Showing posts with label crysis. Show all posts
Showing posts with label crysis. Show all posts

Monday, February 11, 2019

Black and white and re(a)d all over: on SOD (1999), Half-Quake (2001), Jeux d'ombres (2007), and NaissanceE (2014)

Last week I finished playing through the entirety of NaissanceE (2014), an avant-garde walking sim / platformer game inspired by brutalist megastructure manga and filled with subtle callbacks to new media art. NaissanceE has a bit of a cult classic reputation among level designers and modders, due to its heavily reliance on abstraction, lack of concrete narrative, and punishing platformer sections.

To this day, the game still defies easy categorization and demographics. Who is this for?

The walking sim aficionado of that time (the Dear Esther remaster was in 2012, Proteus and The Stanley Parable remaster were in 2013) would've hated the platformer sections with instant-death traps, while the action jock might've been tempted to rage-quit with every coy architectural riddle and impossible-to-navigate dark room. Back in 2014, only a few critics dared to defend this design clash.

I think the work still holds up pretty well in 2019, and to understand why, we should take a brief trip back to 1999.

Sunday, October 24, 2010

Call of the Fireflies

As featured in "Levels to Look Out For" for October, Clement Melendez's "Call of the Fireflies" single player mod for Crysis is out. If you're in the 0.0001% of the gaming community that happens to have Crysis installed, go play it.

... Or, if you're like the rest some of us who'll probably never play this amazing-looking level, just watch the video above and read his design notes. (Though on reading it, I feel like he could've pushed the puzzle design more with that hot / cold mechanic and left out the other stuff.)