N.B.: This is a weekly occurring printed column, currently five installments in. I've only posted #2 and #5 so far, the former to see what the community at large would think (apparently they don't care), and the latter to share with a friend (DeadpanLunatic).
I'm on the fence about posting #1, #3, and #4, (Minecraft, Rock of Ages, and Frozen Synapse, respectively), so if you want to see them, let me know and I'll be more inclined to share them here. Although you should know that I've already posted them on my personal website (listed in my Escapist profile), if you're curious enough to check them out of your own volition.
Update: Indie Game Spotlight #9 (Hero's Adventure) is now live.
<color=black>Indie Game Spotlight #2
<color=black>Limbo
Video games are currently facing the issue of acceptance as an art form just as worthy of respect as film, music, or literature, and while there are certainly champions for either side of this debate, too often the medium isn't allowed to speak for itself. We'll listen to Roger Ebert voice his doubts (to name but one detractor) and we'll tolerate floods of asinine and overzealous counterarguments from a passionate but largely misguided community. But will we listen to what the medium itself has to say? Most times, we're so busy shouting at each other that we don't hear it.
How appropriate is it, then, that the most compelling argument to arrive in recent memory has no lines of dialogue, no lines of text beyond menus and credits, and a sound design so sparse and consciously hollow that the game itself barely makes a sound?
http://www.rockpapershotgun.com/images/11/aug/limbo4.jpg
Limbo is this argument; a 2D puzzle and platform game created by Danish developer Playdead. You control the silhouette of a boy traversing a bleak and hopeless monochrome world as you navigate a series of devious traps and puzzles. There's no explicit plot or narrative, and no music or colour. Just you, the sound of your footsteps and breath, and a tenebrous world constantly oppressing and unnerving you.
Quite curiously, Limbo competently reaches its aspiration of artistic accomplishment without the appearance of too much effort. Its minimalist visual and sound design gently coax players into immersion without dragging them in, and gameplay is so unobtrusive that you quickly forget you're playing a game in same way effective theatre displays characters and not actors. The only real misstep is how the ending sequences betray illusion and atmosphere in favour of obtuse physics puzzles, however the entire game before this point, with its commitment to an air of paranoia and intensity, is superb. This is owing in no small part to its "trial and death" philosophy, grim imagery, and a truly menacing arachnid antagonist.
Some may find Limbo a bit too short, others a bit too discouraging, and many more will probably find it too bleak and depressing. But for $10, it's definitely worth a look. Remember: you're not just getting a cost efficient and devious platform puzzler; you're getting one of the best examples for video games as a work of interactive art.
Due to an exclusivity agreement between developer Playdead and publisher Microsoft Game Studios, Limbo was exclusive to the Xbox 360 for a year after its summer 2010 release, only being made available on PS3 and Steam (a PC digital distribution service) this August.
I'm on the fence about posting #1, #3, and #4, (Minecraft, Rock of Ages, and Frozen Synapse, respectively), so if you want to see them, let me know and I'll be more inclined to share them here. Although you should know that I've already posted them on my personal website (listed in my Escapist profile), if you're curious enough to check them out of your own volition.
Update: Indie Game Spotlight #9 (Hero's Adventure) is now live.
<color=black>Indie Game Spotlight #2
This review is the second installment in my recently acquired "Indie Game Spotlight" column for my campus newspaper, so please take the review with this context in mind. It's deliberately limited to 400 words and is written for an audience that is varied and presumably far less knowledgeable about the subject than you are (compare how you're reading it in a forum dedicated to video games and the culture thereof, and how they're an unknown quantity reading an independent newspaper from a rack in a campus bookstore or library). As such, I'm trying to write about the game in a way that's brisk, engaging, and intelligible to as many people as possible. Again, this is a spotlight, not necessarily a critical analysis; still a review, but in a different way.
If anything, I suppose the primary goal is to trumpet the virtues and merits of indie games and grant them exposure and consideration to people who have never seriously considered them before. I'd appreciate it greatly if you let me know how well I succeeded in this regard.
If anything, I suppose the primary goal is to trumpet the virtues and merits of indie games and grant them exposure and consideration to people who have never seriously considered them before. I'd appreciate it greatly if you let me know how well I succeeded in this regard.
<color=black>Limbo
Video games are currently facing the issue of acceptance as an art form just as worthy of respect as film, music, or literature, and while there are certainly champions for either side of this debate, too often the medium isn't allowed to speak for itself. We'll listen to Roger Ebert voice his doubts (to name but one detractor) and we'll tolerate floods of asinine and overzealous counterarguments from a passionate but largely misguided community. But will we listen to what the medium itself has to say? Most times, we're so busy shouting at each other that we don't hear it.
How appropriate is it, then, that the most compelling argument to arrive in recent memory has no lines of dialogue, no lines of text beyond menus and credits, and a sound design so sparse and consciously hollow that the game itself barely makes a sound?
http://www.rockpapershotgun.com/images/11/aug/limbo4.jpg
Limbo is this argument; a 2D puzzle and platform game created by Danish developer Playdead. You control the silhouette of a boy traversing a bleak and hopeless monochrome world as you navigate a series of devious traps and puzzles. There's no explicit plot or narrative, and no music or colour. Just you, the sound of your footsteps and breath, and a tenebrous world constantly oppressing and unnerving you.
Quite curiously, Limbo competently reaches its aspiration of artistic accomplishment without the appearance of too much effort. Its minimalist visual and sound design gently coax players into immersion without dragging them in, and gameplay is so unobtrusive that you quickly forget you're playing a game in same way effective theatre displays characters and not actors. The only real misstep is how the ending sequences betray illusion and atmosphere in favour of obtuse physics puzzles, however the entire game before this point, with its commitment to an air of paranoia and intensity, is superb. This is owing in no small part to its "trial and death" philosophy, grim imagery, and a truly menacing arachnid antagonist.
Some may find Limbo a bit too short, others a bit too discouraging, and many more will probably find it too bleak and depressing. But for $10, it's definitely worth a look. Remember: you're not just getting a cost efficient and devious platform puzzler; you're getting one of the best examples for video games as a work of interactive art.
Due to an exclusivity agreement between developer Playdead and publisher Microsoft Game Studios, Limbo was exclusive to the Xbox 360 for a year after its summer 2010 release, only being made available on PS3 and Steam (a PC digital distribution service) this August.