Showing posts with label adventure. Show all posts
Showing posts with label adventure. 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.

Monday, February 14, 2011

Movie Review: "How To Train Your Dragon" (2010)



At first, I was tempted to review this film as a cynical adult; that's not just my duty, since I'm writing this review (presumably) for other similarly-cynical adults, it's also really the only way I can approach films anymore. I can't go back to the innocent days of yore, when anything with a dragon in it was considered praiseworthy. But I feel that writing this film off simply because it doesn't try anything new in the story department would be giving it short shrift.

How To Train Your Dragon never really attempts anything revolutionary, doesn't throw the audience any curveballs, but what it does, it does well. The animation is top-notch, and numerous times during the flight segments I was struck by an intense desire to see it in either 3D or IMAX. Both, if possible. Alas, the movie is several months old now, and the moment has passed. So it goes.

The story follows Hiccup, a young teen with an American accent in a small island village of Scottish-speaking Viking warriors. For some reason, the difference in accent is never brought up; in fact, all the kids in the village have distinctly American speech patterns. Maybe you need to get a permit for your brogue, to show you can handle the responsibility?

Hiccup is a scrawny, skinny boy, which is a common feature of YA protagonists, but somewhat unusual in a blacksmith's apprentice. His father, Stoic the Vast (voiced, appropriately enough, by Gerard Butler, that bearded Scotsman of 300 fame) is the chief of their village, which is pillaged on a near-nightly basis by marauding dragons.

During one of these raids, Hiccup is trying out a net-launching apparatus of his own design, when he gets off a lucky shot and snags a Night Fury, a mysterious black-scaled subspecies of dragon with incredible speed and firepower. Naturally, no one believes that such a loser kid could catch a dragon that no one's ever seen and lived to tell the tale. So Hiccup sets off into the woods to find his rightful kill.

... Only he finds that, when the dragon is lying helpless before him, he can't bring himself to kill it. He sets it free, but it's been too badly injured by his net to leave the box canyon where it fell. Thus begins a tale of friendship, prejudice, war, personal growth, and teamwork.

The dragon, "Toothless", is an impressive feat of CGI. He's tough and weighty without being bulky, powerful without being scary, and a weird fusion of reptile, bird, and dog. Best of all, he remains a convincing animal throughout the film. By this, I mean that the animators and writers never lose sight of his animal nature; even though he's friendly, he's not all sunshine and roses.

It's a fun story. It's funny. It's touching. It's even a little bit romantic (if you like girls who like punching boys). I'd say that it's worth buying a copy for your kids. Even if you don't have kids, you might want to check it out. You might find that what appeared at first to be distasteful is actually a lot of fun.

Friday, July 9, 2010

A Walk in the Woods

As I was biking back from the pharmacy, I was possessed by a whim to see a small park on Eisenhower, which I hadn't visited in more than a year (I don't remember the park's name, just its location). I knew that there were some lovely nature trails, and a huge tree, just like the one Totoro lives under, but I didn't realize that they had paved some of the walkways. They used wooden planks, raised a few inches off the ground to prevent muddy shoes, and to avoid obstructing the flow of rainwater.

I set off down the path, though I didn't know where it went, determined to follow it until I came out somewhere. There were a few times when the bugs and the heat and the humidity almost made me turn back, but I stuck with it, knowing that I'd never rest if I had to keep wondering where it led.

In the process, I became deeply lost.

I don't mean that I couldn't find my way back. The fact that I'm writing this now is proof that I could. I mean that I completely lost my bearings, by sense of relative position within the city as a larger whole. And that felt awesome. i felt like an explorer searching through new lands, or a traveler on a journey to a strange country. It wasn't until I emerged from the woods that I saw a single living soul. The sense of isolation and mystery was delicious. It was like living out a childhood dream.

In the process of getting lost, I discovered several previously-unknown features of my immediate area, including a disc golf course; a basketball court; a very modern-looking playground; a footbridge over I-94; and a runoff pond that's home to ducks, geese, egrets, heron, and even a swan! I even picked some wild raspberries, sun-ripened and delicious, and ate them right there on the trail. They were better than any I could ever buy in a store, because I picked them myself, using my knowledge of local plants for practical reasons.

So the next time you see a path in the woods, and you don't know where it goes, go ahead and walk it. You just might have an adventure of your own.