Watching as you control the figures throwing more and more items onto the bonfire and seeing the shadow of the bonfire lengthen and grow stronger with every item that it was fed was a bit chilling for me, on a variety of levels. On a literal level, the destruction of works has never sat with me. We are ephemeral creatures, and the way that history has been passed on, whether that is to know the philosophy, ideas, or achievements of the time, has been to write it down, mark it, and give it more permanence than it would normally have if it was just oral history. Destroying those items, whether out of some sense of purity or out of (more likely) fear is disturbing to me, because doing so removes, as the launcher quote states, things that are irreplaceable.
Today’s game from Laura Michet, one in which you travel from screen to screen picking up parts and pieces in a seemingly infinite loop, reminded me of the old school Atari games where you’d travel around, sometimes aimlessly, looking to achieve the goal of the game with a little exploration. But collecting everything and potentially just winning that way doesn’t appear to be the point of today’s entry. What I did see was moving along, picking up what I thought were pieces of myself from the past, and trying to keep them, only to find more to pick up on the next screen.
Life lessons are a common sort of theme in games. Some of them are subtle, not really obvious, and only present themselves through the journey of the game. Others are extremely direct and in-your-face about what they are seeking to teach you or show you. The depth of the lesson can also be dependent on where and how it’s presented in the game. For RPGs, for example, the plot is a big mover and shaker as far as trying to show you something about life, while action and adventure games may rely on the journey or quest itself to show you what message they’re trying to send.
The theme of finding yourself and your identity continues today with Freya Campbell’s game about moving to a place where they felt like they truly belonged, after a long journey of feeling like they didn’t. This, too, is a theme you see in many games, where the characters struggle to find a sense of self-worth and a place in the world where they tend to start out not belonging, or in some cases shunned or excluded from society as a whole. Like the identity quest from my previous entry, it’s a theme as old as video games have been around, and while they share similarities, it’s not exactly the same.
Developer Credits: Quinn Crossley, InspectorJ, Monk Turner, Fascinoma Launcher Quote: “Destroy your old self Forge a true identity All in three minutes” One of the most common tropes in games, especially when it comes to JRPGs, is the quest to have the protagonist, and/or their surrounding
Developer: Tyson Moll Launcher Quote: “Looks like it’s Groundhog Day again! Will the ‘hog see its shadow and forecast 6 weeks of winter, or will the sun shine and bring us an early spring?” Today’s game by Tyson Moll dropped a feeling about a game that I’ve
Developer: Sean S. LeBlanc Launcher Quote: “some things are meant to last some things are meant to be others aren’t meant at all” Sounds that are meant to be interpreted are the highlight of this week’s meditation games entries it appears, and Sean’s little tidbit to cap
Developer: Sophie Houlden Launcher Quote: “On this day in 1997, a game that meant a lot to me was released. It was the first game to give me a very particular feeling, one that was powerful enough to make me want to make games myself. With
Developer: Tammy DuPlantis Launcher Quote: “3:35 AM 01/30 I’ve packed up all I can fit To take my home elsewhere This house gives me nightmares But I need to rest up For the trip of a lifetime One month ago: “You b****” “You don’t love me” In
In many ways the simple nature and need of pets is envious to us human types. Pets go through life with very specific needs and wants, and as far as trying to satisfy them, much of the time it’s as easy as finding a nice little spot where they like to be skritched or petted and giving them a few minutes of relaxed satisfaction. If only we were so easy to please.