Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Thursday, October 1, 2015

[Video Game Review] Journey

journey screenshot

Journey, © 2012 Thatgamecompany

This game almost makes me wish I smoked, because I think I need a cigarette after playing it.

The best word I can think of to describe Journey is "exquisite": in terms of design, visuals, music, playability, length, fun factor, and overall gestalt. I haven't really been part of the video gaming scene since I finished college, but this might be the most beautiful game I've ever played (and I mean that in more than just a graphical sense).

Indeed, I would go as far as to say that Journey has truly spiritual dimensions. It feels like an interactive parable from one of the world's great religions, one about the human soul, life and death, friendship, and the rewards which flow from striving towards something greater than oneself, even at great personal cost. This game has a lot of depth for something you can finish in under three hours.

As a matter of fact, I'm not sure that I can even really say that Journey is a game at all, at least in the traditional sense. It's impossible to take damage (the worst that can happen is losing a bit of your "scarf"; the longer it gets, the farther you can jump), there's no time limit, and the "puzzles" are very simplistic. There is no loss condition, and basically nothing to do except move forward. Despite this, there were moments, deep in the bowels of some ancient ruin, being pursued by unstoppable, flying serpent-guardians made of stone, where I was truly afraid, despite knowing for a fact that there was nothing they could do to hurt or kill me, even in-game.

Thatgamecompany is renowned for not simply releasing action-oriented titles, but interactive works of art, which are specifically designed to provoke emotional responses in players. I would say that Journey achieves this goal in spectacular fashion.

You'll grow far more attached to this nameless, faceless avatar than you would expect.

The game opens on a vast and endless desert, with the player's non-gendered avatar sitting in the sand. It stands, and after a brief, wordless tutorial on how to manipulate the camera, the player is left to decide which way to go. That's it: no half-hour unskippable opening cinematic, no backstory, no text, no voice-over, no nothing. I found it deeply refreshing to simply be thrust into the game-world and allowed to make my own decisions about where to go and what to do.

Since the only moving thing in this featureless world of sand is a flapping "scarf" atop a nearby dune, the player will most likely decide to move towards that. As you crest the dune, the camera pulls back to simultaneously reveal a shining mountaintop in the impossibly-far distance, and a stunning panoramic vista of ancient sand-choked ruins. The word "Journey" fades into view above the mountaintop, and you realize that the developers have just gotten you to willingly walk right into the title-screen without even realizing that you were playing right along. Journey is full of moments like this, where gameplay and game-design work together, instead of at cross-purposes. Sometimes the camera-work was so smooth that it was hard to tell whether I was playing a game or directing a movie.

Another thing that I loved is that there's zero dialogue in this game. No text, no narration, no spoken dialogue, not even a HUD. Asides from the aforementioned title-screen and the end credits, Journey is a game totally devoid of linguistic content. Just like in real life, there's nothing blinking in the corner of your vision to distract you from what you're seeing and doing, which has the effect of keeping the player in the here-and-now, rather than distracted how many points they've got left or have earned so far. This game isn't about winning, it's about... well, the journey.

And what a journey it is.

When this vista opened up, I was literally struck dumb in the middle of a sentence; all I could do was stare in awe.

This game will take you over sand and under the sea and through the earth and up, up, up into the very highest reaches of the stratosphere. You'll run, leap, fly, swim, and even sneak your way through a world which feels simultaneously solid and otherworldly, plausible and fantastic. You'll feel wonder, foreboding, fear, sorrow, and even the tender concern for a beloved traveling companion.

You might even make a friend along the way: about two-thirds of the way through, I realized that I suddenly had a companion, a second figure identical to myself. Like me, it seemed unable to talk, but we could "sing" to each other (if you can call it that; it's really more like a pulse of white light accompanied by a tone and a glowing glyph). Since singing and touching refilled each other's jump-power, we stuck close together whenever possible. By the end, I was surprised at how emotionally attached I got to my nameless, faceless "buddy", even if s/he couldn't communicate with me in any linguistic sense (kind of like the Companion Cube from Portal).

"I am glad you are here with me. Here at the end of all things, Sam."

Journey is full of genuinely touching moments, despite not having a single word of written nor spoken dialogue. It's packed from beginning to end with a sense of wonder and exploration, of mind-blowing revelations and stunning, silencing vistas which emerge without warning. The desert (indeed, the entire game) reminded me of trekking over Sleeping Bear Dunes as a child: you never know what you're going to see when you crest the next rise, but it's sure to blow you away.

Thursday, June 2, 2011

Movie Review: The Cave of Forgotten Dreams


For several weeks now, I had been hoping to see this film, and I was starting to get a little antsy. I really wanted to see it in theaters; if I couldn't, then there didn't seem to be a point. This is because the 3D nature of the film is so integral to the experience that viewing it in a paltry two dimensions would really just be a waste of your time. Don't get me wrong, you'd still learn a lot, and it's a very thought-provoking film, but the whole reason that Werner Herzog & Co. got a special permit from the French government to film inside the Chauvet caves was so that they could give people all over the world the chance to stand nose-to-nose with primeval history.

First off, it's not a very long film. Only about 90 minutes or so. That's almost equal to the time it actually took to shoot the whole thing! Actually, slightly less, but their time inside was severely limited. The French government is highly wary of letting too many people into the caves; their delicate, perfectly balanced climates are the only reason that these paintings look so fresh. (If not for the thin layers of calcified deposits, you'd think they were painted yesterday.) The French government tried opening another nearby cave to tourists, and the collective moisture from their breath caused mold to grow on the cave walls, so access to the caves is highly restricted, and highly limited on the exceedingly rare occasions when it is granted.


The Chauvet caves were discovered a mere 15 years ago, almost by accident, by a trio of amateur spelunkers. They contain cave-paintings from as far back as 32,000 years ago! That's six times as old as the pyramids, folks! Sixteen times as old as Christianity! Eighty times as old as the freaking concept of gravity! These paintings, made from simple plant dyes and applied by the flickering lights of torches, are considerably older than the human mind could ever really hope to comprehend.

And they're gorgeous! The level of detail that went into these things, despite their apparent simplicity, is really something that can only be achieved by living in close proximity to these animals for your entire life.


In one corner, a pair of woolly rhinoceroses battle one another. One can almost hear the impact, feel the shaking of the earth as these enormous beasts collide. Nearby, a bull bison gallops out of an alcove, seeming to barrel right past the viewer. Elsewhere, running gazelles and horses are drawn with multiple legs, to create an illusion of rapid movement, more than thirty millennia before comic-book artists would rediscover the technique for their own use.

In every case, the placement of the creatures is by no means random or haphazard. Some juxtaposed images were actually painted thousands of years apart! This means that these early humans had generations in which to figure out the perfect placement of each animal, each limb, each subtle nuance of position and composition. Every painting in the cave is carefully placed, in a way that utilizes the natural flow and bulge of the cave wall to accentuate the form of each creature, and even create the illusion of movement.


The summer when I was twelve, my family took a vacation to Mammoth Caves National Park in Kentucky, one of the largest cave systems in the world. At one point during the tour, about halfway through, the guide led us into a large cavern, and she asked us, for just a moment, to be completely silent and still, while she turned out the lights for a moment. My family did a lot of things on that trip, but that moment of absolute darkness and unbroken silence remains, to this day, one of my most vivid memories of that entire trip. The darkness was so complete, I could almost feel it hovering over and around me, pressing itself against the very surface of my eyeballs.

The Cave of Forgotten Dreams was a lot like that moment of darkness, in a way. Watching this film gives one an almost tangible feeling of being in the presence of some enormous, invisible, unknowable thing, which, if you were to reach out your hand to its extremity, your fingertips might just barely brush against something hairy, and warm, and much, much older than you.

Monday, June 7, 2010

Drawing From Life

When I started my college career, I knew exactly why I was getting my degree, and why I was majoring in Art: to become a graphic novelist. Now, I didn't come to college with this goal in mind: that came shortly after enrolling in classes, when I stood in the now-repurposed McKenny Hall bookstore, and read a little book by Scott McCloud called "Understanding Comics: The Invisible Art."

I had spent most of middle and high school watching anime, reading manga, and playing Japanese video games. I had some talent with a pencil, so my plan was clear: learn Japanese, practice drawing, practice writing, move to Japan, and become a famous manga-ka (comic-book artist). All of a sudden, McCloud was blowing my head wide open! There was a whole world of comics right here in America, which I had largely ignored since I stopped watching the X-Men cartoon on Saturday mornings.

I rapidly reconsidered my life-goal: learning Japanese was looking pretty hard right about then. I declared my major to be Art, bought a portfolio and the rest of McCloud's books, and decided that I was gonna be a Graphic Novelist. There was just one problem: everyone in the entire world was about 50 million times better than me.

I couldn't help but look at the work of people like Amy Kim Ganter, Kazu Kibuishi, and Jeph Jacques and feel insignificant. Even if I practiced for hours every day, I knew in my heart that I would never draw like they did. I would call myself "stupid" and "lazy," and curse myself for not having practiced my art more often when I was in grade school, instead of playing all those video games. Gradually, I started to lose heart; who would ever hire someone who drew like me, when they could get something that looked better out of Mike Krahulik's waste-paper basket?

And so I quit drawing completely. I took everything off my deviantART page, gave away my pens and portfolio, and changed my major to English. I discovered that I was a better writer than artist; the words flowed more freely than the pictures ever did, and I was much more confident.

But about a month or two ago, glanced at an old notebook, which I'd used to take notes while playing an RPG with my friends ("Dark Ages: Vampire", if you were curious). In its pages I had drawn little sketches of our various characters. It struck me that these character sketches weren't half-bad. A little weak in the anatomy department, but their lines were clear and strong. I wondered if maybe I should offer to do the same for my friends' characters in my current adventure, and decided that yes, I should.

This time around, it was a lot easier. Maybe I've matured to the point where I don't need to compare myself against other artists. Maybe my fingers just needed a long vacation. Either way, I'm much more satisfied with my drawings than I have been in years, and for the first time in a long time, it's not a chore to practice, but something I actually want to do. And that's a really good feeling.

So, I guess the moral is that if you don't feel comfortable with doing something you used to love, it's okay to take a break. Even if that break lasts for a couple of years.