THE SURREALIST TAROT

My thoughts on all the Summer Games 2011 entries.

As Calunio has done a good job of broadly and briefly summarizing Surrealism as an artistic phenomenon, I will leave his words to stand for that and skip straight into my feedback on the twelve entries submitted for the Summer Games 2011 contest. The only general note I want to mention is that very few of these games are surreal at all. Many of them are trying to be surreal and failing. One did not seem to be trying at surrealism at all.

I will discuss each entry in terms of overall quality and entertainment value as well as adherence to the theme.

As one minor note, these will be listed in the order of the Major Arcana, except the games which did not choose a representative tarot card, which will be described first; this was not the order I played them in. The order I played them in was generated randomly drawing cards from a tarot deck.

EOMNIUM PROJECT

I never did find out what was going on with this weird afterlife memory mansion, because of terrible, terrible design decisions. Instant kill on touch enemies are a bad idea. Instant kill on touch enemies combined with limited save-points, slow walk speed, and lots of back tracking are a terrible idea. Instant kill on touch enemies with limited save-points, slow walk speed, enemies blocking one-tile wide pathways that are needed to progress, and parallel processing-instead-of-auto-start events that put the lights out and let you continue walking blindly while spawning said instant-kill enemies DIRECTLY IN YOUR PATH...just transcendentally awful. I hated this game on a gameplay level alone. The writing seemed fine and the music, sounds, and visuals were inoffensive. It was just lots and lots of compounded bad design decisions that could easily have been avoided. Back to the drawing board with you, Eomnium.

BEYOND THE GATE

This wasn't a bad game. The level design, graphics, music, storytelling, and game balance were all passable; I'd go as far as 'good', though not as good as Aetherion. (The technical elements of BoG weren't great. The battle balance could certainly have used some work, and again it was not really surreal, using very very traditional, familiar, and predictable western imagery (such as the grim reaper).)

However, I did find its premise silly at best and crass, insensitive, inane, and offensive at worst. The idea that you "battle terminal cancer/your emotions/feelings arising from terminal cancer" in the RPG MAKER 2003 BATTLE SYSTEM was almost ludicrously grotesque to me. The implication that people who died from cancer were buying items from Death, were facing the rm2k3 Game Over screen when they "lost" was just too shitty to take. This was very much in poor taste.

I DON'T think that it was in bad faith. I don't think that Sam was trying to offend or upset anyone with this game at all. If anything, I would call the overall premise and execution thoughtless, clumsy, and distasteful. When I wasn't wrinkling my nose in distaste, I was suppressing giggles at the silly names of the largely fungible skills and abilities. I was half expecting status effects like "Denial", "Anger" and "Acceptance" to pop up.

I did not actually take "points" off for any of this, since all of the complaints listed here (except the one-liner about the battle balance and theme adherence above) result from my own personal biases and personal life; I knew too many people who died from cancer, and I just did not find this game's treatment of the subject matter tasteful. Generally speaking, when we're talking about artistic content, I am really hard to offend at all; I am practically unoffendable, so if anything has caused me to feel that way, it's most likely some weird, bizarre, extreme edge case.

I cannot say that this is a bad game, merely that I personally found the overall premise thoughtless, distasteful, embarrassing, and upsetting upon playing from start to ending.

I hope Sam won't find this too offensive. In general I respect his work and I think he comports himself around these parts as a gentleman.

THE FOOL - ZEPHYR SKIES

This is a quintessentially, sublimely dadaist entry, which puts it very close to surrealism; if one principle of the dada movement was anti-art, than surely this is an anti-game. I don't want to spoil anything for people who haven't played it yet, so here's hoping that spoiler tags are working today.

I was not following the carefully constructed hype on the Zephyr Skies game page, and I still was able to get the joke, and more importantly I think the game got me--I was pranked, and in being pranked felt a moment of surrealistic displacement.

I laughed out loud at the outlandish, borderline offensive ridiculousness of it all. Many of the entries purported to have deep messages about life, death, dreams, and the very nature of reality. This was the only entry that I found that actually had a message that we ALL needed to hear. Smart satire. That the way we treat each other, and our games, is unacceptable--that the importance put on screenshots, which alone can create a social pariah or a veritable cult of personality, is immensely harmful. I applaud this game. Every RMN regular and would-be game designer should play it. And the technical acumen of creating such a highly playable and functional Tetris clone in RM2k3 of all engines is not something to be taken lightly. I was very happy that I was able to get this into the top three.


THE LOVERS - NOVELLA

"(We paint our sins on the ceiling)
(Well I keep them glued to my chest.)
(It keeps me close like a promise kept.)"

My enjoyment of things often is emotive, aesthetic, intuitive and/or visceral; it is not cognitive, rational, or intuitive. I have studiously avoided my friend NewBlack's lengthy posted explanations and justifications of what this game "means" and "references" to preserve my enjoyment of it. Calunio and I had some very fascinating discussions about this game, and what I personally felt they boiled down to was that I had enjoyed it more for avoiding the explanation of its symbolism and Calunio had enjoyed it less because he had read such an explanation.

I guess what I'm saying is, I don't require things to "make sense", certainly not in a contest with the theme of surrealism! And I don't want this game "explained" to me, then, now, or ever. I don't have a particular interpretation of it; my enjoyment, as explained above, is not primarily interpretive.

It is not without its flaws, certainly. The first puzzle almost requires the player to be psychic to solve (I did, in fact, remember the Ocean, I just couldn't fathom how to get it onto the piano). I found its symbolism and allusions somewhat vague and sloppy; more importantly, is following closely in the visual footsteps of groundbreakers like Dali and Magritte really surrealism?

However: it is enough for me to say that the game was strange and dreamlike, the visual imagery and symbolism used most unsettling, the aesthetics quietly beautiful, and the puzzles impressively well-programmed devious, clever, and diverting. I enjoyed this game. I recommend this game. I do not care to have anyone ruin that by telling me what it's "about". I would like it to be finished, so I can play it in its entirety; it doesn't need to make sense to be good; I have no idea what the fuck was going on, and I'd continue to avoid any definitive "word of god" type explanations.

So far, it does not make as much sense (nor is it as good) as The Mirror Lied, but it is in the same vein, and it is a vein that I quite love. It was a triumph to be able to include this in the top three.

As a side note, I am still staggered by the similarities that keep cropping up between myself and NewBlack. If anyone was going to make a game, loudly publicizing that it was ostensibly inspired in equal parts by the band Taking Back Sunday and the novel House of Leaves, I would have guessed it would be me. : )

JUSTICE - MARIE GOES TO SPACE

This was the most surreal entry submitted for the contest. While it's certainly not the best game or even close, and is almost laughably short, everyone should still play it, preferably after smoking drugs. It won't take up much of your time at all.

Novella makes a lot more sense than this game.

If we were judging solely on the basis of which game was most surreal, this would undoubtedly win.

THE HERMIT - AETHERION
(Note: In equal parts because of my birth date and personality, in any given Tarot Spread the Hermit is the card that represents me.)

Short Version:
"Amazing game, don't get me wrong, but..."

Longer Version:
This was undoubtedly the best looking, best playing, most polished entry submitted for this contest. It's hard to believe it was made within the timeframe given considering its quality level. If the contest had no particular theme, or had a theme other than surrealism, then Aetherion would have been the clear cut winner. Unfortunately, Aetherion is not surreal at all. How could it be when it's comfortingly familiar?

It is standard light anime fare, predictably traditional, and has (as far as I can tell) the same basic plot as SkyE, which was also not-at-all-surreal. This was without exaggeration a professional quality game and immensely impressive on all technical levels. But the fact that it did not engage with the theme at all to me destroyed its chances of winning.

Not only is this game not surreal, it is comfortingly, soothingly standard and traditional, carefully taking the player's hand and walking him through with standard jRPG conventions and making standard use of common animu tropes. It seems very much like this was a game idea that they wanted to make anyway that was shoe-horned into the contest after the theme was learned without many changes at all. Either that, or Team Losers has no freaking idea what surrealism means, but I think that the former is FAR more likely.

Whatever the feeling--unease, displacement, call it what you will--that a surrealistic piece of art causes me to feel, Aetherion made me feel the opposite. Of course, it shows all signs of being an excellent game, and in the event of an influx of free time, I'd love to spend some more time with it, and perhaps publish a more in-depth review with deeper analysis of things like the (fairly unique) battle system.

Side note/Random calling out (no one take this too seriously): Solitayre should really be like, forced to make a solo game. It's something every creator should do, and besides, without an idea of what his work looks like in its purest form, it's impossible to tell or guess at what contributions here are his.

I played SkyE, and this seemed pretty much exactly like SkyE in every way except the Battle System. If Solitayre is adding something unique to Anaryu's formula, I can't see what it is. If 1 + b = 1, then mustn't b be 0? I genuinely don't know, but I'd love to see Soli make a game all on his lonesome. It's sort of a rite of passage round these here parts, anyway.

STRENGTH - FIRE WOMAN

I still don't know if pyrodoom is a joke account for trolling or what; assuming that's NOT what's going on, this game was fucking terrible, plagued with programming and graphical glitches, and lacking a story or accessible gameplay of any kind. This mess probably falls into the category of "highly surreal by accident". It is hard to tell if this was a genuine attempt at surrealism, made by a mentally handicapped preteen, or a genuine attempt at surrealism made by a mentally handicapped preteen.

People report playing this game for as much as twenty or thirty minutes at a time. They are for more masochistic than I!

DEATH - SISTERS STORYBOOK

Like a goddamn transformer, there is much more to this game than meets the eye. On the surface, this is a simple, cute, innocent, childlike Aesop, with a dirt-simple moral message. It is well-programmed, good looking, and the battles are quite well balanced. However, the reason I REALLY wanted to include this as a WINNER was the deeper, darker things that seemed to be going on below the surface.

Namely, I was thinking about the game on a whole new level since the creator chose "Death" as the tarot card to represent it. Of all the symbolism used in all of the entries, this game's recurring "boat" motif is by far the most non-standard and therefore the best and most surreal. It was deeply subliminal and deeply unsettling. And unlike other entries dealing with the theme of death, Sisters Storybook does not bother neatly explaining or revealing anything.

Nothing particularly surreal about this one, but I still really, really liked it. Even if it is possible to play the entire thing from beginning to end without piercing its innocent, childlike surface at all. (Look: I know I may be giving this game WAY too much credit/seeing hidden meaning where there isn't any. BUT even my doubts about that are undeniably the result of good use of surrealistic elements. I have no idea if I'm the only one interpreting this game correctly or if I'm feebly grasping at straws, and again, I don't want to know.)

THE DEVIL - TRANSITION

There were a lot of games about fire, it seemed like, even without counting fire woman. This one was some weird, trippy shit. I was really digging it until I ran up against what seemed like an impossible segment, and after several tries, I quit in frustration.

Poor translation and (I think) underlying weak writing limited the impact of this game, which was very visual. The gameplay was fine until it became impossible, and at least from the beginning, this is one of the few games that genuinely verged on the surreal.

THE TOWER - I'M SCARED OF GIRLS

Full disclosure: when I declared this game as my personal winner and went to bat for it (there was actually no resistance; Calunio and StarSkipping wanted it for first too) I was totally unaware of Yume Nikki, and was therefore crediting this game with 1000% more originality than it deserved. However, I think I might have given it the win anyway.

Playing I'm Scared of Girls is a deeply, deeply upsetting experience. It seemed like every other surrealism entry was about death or the afterlife, which I just found macabre, depressing, triggering, and eventually *yawn* boring. However, this was the only one that was about death, the afterlife, and CROSS-DRESSING.

To a degree, this game was, to put it mildly, immensely pretentious, obnoxiously hipsterish, in-your-face "indie" and insufferably smug. I loved it anyway.

ISOG's cute, simple graphics and familiar, traditional gameplay (the game is like a massively simplified Metroidvania or Zelda style adventure game, primarily free-form exploration with some simple and mindless battles thrown in) creates major cognitive dissonance with its subject matter, which is some truly transgressive, X-rated shit. I absolutely adored the dichotomy. The prose in this game is excellent (for once, its frequent delving into squick actually enhanced its overall quality), and the early gameplay is addictive. (Later on, when you only have one or two red gems left in the whole game world, the backtracking and random searching can get really dull, tedious, and repetitive.).

ISOG is not a perfect game by any means. Most of the powerups and unlockables don't see to do anything, let alone what they're supposed to do, the "battle system" is an unapologetic RNG crapshoot, and the ending, both story-wise and boss-fight wise, is unfinished and/or does not make sense. However, we must also pay careful attention to this game's merits. I applaud all of the following:

* Intensely surrealistic dichotomy between form and content. Well played!
* 100% original art, in abundant variation and looking GREAT.
* Beautifully chosen, unfamiliar, unsettling soundtrack.
* Gorgeously written and often-disturbing prose.
* Unequaled sense of exploration, mystery, and discovery. The less you know about it going in, the better you'll like it, I think. The way the story unfolds in the game is great, as is how little the player is given to go on in the beginning. This game does not hold your hand and show you the way.
* Deeply unsettling, balls-to-the-wall premise, with no regard whatever for political correctness or delicate sensibilities.

Everyone should play this. It is an aesthetic and storytelling treat, and with a little more work and time the gameplay could be awesome too. I hope Moga/CARRIONBLUE will be inspired to finish this project and sand off all of the rough edges, cause we could have an indie gaming masterpiece on our hands.

THE MOON - WEIRD DREAMS

This game wasn't even slightly surreal, wasn't pretty, didn't impress me with its creativity, wasn't very polished, had RTP graphics I'm getting sick to death of, and most importantly had SOME OF THE WORST BATTLE BALANCE I'VE ENCOUNTERED IN RECENT MEMORY, preventing me from making much progress in at all. I know that's harsh, Marrend, but don't feel discouraged in your overall game making efforts. To paraphrase Stephen King, everyone's gotta get x amount of crappy games out of their system before they get to the good ones.

THE WORLD - ESOTERICA

Representing the last of the major arcana, this was the first game I played due to random luck-of-the-draw, and naturally it's one of the last I wind up reviewing so I don't REMEMBER it as well as I should.

This game was far too self-consciously apologetic for its gameplay, offering constant and eventually obnoxious "skip gameplay" options. The gameplay itself was wrought with bizarre glitches, and the use of parallel process instead of auto-start on cut scene events was a major problem in this and other entries, where moving at the wrong time could result in a fatal freeze.

My main issue with this game is that even after being explained to me in a "creator's afterward" at the end of the game, the story still did not make sense. In this contest, I don't require a story to make sense, but if you're going to include an EXPLANATION in the game itself, at the very least the explanation should make sense. I feel like there was a kernel of an interesting story that could have germinated, but what resulted was rushed, sloppy, illogical ,and poorly written.

Overall, this is one of the entries, like Transition, that was neither notably good nor notably bad. It had its good and bad points.

***

As a closing note, it is interesting how so many people have certain associations with the word "surrealism", and how so many games concerned death, dreams, and/or the afterlife: a truly massive amount, including Beyond the Gate, Eomnium, Esoterica, Sisters Storybook (I think), Weird Dreams, I'm Scared of Girls, and depending on your interpretation, possibly a few others. Since surrealism has nothing explicitly to do with death, the afterlife, or dreams let me just say: the collective subconscious is a truly fascinating thing, here as anywhere else.

I hope you, reader, have enjoyed this feedback, and most importantly, I hope that the games' creators are reading this, as to me generating feedback is the primary purpose of such a contest. I hope to follow up this article with more in depth reviews of several of the games discussed here!

Posts

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I am truly sorry that you found my game to be offensive and in bad taste, however, I am grateful that you have noted any distaste was wholly unintentional. As you have said, it is a very delicate and sensitive subject manner, something I know you where concerned about during the game's initial development, as a direct result of that I removed any mention of the word "cancer" from the game's dialogue and description, making slight alterations so that, while it could be seen that Claire was suffering from a form of cancer, it is never explicitly stated, broadening the game's topic to terminal illness in general.

I feel that, where I fell down, mechanics wise, was in trying to convey a psychological battle in a system with physical attacks. You say you were half expecting status effects such as Denial, and, I have to be honest, some of the ones you mentioned were serious candidates during development. I also attempted to keep the player's strength and ability within controlled limits by setting the number of encounters per map and calculating how much EXP a player should have, and what level they would be at, when reaching each boss. My thought process was that smaller numbers would be easier to handle and in keeping with the game's overall tone, after all, it would be out of place to see giant attacks and effects with huge damage counts ala most RPGs.

Those small statistics meant that a player's best way to gain an edge was by buying stat boost items and weaponry as opposed to level grinding. Ultimately, the casting of Death as the merchant was a hastily made decision, and one that, in hindsight, does detract from the game. Working with small statistics and being outside my comfort zone also brought about balance issues and I agree that the battle system as a whole leaves a lot to be desired.

The plot and it's delivery have received mixed reactions, somewhat like Marmite. Calunio has said publically in his feedback that he loved the game, and felt it was very clever and well executed. Suzuri Heinze, wife of Tellahasa (both members that sadly don't post around here anymore but who speak to me on Skype) also enjoyed it, saying it made her ask herself serious questions about her life and what she would have been confronted with on Claire's journey. My partner, also my biggest critic, liked it too, stating she felt it was handled sensitively and responsibly.

I am now genuinely concerned that the game may have offended others, and I would encourage anyone who felt the subject matter was not treated properly to come forward so that I may, first off all, apologise to them, and second of all, ask them how they feel I could have handled it better. Please, do not stay quiet, if the game is upsetting people then I need to know and I need to act upon that.

I tried to do something different, something that would be thought provoking and I can certainly see how the game could be seen as being offensive in hindsight.

Max, I want to take this opportunity to tell you that I am deeply sorry for the way my work made you feel. You are one of the members and game creators around here that I hold the most respect for. It does mean a lot to me that you have stated you feel I conduct myself respectfully and that you did not feel I was out to hurt people.
Well, I thought it was just money.
Fun read!

And spot on regarding Aetherion - although everything for it started after the theme was revealed, it was more self-satisfaction using the deadline of the contest than one aimed at the theme.

I had an itch to make a normal RPG again after all the other stuff I've done recently, we even discussed not bothering to turn it in for the contest, but figured there was no point in not submitting (and we were kind of commit to regardless since I hate to drop out and you can't on this site anyway.)

We had some cool surreal ideas (one was a man who dreamt he killed his boss in a park at night as a werewolf and you spend the game trying to piece together nightmare/memory/dream pieces at night and clues from co-workers that you interpret as accusations because he can't tell reality from his guilt) - later, but too late to really do at that point.

I think very specific and limiting themes like this should be announced well before the contest so people have time to learn and think about the theme to decide on their participation.

I mention that because I might have been interested in some of our later surreal ideas, but since those didn't surface until we'd learned more about surrealism and let our minds ponder it for over a week, we'd already been forced to decide on doing what we wanted and kind of throwing away the theme.

(On the other hand a contest about how to program in RPG Maker... definitely don't announce that until it's started!)
I'm gonna hafta be the one to say it... Max, I found your choices of adjectives in this article to be needlessly (not to mention obnoxiously) mean-spirited. I actually had to take a few hours break to calm myself before finally reading the feedback on my own project, which still stung despite my preparation. Calunio's article did a fantastic job of pointing out flaws without personally offending the creators, while one needs only to read your recap of Fire Woman to recognize how little you care for people's feelings (pyrodoom is 12, as he's stated many times). Overall, I just found this article to be overwhelmingly negative, and it quickly became painful to read.
chana
(Socrates would certainly not contadict me!)
1584
author=sbester
I'm gonna hafta be the one to say it... Max, I found your choices of adjectives in this article to be needlessly (not to mention obnoxiously) mean-spirited. I actually had to take a few hours break to calm myself before finally reading the feedback on my own project, which still stung despite my preparation. Calunio's article did a fantastic job of pointing out flaws without personally offending the creators, while one needs only to read your recap of Fire Woman to recognize how little you care for people's feelings (pyrodoom is 12, as he's stated many times). Overall, I just found this article to be overwhelmingly negative, and it quickly became painful to read.


I agree, and I have to say I actually could not, literally, reread your comments on Beyond the Gate : it was too embarrassing and shocking, but, also,overall, yes, I definitely agree with sbester.
Max McGee
with sorrow down past the fence
9159
author=Sam
I am truly sorry that you found my game to be offensive and in bad taste, however, I am grateful that you have noted any distaste was wholly unintentional. As you have said, it is a very delicate and sensitive subject manner, something I know you where concerned about during the game's initial development, as a direct result of that I removed any mention of the word "cancer" from the game's dialogue and description, making slight alterations so that, while it could be seen that Claire was suffering from a form of cancer, it is never explicitly stated, broadening the game's topic to terminal illness in general.

I feel that, where I fell down, mechanics wise, was in trying to convey a psychological battle in a system with physical attacks. You say you were half expecting status effects such as Denial, and, I have to be honest, some of the ones you mentioned were serious candidates during development. I also attempted to keep the player's strength and ability within controlled limits by setting the number of encounters per map and calculating how much EXP a player should have, and what level they would be at, when reaching each boss. My thought process was that smaller numbers would be easier to handle and in keeping with the game's overall tone, after all, it would be out of place to see giant attacks and effects with huge damage counts ala most RPGs.

Those small statistics meant that a player's best way to gain an edge was by buying stat boost items and weaponry as opposed to level grinding. Ultimately, the casting of Death as the merchant was a hastily made decision, and one that, in hindsight, does detract from the game. Working with small statistics and being outside my comfort zone also brought about balance issues and I agree that the battle system as a whole leaves a lot to be desired.

The plot and it's delivery have received mixed reactions, somewhat like Marmite. Calunio has said publically in his feedback that he loved the game, and felt it was very clever and well executed. Suzuri Heinze, wife of Tellahasa (both members that sadly don't post around here anymore but who speak to me on Skype) also enjoyed it, saying it made her ask herself serious questions about her life and what she would have been confronted with on Claire's journey. My partner, also my biggest critic, liked it too, stating she felt it was handled sensitively and responsibly.

I am now genuinely concerned that the game may have offended others, and I would encourage anyone who felt the subject matter was not treated properly to come forward so that I may, first off all, apologise to them, and second of all, ask them how they feel I could have handled it better. Please, do not stay quiet, if the game is upsetting people then I need to know and I need to act upon that.

I tried to do something different, something that would be thought provoking and I can certainly see how the game could be seen as being offensive in hindsight.

Max, I want to take this opportunity to tell you that I am deeply sorry for the way my work made you feel. You are one of the members and game creators around here that I hold the most respect for. It does mean a lot to me that you have stated you feel I conduct myself respectfully and that you did not feel I was out to hurt people.

NEVER apologize for your work, Sam. Not in this context, certainly. And I for one will never hold it against you. Like I said, I do not believe that the game was made in bad faith, nor that it was a bad game. "Upsetting" may have been a more delicate word for me to use than "offensive", but as I had already used "upsetting" in a POSITIVE context to describe ISOG, I thought that might create some confusion.

I just sent you a LENGTHY PM to explain my personal situation in real life and how it impacted my experience with your game.

I'm gonna hafta be the one to say it... Max, I found your choices of adjectives in this article to be needlessly (not to mention obnoxiously) mean-spirited. I actually had to take a few hours break to calm myself before finally reading the feedback on my own project, which still stung despite my preparation. Calunio's article did a fantastic job of pointing out flaws without personally offending the creators, while one needs only to read your recap of Fire Woman to recognize how little you care for people's feelings (pyrodoom is 12, as he's stated many times). Overall, I just found this article to be overwhelmingly negative, and it quickly became painful to read.

I'm sorry to hear that, sbester. I don't think this article had a negative bent overall, nor would I agree that it was obnoxiously mean-spirited. This was certainly not the intent. It is entirely possible that I am just failing as a writer/reviewer here. I have not written any feedback at all in quite some time, and it has been ages since I've written mass feedback like this. I definitely did not want to upset or discourage anyone.

To clarify: I felt that your game had its good and bad points. I did not hate it, or feel that it was terrible. I was just trying to draw attention, briefly and broadly, to where I felt that the execution was not lining up with the authorial intent.

In all seriousness, would you have been happier if I had just said nothing about any of the games? That may be something for me to consider in the future.

Also...

I need to stress that that I genuinely believe pyrodoom is a joke account until someone proves otherwise. I have pointed this out to staff multiple times, I think, and they have ignored me. (I cannot personally conceive of a 12 year old with a fat fetish.)

I would treat pyrodoom more gently if I genuinely believed he/she/it was in fact a real 12 year old. I do not like being mean to little kids. Pyrodoom, if you are actually 12, than I do apologize, although you should probably watch how you comport yourself on the internet. It is a terrifying place, and I am not in fact one of the meaner people on it.
chana
(Socrates would certainly not contadict me!)
1584
I am convinced of only one thing by Sam's response and it is that he has a delicateness and sensitivity that you seriously lack and that he chose to answer your brutal grossness with the most extreme delicateness, which, considering the subject in question, was certainly the best thing to do.
Marrend
Guardian of the Description Thread
21781
I'd rather you wrote this than not have been written at all, Max. Maybe it could have been written a tad nicer though. Like, without profanity? Naaaah!
author=chana
I am convinced of only one thing by Sam's response and it is that he has a delicacy and sensitivity that you seriously lack.

A "fragile heart," if you will.


But seriously though, if you post your work for feedback, you should expect criticism. Meaningless positive reinforcement is dumb and I can't see how anyone would defend it. It's true that you could call the article harsh in places, but it's not some deliberate attempt to mock the developers, it's honesty. Also please keep in mind that whatever's being said here, it's with regards to the games, not the creators.
Max McGee
with sorrow down past the fence
9159
To clarify.

Games I thought were good or great (in no order):
I'm Scared of Girls
Sisters Storybook
Novella
Zephyr Skies
Aetherion

Games I thought were just plain weird:
Transition (this appears twice)
Marie Goes To Space

Games I thought were well made but that I found too "upsetting" to enjoy:
Beyond the Gate

Games I thought had their good and bad points, and could be good with work:
Esoterica
Transition

Games I thought were seriously flawed as games (in order of ascending badness):
Eomnium Project (at least the premise was interesting)
Weird Dreams
Firewoman

Honestly, the CENTRAL PROBLEMS with Eomnium and Weird Dreams are really easily fixable with about a day's work.
author=chana
I am convinced of only one thing by Sam's response and it is that he has a delicacy and sensitivity that you seriously lack.


Well as it seems that you're the most argumentive person here, you can write up your own alternative article and give feedback on all the summer games you've played so far. I would like to see your opinion on what we're doing wrong.
Max McGee
with sorrow down past the fence
9159
Also:

I know I used a lot of adjectives, and I found it striking just how many good and bad adjectives I used as well! I think it was a result of trying to describe all of the games thoroughly in a very small space. Since adjectives are descriptive words, I ended up deploying a lot of them, with repetition. It was just the most expeditious way of putting down how the various games made me feel.

When I do my actual reviews, they will probably be a lot more structured than: here are 20-30 adjectives describing this game in sequence.

In other words: if this article was a drawing, it would be a sketch, not a finished piece. With the contest concluded so long ago, I figured that's all I had time for.

author=Marrend
I'd rather you wrote this than not have been written at all, Max. Maybe it could have been written a tad nicer though. Like, without profanity? Naaaah!

I think that, for me, having less than one out of one thousand five hundred words be some variant of "fuck" is laying off the profanity.

(This article is 3,097 words long and uses fuck twice and shit thrice. That's one shit per 1032 words and one fuck per 1548 words. Approximately. Rounding down.)

author=chana
I am convinced of only one thing by Sam's response and it is that he has a delicateness and sensitivity that you seriously lack and that he chose to answer your brutal grossness with the most extreme delicateness, which, considering the subject in question, was certainly the best thing to do.

Nice edit. I think that you seriously need more exposure to "brutal grossness" if you think anything I've said in this thread qualifies. : )
chana
(Socrates would certainly not contadict me!)
1584
@Starskipping : I'm not saying or never said you all are doing things wrong!!!! I found Calunio's article excellent, even if I did not agree with everything, this is directed exclusively to Max.

@Max : how intellectual of you..
Max McGee
with sorrow down past the fence
9159
If you liked that one, you'll love this.

Get bent.
Now now children, play nice.
Max McGee
with sorrow down past the fence
9159
Leave me alone Kentona I was channeling Bart Simpson. I was almost to the point of saying "eat my shorts".
chana
(Socrates would certainly not contadict me!)
1584
I didn't like that one, and I don't know what "get bent" means.

I'll say one thing positive though : we both liked best 2 same games, and that's worth not getting too stupidly violent, there's a link there, at least, it would be too bad to throw it away (I mean like the baby with the water).
Just to confirm for everyone, me and Max are cool. I think the flaws he pointed out in the actual game design are perfectly valid and justified, and he has privately messaged me the reason he took the game's plot to heart, which is also perfectly justified. No need for people to be fighting over it.
Marrend
Guardian of the Description Thread
21781
As a side-note, I would also like to see StarSkipping's thoughts, when that time comes.
Sorry it took me so long to respond, I was at school most the day. Anyways, I don't think there was anything wrong with the content of the feedback per say, I just thought that the language was needlessly strong at times and it accentuated the more negative aspects of the games a little too much.

On that note, however, I commend you on your classy response to criticism of your criticism, Max.
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