Thursday 7 April 2016

Ludo-Narrative Dissonance

We were told to write about a game with mechanics that compliment its story. I am going to write about Journey by thatgamestudio, one of my favourites. Everything about this game is fluid and minimalist, aiding the beautiful clean aesthetic of the game. Even the start screen simply tells you to press X for a new journey. It tells you almost immediately with a simple image of the ps3/4 controller and arrows that you can tilt the camera with the controller, or use the stick. The use of the controller to move the camera I think augments the fluidity of the game, you're moving yourself whilst moving the character around the sand. The character moves flawlessly, fluid, you feel like every touch on the controller/every movement will send it exactly where you want it. The game allows you an almost 'sandbox' like feeling throughout the game, but you cannot go too far or you'll fall in the sand. This makes the story feel more real, like you could yourself accidentally fall upon all these magical ruins, fix bridges or fly on carpet jellyfish. The character design itself works well with the whole fluid feel of the game, with the robe flowing almost freely around, moving whenever the tiny pointed legs move. Every game mechanic works perfectly with the story, and the design of the game. The game is a piece of art in itself.

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