(06-25-2012 05:45 AM)Dagrocks Wrote: As a person big on Indie games, I can usually understand the points made in games. Even under some insane circumstances. You are looking at the game the wrong way. Super Brothers is an art company. The game is art. Pixel art, but still art.
All games are art. Art is not a term of praise, rather a state of being. Computer games, along with all other creative and expressive media, are art. This game, because of its paper-thin everything, is bad art.
(06-25-2012 05:45 AM)Dagrocks Wrote: And sometimes things are so chunky to leave room for you to interperate what that would really look like.
I see no reason why that would fit into a lighthearted medieval fantasy game, or any point-and-click adventure really. PCA's tend to rely on details in the world around you to convey gameplay that is anything deeper than, well, this one.
(06-25-2012 05:45 AM)Dagrocks Wrote: You know... I wouldn't even call this a game. It is sold and exposed as a game, but you shouldn't be playing it like your trying to get things over with. The game is an experiment to see if people will take there time and try to enjoy what's happening.
Believe it or not, I try that with every game I play (unless it's a very fast-paced one where taking my time is not an option). I tried it once or twice with this, and--I am completely not exaggerating--I almost fell asleep. By halfway through the second chapter I had double-clicked on just about everything in the environment that looked like it would have a description and traveled every footpath more than once. There was nothing to take my time on afterward.
S&S itself also really seemed like it wanted me to just get things over with. The gameplay was an amalgam of challenges just for the sake of impeding progress. What deeper meaning is there to explore in a minigame that has you clicking on fucking birds to advance the plot? What story development is there to be had when you choose to kill or free the naked dancing bear, especially when it's completely out of place and then noted in the Archetype's Twitter feed that "we just put this here to give you a generic ineffectual moral choice okay bye?"
(06-25-2012 05:45 AM)Dagrocks Wrote: The tweeting feature was there because they really didn't expect the game to become too popular, and they wanted to see how people would play it. If they would rush everything and have a shallow experiance. Or if they would play it when they really feel like playing it.
I don't see how it's possible to not
have a shallow experience. There is just nothing
to the gameplay, story, visuals, atmosphere, world...
(06-25-2012 05:45 AM)Dagrocks Wrote: Also, there is a way to skip time in-game. This game is an experiment to see how people will experiance the game. When I played this, I decided to try to be immersed, thinking "I am the god controlling this girl"
Think of the game like this is something you are doing. If you were really the Scythian, what would you be doing? What you are there to do!
Unless they are actually studying the results somewhere and basing their next game around their findings through the Twitter feature that totallywasn'tjustawaytoadvertisethegame, they are not experimenting very well.
If I was the Scythian, I would be following the paper-thin, uninteresting narrative because that would be my only option. There is no reason to care for her or Logfella and Girl because they are completely flat, part of a completely flat world (though it's so small, more like a neighborhood), following a completely flat storyline that doesn't do anything to make itself interesting.
(06-25-2012 05:45 AM)Dagrocks Wrote: I know that part above is explained a little weird... But a lot of people put this game off as "Just walking" or something like that. Just please try to look at this... Thing... As something else.
I don't see the logic behind "looking at it as something else." If it has bad game mechanics, it plays like a game, and it progresses like a game, I don't need to make myself think that it is good in some other way. I have already spent myself (and my money too) on completing it, exploring every nook and cranny up to, I believe, 98% on the progress bar. I am not about to succumb to the idea that if I just stop thinking so much, or that if I just think of it as a movie, I will be entertained. I would be treating it as something it as not and I would exchange using my brain for being entertained. I like using my brain in entertainment.
Though my point still stands that it would still be a shallow product when viewed as just about anything else. It has a good soundtrack, but that's all. The story and writing are piss-poor. The backdrops are visually pleasing but the graphics lose any and all appeal when zoomed in, especially since S&S doesn't rely on vague graphics in any way (like, say, obscurity in a horror game). The world is small and just about every location makes a repeat appearance without enough life to spruce itself up. What can you make out of these elements that are just not good