In February of this year developers Ready at Dawn came unto us with a vision.
An artistic vision no less.
They envisioned a game that would take about 7 hours to complete.
They envisioned a game with many lengthly cutscenes, a wonder of cinematography.
They envisioned a game rife with QTEs.
They envisioned a final boss fight that was a QTE identical to one halfway through the game.
They envisioned an ending that left the story feeling like an incomplete prologue.
Yea, their visions were many and artistic, always, unquestionably, artistic.
But when the day of revelation came what did these digital prophets receive in return for their visions? Naught but scorn and the petulant yowls of the heathen hordes, those entitled philistines who have no respect for the labours of the artist.
"Your game should have been longer", cried the heathen, as they trampled heedless through the bountiful fields of artistry.
"Your cutscenes are too long", cried the heathen, ignorant of the merits of cinematic storytelling.
"Your game hath too many QTEs", cried the heathen, for their thumbs were slow and feeble.
"Your boss fight doth betray a lack of effort," cried the heathen, heartless and cruel.
"Thine ending sucks", cried the heathen, for they appreciated not the importance of sequels.
There followed a storm of lackluster scores and lukewarm reviews, keyboards were mashed and playthroughs were posted. And throughout it all not one soul cared to spare a thought for the artistic visions that lay trampled and broken underfoot.
There may come a day when the vision of the artist is rightly held aloft, beyond such petty reproach from lesser creatures, but it will not be this day.
For truly it is said that some people simply cannot be pleased.
An artistic vision no less.
They envisioned a game that would take about 7 hours to complete.
They envisioned a game with many lengthly cutscenes, a wonder of cinematography.
They envisioned a game rife with QTEs.
They envisioned a final boss fight that was a QTE identical to one halfway through the game.
They envisioned an ending that left the story feeling like an incomplete prologue.
Yea, their visions were many and artistic, always, unquestionably, artistic.
But when the day of revelation came what did these digital prophets receive in return for their visions? Naught but scorn and the petulant yowls of the heathen hordes, those entitled philistines who have no respect for the labours of the artist.
"Your game should have been longer", cried the heathen, as they trampled heedless through the bountiful fields of artistry.
"Your cutscenes are too long", cried the heathen, ignorant of the merits of cinematic storytelling.
"Your game hath too many QTEs", cried the heathen, for their thumbs were slow and feeble.
"Your boss fight doth betray a lack of effort," cried the heathen, heartless and cruel.
"Thine ending sucks", cried the heathen, for they appreciated not the importance of sequels.
There followed a storm of lackluster scores and lukewarm reviews, keyboards were mashed and playthroughs were posted. And throughout it all not one soul cared to spare a thought for the artistic visions that lay trampled and broken underfoot.
There may come a day when the vision of the artist is rightly held aloft, beyond such petty reproach from lesser creatures, but it will not be this day.
For truly it is said that some people simply cannot be pleased.