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#1 |
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Thx for the scarf, Sadie!
![]() Join Date: Oct 2008
Location: Pittsburgh, PA
Posts: 6,096
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Free and Worth Every Penny - Issue 65: But That Was Yesterday
You may recall that when I wrote up Sombreros a few weeks ago, I confessed (as though you didn't already know) to being a fan of art-house games. If you're not one... well, you may want to skip this week's installment of Free and Worth Every Penny, because we're going all-the-way-pretentious this time. If it's any consolation, I promise it's short (and this writeup will be, too) and it's easy. Hopefully that'll be enough to get you to give it a spin even if you ordinarily wouldn't, because you might find yourself saying that you didn't think this sort of thing was worthwhile...
...Or maybe not. I apologize for the abuse of the title card, there, and I should say up front that I know this game won't be for everybody. Indeed, But That Was Yesterday won't even be considered a game by some of you, I'm sure; it's as valid to call it a piece of interactive animation... maybe even more valid. You can't really lose - or rather, any moments of "failure" have no real consequence - and you are limited to moving along the pre-set path laid out for you by the designer. Of course, I will refrain from pointing out how well that last sentence also describes many of the AAA single-player games I've played in the last couple years. Wait, I guess I just did. Well, nevermind. ![]() In any event, it certainly isn't a game about challenge... wait, that's not true. It isn't a game about mechanical challenge. It's very much about challenge - the challenge of loss, and pain, and acceptance, and perseverence. I expect you'll find that at least one part of the narrative laid out here, if not the whole thing, resonates with the experiences you've had in your own life; the themes tackled by Michael Molinari ("Bean") in But That Was Yesterday are fairly universal. Like Jason Rohrer's Passage - another favorite of mine, though I know many dislike it - this feels like a very personal piece of art, but I think it means to speak to everyone about the joys and hardships the world holds for us and how to deal with them. ![]() Unfortunately, I can't actually talk about how the game asks you to deal with them, or I'd give away the only secret it holds. Allow me to dance around it by saying that the game makes the most of an extremely minimal input set in some pretty clever ways, and that while I did think the whole thing went on about 5 minutes longer than I needed it to, I still took genuine satisfaction from the way everything came together in the game's final section. But That Was Yesterday is an entry in this year's "Casual Gameplay Design Competition", run by JayIsGames.com and sponsored by EA. The theme this year is "Friends" - you can view all the entries here if you'd like to try more of them. As I said before, there's an argument to be made that this game is so casual that it doesn't even qualify as a game, but personally I think it's a wonderful take on the theme, and I'll be very curious to see how it fares against the other entries. You'll notice, I'm sure, that I've spent a large portion of this piece writing from a rather defensive stance, as if I'm hesitant to put this out there and stand behind it as a game I like. That's because I am. Not for any good reason, really; I feel the same way I might feel taking a friend to a really quirky movie I love but that I know they might not like at all, or putting a painting on my wall without knowing exactly what people will think it reflects about me. What if anything that says about the "are games art" question, I leave for you to decide. If my words or the above screenshots have piqued your interest, evaluate it for yourself and let me know what you thought. ![]() But That Was Yesterday is...
I hope you like it. See you next week. Last edited by Ravenlock; 11-21-2010 at 09:50 PM. |
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#2 |
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FIFTY POSTS PER PAGE!
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Hardest... game... ever.
Seriously, though, I can't get past the first scene. Am I just retarded? |
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#3 |
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FIFTY POSTS PER PAGE!
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Nevermind, I finally got it. :/
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#4 |
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Colonial
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Posts: 1,088
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Fantastic game. Interactive enough to be called one. More than ample reward for the time and energy you put into it. Great pick Eric.
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#5 |
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Turn Me
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Very interesting. Reminded me a bit of Limbo for a few reasons (stark visuals, laid back feel, very ambiguous narrative).
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Like obscure games? Check out Turning The Spigot for hidden gems! |
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#6 |
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I am the Dangan
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Awesome game/story. Loved it. Best of the competition this year.
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"We don't just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary." --James D. Nicoll "The closest they came [to] Platonic ideas is [using] two paper plates for lunch." --Pale Ale |
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#7 |
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Praise the sun!
Join Date: Oct 2008
Location: Seritei
Posts: 8,790
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Need to try this, looks awesome.
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Now playing: Borderlands 2/ Skyrim/ XCOM: EU itsanother.me PSN: Menage00 Steam: Menage00 |
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#8 |
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Shizno you say?
Join Date: Oct 2008
Location: UK for 12 more months, then OZ!
Posts: 434
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Lovely. Reminded me of Braid in its atmosphere.
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My design blog |
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#9 |
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KISS MY AXE!
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I played this the other day and really enjoyed it. It's interesting that you should bring up the point of whether it qualifies as a game or not, because I've been pretty torn on it. In my opinion, it's right on the cusp and could go either way. I'd argue that the interactivity definitely added to the experience, which is something I often find lacking in similar games.
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#10 |
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Thx for the scarf, Sadie!
![]() Join Date: Oct 2008
Location: Pittsburgh, PA
Posts: 6,096
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Yeah, I couldn't really write about specifically why I think it's well-suited to being a game in the article because I wanted people to discover the mechanics for themselves.
If you haven't played the game yet please do so before reading this spoiler tag, because I think a large part of the game's value might be lost if you go in knowing this, and it'll hold no discussion value for you without having played the game:
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Steam ID: Ravenlock -- XBL / GFWL Gamertag: Ravenlock80 -- Twitter: Ravenlock Wii System Code: 3019 1654 2730 1955 <Whore> Listen to me rant on the Immortal Machines PC Gaming Podcast! I also run Erratic Gamer, and sometimes write about games there. </Whore> Last edited by Ravenlock; 11-22-2010 at 07:35 AM. |
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#11 |
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Colonist
Join Date: Oct 2008
Posts: 1,336
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I've yet to see a discussion of whether something qualifies as a "game" that wasn't just pedantic. Those discussions never seem to result in anything worthwhile coming out the other end. While there may be some dividing line between a game and whatever's on the other side of the line, I've never heard any compelling arguments that that is an important distinction. Even here, it seems the argument, if we were to have it, would be primarily about whether the article called it a "game" or something else, but nothing else about the article would change.
Anyway, this is a beautiful...game...and I thoroughly enjoyed it. The simplicity of the themes is both a strength and a weakness. It allows the game to convey something in a very short amount of time, but at the same time it felt a bit shallow. Still, as a quickly consumable experience I think it really succeeds at what it's trying to do. Great pic. |
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#12 |
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blarg?
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very interesting. so far i haven't hit the shadow wall, i've turned around each time it appears to make it disappear.. wonder if that will affect ending.
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LIVE: Wilkz07 PSN: Wilks08 Now Playing: Random Games |
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#14 | ||
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KISS MY AXE!
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Quote:
Quote:
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#15 |
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FIFTY POSTS PER PAGE!
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Last edited by TheKeck; 11-22-2010 at 08:48 AM. |
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#16 |
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Thx for the scarf, Sadie!
![]() Join Date: Oct 2008
Location: Pittsburgh, PA
Posts: 6,096
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TheKeck -
It makes me really happy that you guys are enjoying playing and talking about this one. Wilkz07, I also find it fascinating that you apparently pre-empted the game's revelatory moment yourself. Well done, I guess? Did it change your ending? (Spoiler as appropriate.)
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Steam ID: Ravenlock -- XBL / GFWL Gamertag: Ravenlock80 -- Twitter: Ravenlock Wii System Code: 3019 1654 2730 1955 <Whore> Listen to me rant on the Immortal Machines PC Gaming Podcast! I also run Erratic Gamer, and sometimes write about games there. </Whore> |
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#17 |
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Colonist
Join Date: Oct 2008
Posts: 1,336
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BigJonno, why are games required to add something as compared with animation? Do motion pictures have to add something over radio plays to be considered worthwhile? Do radio plays have to add something over print? Does print have to add something over an oral tradition? These are all mediums with their own strengths and weaknesses, and while the very best works play to the strengths of the medium in which they are created, there are plenty of works which are successful without doing so. Idiocracy (which I just watched) is funny but doesn't do anything with the film medium that justified it being a movie rather than a book, comic, or some other form. The Walking Dead doesn't really do much, that I can think of, with the comics medium, but it's enjoyable. Indeed, it seems to have made the transition to TV rather well.
Why should games be any different? Interactivity may be a good tool to provoke certain reactions in users in some works, but I see no reason why a creator should have to justify making some part of their work interactive rather than keeping the whole work passive. |
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#18 |
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Thx for the scarf, Sadie!
![]() Join Date: Oct 2008
Location: Pittsburgh, PA
Posts: 6,096
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I think BigJonno has a point, though, MosBen - one that I wrestled with as well - about how one defines the medium they're looking at. Print may not need to "add something over the oral tradition", but you know you're reading, not listening. The medium defines itself.
How does one know they're playing a game? There are "motion comics" now where one has to click the mouse on a particular point of the screen to advance the storyline in front of them, but I wouldn't call that a game, even though it involves the specific and directed interactivity of the viewer. I don't think he's questioning the value of interactivity - or if he is, I'm not - but it does seem to be a valid question to ask what makes something a game as opposed to some other form of participatory entertainment / art. In this case I think But That Was Yesterday qualifies, for the reasons I spoilered above, but I also expect that some people would disagree.
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Steam ID: Ravenlock -- XBL / GFWL Gamertag: Ravenlock80 -- Twitter: Ravenlock Wii System Code: 3019 1654 2730 1955 <Whore> Listen to me rant on the Immortal Machines PC Gaming Podcast! I also run Erratic Gamer, and sometimes write about games there. </Whore> |
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#19 | |
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KISS MY AXE!
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Quote:
I'm not suggesting that every example of a medium needs to deploy an array of unique devices, but they all have inherent feature sets. Something billed as a game that has no interaction of note is on par with a movie that consists of a blank screen and people talking. It's not a case of the creator having to justify their choice, it's about expectations of a medium. If I am presented with a game, I will judge it as a game. If I feel that it's a poor game, but it would have made an excellent animation, I'll say so. |
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#20 |
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Colonist
Join Date: Oct 2008
Posts: 1,336
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Well, to me, the issue of whether to call something a game or something else is completely irrellevant. My enjoyment of "..But That Was Yesterday" had nothing to do with whether I call it a game in conversation or interactive art, or something else. It is what it is. The question, as far as I'm concerned, isn't "Do I call this a game?" it's "Was the time I spent here worth it?" There are going to be works on the margins of every medium, but categorization really doesn't help one appreciate it better, nor does forcing such a work more firmly into one medium or another necessarily improve it, even if it does have weaknesses.
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