. There are no actual instructions given at any point in the game, so discovering what exactly you’re meant to be doing each level, let alone what controls you’re meant to use, is part of the appeal. You’re essentially dealing with a set of traditional minigames throughout, from shooters to basic puzzle games. However without instructions the aim of discovery in the game becomes the primary aspect of gameplay and that really helps invigorate the fairly bog-standard minigame tropes you’re working under. In fact for many of the levels it took me a good five or ten minutes per level before I recognised what sort of game I was even playing. Beyond that the resonating aspect of the game is the atmosphere throughout which feels incredibly foreboding as if you’re committing some kind of terrible act when you successfully make it through each level.

It’s also has this thing in it:



WTF ARE YOU

This is McMillen's self-described experimental, autobiographical art game. More than the gameplay itself, the focus turns to the symbolism and plot that’s been integrated into the game. The storyline, from what I can tell, is a metaphor for rape when it’s not about a sperm that turns into some sort of flying alien squid. At least I think that's what’s happening. Where the prose seems to suggest a woman hitting the bottom, the visuals invoke the story of sperm that shoot each other in the face with weird sperm arrows.


Pew Pew Combat

The interpretive difficulty of the game is no fault of the prosey story woven through out. In fact that’s only reason I have any clue of what's happening at all; the language in the game is the best figurative tool McMillen has to work with. Unfortunately for him I’m not sure that’s something you’d want in an interactive, visual game when the visual cues the game gives you feel impossible to even begin to interpret.


Walk it off, Princess

Without the short story tacked on throughout the actual premise of the game is so impenetrable it feels like McMillen is guarding it like a fucking Templar secret. I noticed that particularly once I hit level four and the aim appeared to be to manoeuvre a giant sperm thing by repeatedly clicking on a picture of a spleen.



There's a thin line in the world of art between quite interesting and deceptively rubbish and Coil sits somewhere between the two. The consensus has been that the genre is just too affected, hell even Anthony Burch thought The Path should tone it down a notch. But I don’t think pretension is really an adequate critique in this situation. Pretension is the kind of thing that needs to be reserved only for Vice parties or guys who brew their own hemp lager, not the sort of people who can script in Python. What makes a bad Art Game isn't necessarily the designer with delusions of grandeur; it's that Art Games become exempt from criticism on the basis that the baffling and indecipherable might just be art.



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9 comments | showing # 1 to 9
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Khazar222's Avatar - Comment posted on 10/23/2009 17:50
Khazar222
Games should not aspire to be "Art" anymore than a cheetah aspires to be a pomegranate. That doesn't mean games can't be art of course. I think Half-Life 2 is a great game, therefore, I consider it art. The surest sign of desperation is holding up your chosen hobby and saying, "I am art!" in order to get recognition from "established" art forms. To get specific here, I think one of the problems with these "art games" is their grasp of ambiguity. They go overboard with it, to the point where you really can't even start to make some assertions about what they're trying to relate. And are we expected to say they're more compelling because their message is "artistic"? Resident Evil had a pretty damn compelling message too ("SHOOT 'EM IN THE HEAD!"), but it is not afforded the same free pass some art games are getting.
Spajk's Avatar - Comment posted on 10/23/2009 18:08
Spajk
Okay, honestly, I think that games ment to be "Art" from the begining of development process are very rarely art when released... Maybe I'm dumb and I just don't get those titles, but things like "Coil", mentioned above, make me say "WTF?!". IMO the most artistic game ever, that made me say "aaaaaaw" milion times was Okami on the PS2. Original concept, great audio and video, amazing story and the sort of spirit, that I have never seen anywhere else... It was something never done before, and I dare to call Clover Studio's product one of the very few art games ever released, I dare to say that Okami has a soul, what is really uncommon nowadays.
And seriously is Coil suppose to be game shown on the sexual education classes? Oo
JesterHead's Avatar - Comment posted on 10/23/2009 21:59
JesterHead
Damnit, I accidently hit the add comment button again before I wrote my post.

Anyway, I have to agree with you. I don't have much respect for things that try to be artistic by being completely incoherent. There comes a point when you're being so vague and "artistic", that the end result begins to look like a bunch of bullshit, regardless of whether there is a true meaning or not.
TheRealist871's Avatar - Comment posted on 10/23/2009 22:13
TheRealist871
Mmm, artsy fartsy games sometimes do go too far, but I feel the need to ask the question, is it the developers trying too hard to be artsy, or is it just a bad idea that couldn't be manifested into a game?

It'd be a shame if the developers were so obsessed with the thought of making a creative "artsy" kind of game, that they created some kind of...mass of shit.

I think developers should make a game based on ideas, mechanics, and other tools that they have gathered but still try to attain a final product that isn't just like everything else out there.
geralog's Avatar - Comment posted on 10/24/2009 19:57
geralog
To be honest, what I think we have on our hands are rampantly bad ideas that just get worse through development. I could be entirely wrong but I've had the impression that we have a generation of guys who went to get a degree in programming or Computer Science in order to learn a craft and then started making games with the misconception that it's an easy jump from craftsman to concept artist. What you're left with are at best games like Braid which are brilliant on the technical side but unmitigated shit on the conceptual.
TheRealist871's Avatar - Comment posted on 10/25/2009 09:09
TheRealist871
Given Braid had such a small team, I think Johnathan Blow did a fantastic job and I thoroughly enjoyed that game. I think you're right though, a lot of developers nowadays are just tech geeks who wanted to dive into game development and, on the technical front, they do very VERY well, but when it comes down to the more artistic areas they just don't deliver which is a shame. In Braid's case though, he hired an artist to create the concepts for the levels and characters, but I think the only flaw I saw was how the story was portrayed. The player would just read pages from a book...?

The people at Bioware were actually doctors at first, I think from Canada. Then they decided to become developers and though they make some solid games, the true artistic aspects are average at best. I loved Baldur's Gate, Neverwinter Nights, and I've only heard good things about Mass Effect, but the stories were nothing memorable. I think I'm at the point where I'd rather have a bunch of artists with no programming skills. At least you can patch bad programming! Hahaha
Khazar222's Avatar - Comment posted on 10/27/2009 18:53
Khazar222
Braid is the odd duck in the room because it was a fantastic game with a veneer of god knows what for story. I think the storybooks at the beginning of each level should have been omitted, leave us with the pictures assembled, the final chase, and the "1-2" thing; it would have been more ambiguous, but wouldn't have had so many clamoring over the story.

Realist, I haven't played Baldur's Gate or Neverwinter, but I did play and enjoy Mass Effect. I can barely recall a line that stood out during the whole proceeding but all of the dialogue came across as exceptionally well edited and acted, especially for the huge amount present.
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