I felt that the themes of the narrative and "gameplay" meshed beautifully.
I felt what the author was trying to get across was the hardship of old age and the loss of friends and relatives when your the last one left. Its a hard this to understand when you've only been alive a quarter of a century like i have but when i was controlling the old woman, who was going at an agonizly slow pace i started to ponder what it would be like to only be able to move that fast. To long for death to come because you've got nothing left. I agree that the gameplay was minimilist and frustrating but i think thats exactly what the 'Author' was trying to portray - in the simplest and most crass possible terms - how being old and crippled is like having bad controls.
Good article Anthony, Cheers
For all their talk of traditional gaming rules and structure hindering the experience of a story, they then proceed to drop their message into one of the most rigid, unfriendly structures imaginable. I thought it a little ironic that they talked about their aim of focusing on being, rather than seeing while they restrict us to only seeing what they want us to, qquite the opposite of being a part of the game.
They talk about exploiting the potential for immersion and simulation and then throw most of the tools for achieving that out of the window.
This is exactly the type of thing in gaming I dislike. Video Games are all about interactivity - if you take that away you are no longer playing a game.
I may have experienced the game exactly as they intended, as was their aim, but I certainly didn't become invested in it or relate to it because of the presentation.
Look, I understand that this is meant to be a non-traditional, interactive medium (I will not call it a "game"), but this was nothing more than a demo as in "from the demo scene". I've seen demoz back in the Commodore 64 days that were far, far more interesting that this was.
And they expect people to pay $5 for this? Wow.
But don't you think those themes would have been better developed through actual gameplay, rather than a long cut scene with lyrics that essentially explain that whole thing about being the only one left? I agree that the movement controls are kind of nice (other than the fact that you can't control when she sits down), but you've got nothing to do with those controls other than move from cutscene to cutscene.
But the lack of this thing called 'gameplay' makes the concept pointless.
Passage did it right....
Completely agree this is serious *artists* getting in the way of anything resembling entertainment or art. Although their screensaver was rather nice.
It's also far, far, far less pretentious than The Marriage.
This is the stupid equivalent for extreme narratologists of the stupid argument for extreme ludologist "the story distracts from the gameplay ."
If you remove gameplay from a game you basically kill what makes it a game. It's just some kind of "interactive", and I use that word loosely, fiction without any real game rules, meaningful player input or reward.
I appreciate the effort of justifying games as art but this is not even a game so I guess it kinda misses the point.
Sorry for double posting but, are you telling that games that uses these themes as a main narrative background can't be meaningful. COD4 showed the futility of war in a brilliant way.
"It's more like an explorable painting than an actual game. An experiment with realtime poetry, with storytelling without words."
I think when looked at through that lens it succeeds in what it sets out to do.
Did you spend the $5 so you can see the woman die?
I pondered this sad sight for a bit, thinking about all that we lose over the course of our lifetimes, and that, in the end, it is ultimately the release of death that gives our lives their meaning. Then I realized that, unbeknownst to me, a gamepad was plugged in and wedged under the couch, and after unplugging it I could steer the old lady around with the keyboard. I gave up on it shortly after that when I finally navigated her over to the bench and she stood there forever without sitting down.
Score: 9.5
Plus chainsaw bayonet on cane. Totally.
Ok, now that I've got that off my chest, the game is neat.
I like the pointlessness and user-unfriendliness of it all.
Thats for damn sure.
Neat, but too frustrating to ever go through again.
http://tale-of-tales.com/
If you have played the CoD4 campaign a lil more than half way through, then u know about the awesome LEVEL after you get shot down out of your helicopter. You walk through the wreckage, repeatedly falling down, seeing dead comrades, all very cool thing in their own right, but it is the feeling of near helplessness. Your pushing the analog stick foward, but still only limping at a turtles pace, you want to discover everything around you because u know your gonna die soon.
This "game" reminds me of that one LEVEL in CoD4, one of my favorite moments in a game ever, and (IMO) a good Memory Card.

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