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Tale of Tales' The Path costs $10, and a lot of patience photo

Tale of Tales, the Belgian game development studio responsible for The Endless Forest and The Graveyard, just released a new game. It's called The Path, it costs ten bucks, and it bills itself as "a short horror game inspired by older versions of Little Red Riding Hood, set in modern day." 

It's also, at least at first glance, not very good.

I've spent the better part of an hour playing around with Tale of Tales newest game-that-isn't-actually-a-game- except-it-is-a-game-when-it-suits-our-purposes-for-discussion, and, while it's markedly different from their abysmal last work, it still smacks of the sort of self-indulgent condescension that pervades the studio's other games (and, subsequently, my critiques of them). 

There's no demo and the game itself is DRM'd by either Steam or a required serial key, but you can check out the official site if you're so inclined and decide whether or not the game is worth your time.

Or, you can hit the jump as I try to argue that it isn't.

I wouldn't consider any of this an official review, or a legitimate critique, or even a particularly well-informed rant -- I've only spent about an hour with the game and haven't seen even a hundredth of what it has to offer.

This, in itself, is one of my main problems with The Path.

The Path is an intentionally slow-paced game: each of the several female protagonists moves at something close to a regular walking pace (in other words, very slowly) and the game discourages you from running by moving the camera to a quasi-bird's-eye-view perspective everytime you sprint so you can't see in front of you, in addition to removing the visual highlights on important objects and locations. The focus on slow moving is, ostensibly, meant to encourage introspection and build mood; "The Path is a slow game," the game's official page proudly declares. And I don't have a problem with that -- The Marriage is slow. Passage is slow. Shadow of the Colossus was slow. But those games were also interesting.

erere

While crawling through a forest at two miles an hour, I wasn't filled with introspection, because occasional text poems popped onscreen everytime I found an item and did all the thinking for me (not unlike The Graveyard's lyric-heavy music video). I wasn't filled with a sense of mood other than boredom, because I found so little of legitimate interest off the beaten path. Upon seeing a bright, shiny item hidden among some shrubbery, I initially thought I'd stumbled upon something truly meaningful, that might give me something to ponder or would slightly alter the gameworld. Instead, my character stooped down, picked it up, and was rewarded with a visual pop-up: "1 of 144 collected." 

One hundred and forty-four trinkets to collect. After twenty more minutes of playing, I'd found three more. 

Feel free to accuse me of having a short attention span or of not giving the game enough of a chance, but when any game asks me to collect 144 of anything, I have to wonder why. The Path had no real answer to offer me. It's not as if the items in and of themselves are meaningful, because they're just randomly scattered around and do absolutely nothing when collected other than lowering the number of items you've yet to find. They're just there, presumably to encourage exploration, which seems redundant at best; the game effectively tells you to explore the forest  by intentionally providing nothing else to do.

ere

Upon starting the game, the player is told: "Head to grandmother's house. Do not stray from the path." If you follow these instructions to the letter, you will, after about three minutes of walking, reach grandma's house, sit on her bed, and be told by a post-game score tally screen that you have "failed." The only way to have a legitimately interesting experience, the game suggests, is to disobey the sole game rule and stray off the beaten path into the surrounding forest.

This isn't as interesting a conceit as the game seems to think it is. The Path just switches out one stated set of rules for another -- being told that you've "failed" by going directly to grandma's house is no different than a text prompt telling the player, "move off the path or you lose." There's some window dresing about obeying authority and following the road less traveled by that one can glean from the premise alone, but the gameplay itself doesn't really support such an idea given how uninteresting and barren the forest tends to be.

Again, I feel like I understand the design philosophy at work -- it is more interesting to explore without a goal and not constantly find new stuff in order to make the few things you do find more rewarding and earned, and most games are really fast-paced so why not make a slow-paced one -- but an uninteresting environment is an uninteresting environment. I didn't need to be confronted with robot ninjas to fight or puzzles to solve or anything like that, but the game focuses more on providing a large and user-unfriendly game world (the map only appears once every hundred meters your character walks, and only for a few moments) than in actually showing me anything visually, intellectually, or mechanically interesting for all my trouble. I'm chastised as a player for wanting to run from place to place, rather than walk at a snail's speed, and then condescended to once I actually discover something in the form of the aforementioned explanatory text poems.

ere

Playing through many parts of The Path feels not entirely unlike listening to a lecture from a self-important University professor: you get the basic idea of where he's going and his delivery is dull, but if you try to force him to get to the point quicker he'll just get angry and go even slower than before. Again, I don't mind the idea of an exploration-based game (I spent a good few hours just exploring the Forbidden Lands in Shadow of the Colossus for no reason other than the sheer enjoyment of discovery), but meager rewards one gets for exploring The Path don't match up with the ludicrous amount of time and effort required to achieve them.

I'll try to spend a little more with the game over the coming weeks, because I'd legitimately like to enjoy a Tale of Tales game. As it stands, however, I feel like I'd just be willingly allowing the developers to waste my time.

It is quite pretty, though.


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60 comments | showing # 1 to 50

Dead Movie Star's Avatar - Comment posted on 03/19/2009 20:18
Dead Movie Star
That's just trying way too hard for meaning...
Lemme rephrase: That's trying way too hard for sucking.
CblogRecaps's Avatar - Comment posted on 03/19/2009 20:25
CblogRecaps
"Playing through many parts of The Path feels not entirely unlike listening to a lecture from a self-important University professor"

So if I listen to that Jon Blow lecture I could save myself $10?
Puppy Licks's Avatar - Comment posted on 03/19/2009 20:36
Puppy Licks
So the game gives you a goal, and upon completing that goal you're told that you have failed... riiiight.

I see they're trying to convey a message about thinking for yourself, being as blatant as to say "Get to Grandmothers house" and "You got here, you failed" is just lazy.
Naim Master's Avatar - Comment posted on 03/19/2009 20:38
Naim Master
If they made the forest a interesting enviroment , the colletc thingyes as rewarding and interesting as the Quark minigame in up your arsenal (like , giving some poetry and a abilitie , but with a poetric subtle warning that this is making you fall in danger) , it could be great ...
Reginald's Avatar - Comment posted on 03/19/2009 20:39
Reginald
collect all 144 items to unlock some sense of self-worth. 10 bucks buys a large pizza; we all know which choice is more delicious :D
Naim Master's Avatar - Comment posted on 03/19/2009 20:41
Naim Master
Like , the forest slowly gets creepier and you see some sort of shadow of the wolf , like SoTC character corruption ...
grafkhun's Avatar - Comment posted on 03/19/2009 21:06
grafkhun
Maybe something cool does happen when you get all 144 shiny things? Anthony, get to it.
Wolfrider's Avatar - Comment posted on 03/19/2009 21:11
Wolfrider
[Insert appropriate facepalm jpg here]

You are exactly the reason games will never get beyond being the product of eternal 12-year-olds. This game is trying to make an argument and, as with all art, the argument is complex, multi-faceted, reliant on its chosen method of expression and expects something more of the player. You are complaining because the game doesn't hold you down and force feed you stimulation. You're the critical equivalent of a fat, screaming child hurling his food across the room because his mom didn't give him ice cream for dinner.

NOWHERE but the video game industry would any critic get away with the completely asinine review you just penned. Could you imagine a literary professor (one of those self important ones) saying of The Life and Opinions of Tristram Shandy, "It's absurd... it's supposed to be the story of his life and the book is almost over before he's even born." No, you wouldn't. Why? Because that would stupid. And completely missing the point of the novel.

Clue in, son. Art is hard. It's demanding. The best of it requires an incredible amount of knowledge from a multitude of sources to make an argument and to understand. And Art isn't always about making you go, "OMGZ0RS THAT WAS AWESOME". That's. Not. The. Point.

Art asks you to reflect, to consider, to posit, and to contemplate. The interpretation of it is supposed to be a puzzle in itself. That's what makes it art. If you haven't yet figured out why exactly the camera pans the way it does when you run then you clearly are a complete, dare I say, n00b when it comes to literary interpretation. Seriously, it's really goddam obvious.

Man. I'd love to watch you read Joyce. You're head would actually explode.

"It took me 13 years to write, it should take you 13 years to read."
Dr Milkdad's Avatar - Comment posted on 03/19/2009 21:13
Dr Milkdad
[i]
One hundred and forty-four trinkets to collect. After twenty more minutes of playing, I'd found three more.

Feel free to accuse me of having a short attention span or of not giving the game enough of a chance, but when any game asks me to collect 144 of anything, I have to wonder why.[/i]

No one better accuse you of this, just reading that send shivers up my spine, I can guarantee you I would not have made it that far, and I think it's a little ridiculous to ask anyone to collect 144 of your trinkets in order to get some pretentious reward.

You're a god damn hero for having the patients for collecting 3 of them if it takes that long.
Chronic Logic's Avatar - Comment posted on 03/19/2009 21:14
Chronic Logic
Fuck, them again? I'm about to fucking burst a vein in my head!
Dr Milkdad's Avatar - Comment posted on 03/19/2009 21:16
Dr Milkdad
BBcode fail
RonBurgandy2010's Avatar - Comment posted on 03/19/2009 21:19
RonBurgandy2010
I played the demo for The Graveyard, and this company seems to just put out very pretentious games that have no real purpose other than to be 'indie'. It isn't art, it's just boring.

Linger in Shadows was art. I don't know why but I just loved it. There was a story going on (I think) and something was just.........off. The bizarre presentation and the way it challenged how you interact with your media is something that's going to stick with me for a while.
Anthony Burch's Avatar - Comment posted on 03/19/2009 21:20
Anthony Burch
You're completely right. I really hate art games and thinking in general.
Bugsport's Avatar - Comment posted on 03/19/2009 21:35
Bugsport
Its okay to be deep and meaningful. But arbitrary limitations and measures to make your game more DEEP, as they so put it, is stupid.
Qraze's Avatar - Comment posted on 03/19/2009 21:37
Qraze
that's the dilemma devs are faced with, make a game interesting and different but it seems this just is too different and awkward by the way you make it sound.

we need something to catch our attention by exploring, a cool backstory is what made the first resident evil so good and we only got that by exploring, same with, bioshock, the suffering and a handful of others. if the game can't reward well enough to merit an exploration then why, just why should i? that was one of the reasons assassins creed fell apart on the ps3 because i got no new costumes, cheats or bonus content for collecting those flags other than the game saving itself.
Niero's Avatar - Comment posted on 03/19/2009 21:40
Niero
Wolfrider - Haven't you ever seen a piece of art and said to your friend "fuck, that obviously pained illustration of a rubber boot looks like a piece of shit."

If you can wrap your head around that, you may understand the purpose and function of a video game blog. The writers just call them like they see it. Our goal is not to push the industry forward or hold it back. It is to inspire and fascinate conversation and debate. That said, I'm happy to have you as part of the process disagreeing with our editor. Get it?
Chronic Logic's Avatar - Comment posted on 03/19/2009 21:48
Chronic Logic
What's harder? Making a fun video game or making an art game?
Super Ghosts n  Ghosts's Avatar - Comment posted on 03/19/2009 21:50
Super Ghosts n Ghosts
Never. I can't live the button-down life like you.

I want it all: the terrifying lows, the dizzying highs, the creamy middles.

Sure, I might offend a few of the bluenoses with my cocky stride and musky odors -- oh, I'll never be the darling of the so-called "City Fathers" who cluck their tongues, stroke their beards, and talk about "What's to be done with this Homer Simpson?"
RonBurgandy2010's Avatar - Comment posted on 03/19/2009 21:54
RonBurgandy2010
^^^^^ What in the fuck?
Anthony Burch's Avatar - Comment posted on 03/19/2009 21:54
Anthony Burch
Qraze:
I dunno if I need a story or anything, but possibly making the discoveries less meaningless and rare and the exploration itself less agonizingly slow would probably help things a lot. Like, I dig why the game doesn't want you to run (running is the opposite of exploration it's not about the destination it's about the journey blah bork bork), but it just makes the game pretentiously slow without the exploration itself or the rewards for exploration warranting such a gargantuan time investment.
Chronic Logic's Avatar - Comment posted on 03/19/2009 21:55
Chronic Logic
Could somebody give me a solid definition of what art is? Cause I don't have a clue.
nukka jdav's Avatar - Comment posted on 03/19/2009 21:57
nukka jdav
Yeah I bought it and played just as long as Anthony.

I don't care if its art, it just isn't fun. This isn't a slow game. Its not even a game.

Ugh, I'll finish all the chapters...but reluctantly.

And god damnit I bought it with only 10 bucks left on my card the DAY ZENO CLASH IS FIFTY PERCENT OFF FUCKKKKJDJSLFJ.
Maxxthepenguin's Avatar - Comment posted on 03/19/2009 22:03
Maxxthepenguin
Wolfrider, you're missing the point completely. There is such a thing as bad art in the world; just because it aims for a greater purpose than most games doesn't mean it achieves it. I haven't played The Path (have you?) so I can't comment on my contrasting views, but I can tell you how I feel about The Graveyard. I felt it communicated exactly one thing well through interaction: slowness. It wasn't irrelevant to the game but it didn't really justify the minimal interaction.

In any case, no art is worth going after 144 items that each take 20 minutes. "Art movies" are generally under 2 hours, almost always under 3 hours, and often short films. Artistic literature has the bonus of always knowing how many pages you have left. That's important for setting up your expectations. This game seems to have something similar, but it has a bit of a problem in that it sets itself up as unreasonably long and unreasonably repetitive. Ulysses isn't 1000 pages of the same thing over and over again. It moves along a path. It sets up different things and isn't torture to experience.

We don't need game versions of Warhol's "Empire". We really haven't gotten to the point where we have a strong enough movie to deconstruct it so starkly.
Dexter345's Avatar - Comment posted on 03/19/2009 22:08
Dexter345
Sounds like a ripoff of Bonerquest: Just Dicking Around.

No, I'm not ever going to let that one go.
Xhumation's Avatar - Comment posted on 03/19/2009 22:12
Xhumation
This just doesn't sound interesting (like most arthouse stuff) or fun (like most videogames)

Maybe these people should stop wearing scarfs indoors and eating cheese that's been cut into cubes for a while and rethink their priorities.
RAB's Avatar - Comment posted on 03/19/2009 22:51
RAB
Qraze's Avatar - Comment posted on 03/19/2009 22:51
Qraze
i agree Anthony, i just need some incentive to explore, in an rpg, i may need that treasure chest or even just a map of the new area, maybe a few gold coins but something of that incentive nature is almost needed for me.

i don't mind not being able run as long as there is a balanced give and take to it, meaning the goal destination may have some juicy tid-bit to it once i get to it. hell, the first time i played ff7 i didn't realise there was a run button, i played the whole game just walking but i didn't know and the game was still a blast to enjoy, walking or running. i think now that by walking and spending just a little more time getting to that next goal it actually hyped me up more to see what happened next instead of trying to run as fast as i could to the goal of the area.

when i figured that their was a run button i ran at all times though.
BahamutZero's Avatar - Comment posted on 03/19/2009 22:55
BahamutZero
sounds like the creators of this game found your review...

just because it's "art" doesn't mean it's "good"
BahamutZero's Avatar - Comment posted on 03/19/2009 22:57
BahamutZero
“Creativity is more than just being different. Anybody can be plain weird; that's easy. What's hard is to be simple”

Charles Mingus
Chronic Logic's Avatar - Comment posted on 03/19/2009 23:01
Chronic Logic
THEY KNOW ABOUT DESTRUCTOID?!!
comradetrotskii's Avatar - Comment posted on 03/19/2009 23:22
comradetrotskii
Fuck all you cunts: I collected 135 of those things. Guess what, I'm still no better a person.

Far as I could tell their only purpose was to give you a 'hint' in the form of a map marker as to where an object of interest may be, I will try to collect the rest to see if 144 does anything.

The game itself. It's really pretty, the music is fantastic, it certainly strikes all the right chords as far as creating a decently haunting atmosphere goes but beyond that I took very little from it. I've played it through to completion and I'm not entirely sure what point the 'story' was trying to make. ***SEMI SPOILERS FROM HERE*** All it seemed to do was throw some fairly harsh imagery at me (though there are gaps left for the player to fill in it is pretty clear what happens to most of the girls), the individual stories never really gelled together and any sort of coherent message that was intended was lost, it seemed disjointed and added little to the message of the Fairytale other than an occasional cute little thought from the girls.
rushtodeath's Avatar - Comment posted on 03/19/2009 23:47
rushtodeath
I liked it.
rushtodeath's Avatar - Comment posted on 03/20/2009 00:02
rushtodeath
Wait a minute... I just caught this:

Like, I dig why the game doesn't want you to run (running is the opposite of exploration it's not about the destination it's about the journey blah bork bork), but it just makes the game pretentiously slow without the exploration itself or the rewards for exploration warranting such a gargantuan time investment.

You DO realize you can run right? hold shift or RMB.


As I said, I liked it, but I do agree that some of the HUD elements, collectible things, and the "score screen" at the ends are kind of counterintuitive to what the game is trying to accomplish.
Anthony Burch's Avatar - Comment posted on 03/20/2009 01:12
Anthony Burch
I know you can run, but I meant the game actively discourages it by de-highlighting objects and moving the camera so you can't see what's in front of you.
Wedge's Avatar - Comment posted on 03/20/2009 01:42
Wedge
I'm quite happy to have put down $10 for Xenoclash today. This... eh yeah I'll catch the highlight reel.
Im OK's Avatar - Comment posted on 03/20/2009 04:15
Im OK
Haters, go suck on a chode, would you kindly.

This game is fucking awesome.

/thread
Freefall's Avatar - Comment posted on 03/20/2009 05:40
Freefall
I hate collect-athons, and that's coming from someone who got all 500 Agility Orbs, I can safely say that but me off collecting things forever.
Clown's Avatar - Comment posted on 03/20/2009 08:08
Clown
did you ever stop to consider the game was not meant for your demographic?
All art is not pointed towards the entire world but to those who will understand it and appreciate it....thats what makes it art. If everyone in the world likes it then its just another pos, shoved down your throat, remake that true artist would like to piss on. I give the game points for originality, something the game market has lacked for the past few years. Every single game ever made has an ending...why not one that doesnt?
Automation's Avatar - Comment posted on 03/20/2009 08:26
Automation
Alot of you are speaking as if ALL art is a sacred cow and cannot be demerited. Of course it can; There is such a thing as bad art/art that misses it's mark.

I'll reserve judgement since I haven't played it, but I can't really argue with Anthony's complaints, he gives reasons for his complaints and plays devil's advocate several times. It's fair.

I love Tale of Tales so I'll definitely try it, but geeze guys, just because its art it doesn't mean it gets a pass.
Clown's Avatar - Comment posted on 03/20/2009 08:31
Clown
that is why art is subjective....some will find sanctity, while others will find insanity. All games can be viewd in this light as art
brof's Avatar - Comment posted on 03/20/2009 08:53
brof
this game delivers a great experience... it puts you in a certain mood, reminds me a lot of a David Lynch movie. and the great thing is I do not get distracted by gameplay, I do not have to run and jump or shoot my way out through the story... and there are many stories in this game, they are created in your head and are very subtle... probably to subtle for some people

cheers,
KMCC's Avatar - Comment posted on 03/20/2009 09:38
KMCC
hey, at least people are trying. That has to count for something. BUT this is a review.

AND, being aggressively reactionary about this review probably means you are trying to say something about yourself, not the game. Unless, that is, you made the game ; )

This also applies to the scarf/cheese argument.
junglistgamer's Avatar - Comment posted on 03/20/2009 09:38
junglistgamer
Anyone who needs a fucking videogame to teach them that the path less trodden may be more rewarding should immediately return their brain to someone capable of making full use of it. If you can explain a piece of art with prose then there isn't any point in making it in the first place. You may as well just have a philosophical debate and then fuck off and play some Left4Dead. Hell, it works for me.

Also Anthony has clearly failed to realise that as an intellectual he should be pissing his life away playing boring, tedious, pointless games with no entertainment value. I mean god forbid anyone demand that they finish a game without feeling like they've had their time stolen. The best 'art' is usually capable of holding your attention without demanding that you force your way through it. The Godfather, OK Computer, Catch 22, Watchmen, all great pieces of art that never once demand that you sit through tedious crap in order that they ram their point down your throat. It takes a thousand times as much skill and talent to simultaneously entertain and enlighten a player as it does to drag them through an experience without making it inherently rewarding.

Brap.
brof's Avatar - Comment posted on 03/20/2009 09:57
brof
it didn't felt tedious at all. I enjoyed every second of the game because there is enough atmosphere even when you are just walking around...
Holyetheline's Avatar - Comment posted on 03/20/2009 10:57
Holyetheline
Yeah this game is amazing
Knives's Avatar - Comment posted on 03/20/2009 15:15
Knives
"I'll try to spend a little more with the game over the coming weeks, because I'd legitimately like to enjoy a Tale of Tales game."

Just play it without trying to find a meaning to it, try to get into the atmosphere without wanting it to give you a philosophical lesson. Yeah it's indie, yeah it might be supposed to be an "artistic" game, but still, it just feels like you were expecting something more, something in return, and that you just want to like it because you're Rev, the indie guy on dtoid.

It might just not be for you, and there's no problem with that, no need to justify so much why you don't like it :).
Spike401k's Avatar - Comment posted on 03/20/2009 16:28
Spike401k
Uhhh.....Yeeeea...Sounds horrble, BUT I still think I wanna buy it...I have nothing better to do, lol.
Im OK's Avatar - Comment posted on 03/21/2009 01:54
Im OK
Now that my knee-jerk "stfu anti-fanboys" comment above is out of my system...

Since then, I've completed the game with all seven (yes seven) characters. Oops. Spoiler warning, I guess.

If you're looking for coherent narrative with a definitive, by-the-numbers, "This is exactly what happens" ending, or if you're looking for a game where you can run-and-gun, duck behind cover, and blow up the badguys with massive explosions, and the thought of playing something not like those things at all makes you break out in hives, then yes you are most definitely advised to look elsewhere for your entertainment. The game uses Little Red Riding Hood as its theme, but beyond that everything is open to interpretation. (Hey, just like LRRH itself is!) Let's just get that out of the way first of all.

Okay, now. Before you even play the game, on the site, on the Steam page, on the third page of the game's manual, wherever... they explicitly tell you "There is one rule in the game. And it needs to be broken. There is one goal. And when you attain it, you die." So, to complain about the meaningless "Failure" message when you go straight to grandma's house seems rather like petty nit-picking to me. The "Success" message you get when you attain the "one goal" is equally meaningless. Per the manual "At the end of a chapter, you are presented with a score and a grade. Don't worry about it too much. The Path is not about winning." Honestly, I kind of wish they'd have just omitted these score screens altogether. (Also, even despite all that, some mildly useful things can be unlocked if you do go to straight to the house a few times without completing that "one goal". Hint: it involves the map and one of those "if unlocked" controls in the help menu.)

Okay, so what is the "one goal", you ask? That one goal is, of course, to encounter each girl's personal "wolf". Without spoiling too much, I'll just say that the wolves aren't literal wolves (well, except for one case). In fact, spoiler alert again: one of the wolves is pictured in one of the screenshots above. When you finally encounter a wolf, and trigger the ending for that girl, the game takes a decidedly surreal, almost Silent Hill-ish turn. Mild spoiler: The ending involves reaching grandmother's house, just as if you'd gone straight there. When you do this after encountering a wolf, however, it's a... very different experience.

Also, the music in this game is awesome, in my opinion. The general music when you're just wandering around, the almost imperceptibly more upbeat music when an item is nearby, the ominous tone-shift when you're approaching the wolf, the even more disturbing music when you've actually found the wolf's area (different for each girl), the "phew, I'm safe" music that plays after you find the Path again after being lost in the forest (thanks to help from the girl in white), all of it. It really sets the mood.

By the way, I seriously don't get at all why there seems to be such an intense focus on the collection of the 144 flowers. That is such an incredibly trivial, and entirely optional portion of the game, which has almost no bearing on the narrative, such as it is. The only things gained by collecting them is that for each six that you collect (up to 18 per girl I think, but I may be wrong) it will add an indicator for a point of interest pertaining to that particular girl, assuming you haven't already found it. I think even that may only be for the three particular items (different for each girl) that will unlock one of the girl-specific secret rooms in grandmother's house. That's about it, and you don't even need to do that to find things anyway, obviously.

Most of all, as I've already said, this game is very much open to interpretation, particularly the endings. If you've already determined that this interpretation is "game sucks lol" with or without even playing it, then there's likely very little that I can say that will persuade you otherwise and I've wasted my time typing the previous several paragraphs I guess. The entire point of the game is, quite simply, to just wander around, find stuff, and see how the girl will interact with it and what she says about it. That's all. There's no phat loot for rescuing the President or whatever. Even the items themselves seem to have no purpose aside from to elicit a response from the girls. Another tip: when you find something with one girl, it will show up in the basket (accessible by the space bar) for all girls afterward. Most items can be clicked on in the inventory and will have a unique description (the same one that is shown when you actually encounter that item in the forest), depending on which girl you have selected. Some items can be re-found in the forest with another girl, but some of them are gone forever after being collected and are only accessible through the basket.

The only real problem I have with the game is some rather grating performance issues after it runs for a long time, but it's certainly not a deal-breaker, at least for me.

All in all, like I said in my previous post, this game is fucking awesome.
Im OK's Avatar - Comment posted on 03/21/2009 02:32
Im OK
Also, I don't give a flying fuck if this game is "art" or not. All I care about is that it entertained me greatly and that I will be playing through it again because I missed a lot of shit the first time through, the very least of which was collecting all of those flowers. I got around 130-something, most of them with the last, or should I say second-to-last, girl I played because they were bloody everywhere with her, for some reason.
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