game

Journey for PS3


At a the Austin launch party for That Game Company‘s long-awaited PS3 title Journey last night, while watching the game on a giant flat screen, my wife turned and asked me, “What do you think it feels like to have made this?” I didn’t directly ask Robin Hunicke who was sitting back on a couch watching people play the game, with an expression of knowing delight, but it was pretty well written on her face- It feels very, very good. This game has been a long labor of love for the people involved, and the game shows a level of polish that belies the size of the team. I said before when I played the demo at Fantastic Arcade that it would be worth the purchase of a PS3, and now that I have the actual game, I reiterate that. The game is not the marathon-length that we’ve come to expect in a world of 60 dollar face-shooters, but it is a different sort of game. It’s eminently replayable, not in the sense that a game with a giant world or procedural content is replayable, but in the way that a really great record album is replayable. This is the first game I’ve played where I’ve actually had anxiety about making sure everything is set up correctly- that the lights are out and no other sounds or distractions will take me out of the experience. I’m practically lighting candles before I play the game. This kind of ritualized appreciation of a play experience is something new, even to me. I feel very similar about the sessions I’ve had recently playing Fez. Is this the distinction that I’ve been desperately trying to point to as being oppositional to the experience of mainstream gaming? Something more descriptive than the meaningless and misleading label “indie”?

It shouldn’t be overlooked that Journey is a multiplayer game. Visual design isn’t the only strength on display here. By sheer will and strength of game design, Journey has fostered not only a meditative single payer experience, it’s done the impossible- created positive interactions between strangers. Each time I have encountered other real players thus far, I’ve had people actually take time to help me, or be patient while I explore. This is with no means of communication other than the all-purpose “singing” action- a very simple signal that communicates nothing more than the pictogram that serves as your character’s name. These are wordless encounters that have left me feeling good, and more importantly feeling good about other people, which is something pretty alien to me on most days.

There’s no other more carelessly overused word than “beautiful”, but this game is beautiful.

Faraway | Mac|Life


Andrew Hayward has a nice write up of Steph Thirion’s Faraway. We gave Faraway the “Best in Show” prize at Fantastic Arcade this year and it was deserved- the game is elegant and minimalistic enough that it seems like one of the first real classics of touch gaming, a game that could potentially be iconic to the platform.

Hands-On With Faraway, the Charming iOS Constellation-Building Game | Mac|Life.

From Dust™ – Xbox.com


Eric Chahi’s new game “From Dust” just went up on Xbox Live Arcade..

I like the atmosphere of the game, but I can tell it will be more enjoyable with a keyboard and mouse. Dealing with both a camera position and the ‘breath’ (sort of a cursor where you can execute your powers) using joysticks is unpleasantly making me dizzy. But I’m an old fuddy duddy. In general 3d games feel ‘mushy’ and imprecise to me. I’m also worried that this game will be a victim of the hyperbole that was heaped on it by the game press early on, a la Spore (although a decent argument can be made that Spore’s vision was compromised during the later stages of its development). I’m through to the wildfire level now and I’m still forming my opinion, I’ll keep playing with it and see where it goes…