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About the Story
Overcome a series of illustrated obstacles on The Path.
|Average Rating: |
Number of Reviews: 2
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I really appreciated "The Path" and I see where it draws inspiration from. I grew up with adventures being more puzzle-oriented than narrative. What I particularly love about this adventure is that it intentionally throws out all narration to focus on the notably great puzzles you encounter while you proceed with your journey on the path. The graphics are extraordinary beautiful. You can see that they have been created with passion and and absolute understanding of how pixel art works. The refreshing concept in addition make this a wonderful experience. It's nice to see that in a world of narrative games, there still is room for an adventure that reduces everything down to the essence of early text-/graphic adventures, while the story behind it is up to your very own imagination. Kudos!
Not giving a five to this game is simply a crime against posible future path walkers.
The game presents you one after another, in a linear but somewhat random manner, some archetypal situations, I would say symbolic ones.
The door, the beast, the trap, the plague, the illness, the death, ...
These tell a story in the way tarot cards do, stimulating your imagination with sketches. And although these are more elements of "setting" rather than structural elements, I see in them a certain resemblance to Propp's functions (*), or at least we are facing a type of game that could take advantage of them.
The game follows the classic line of the hero facing a series of unrelated situations or tests, a tradition that goes from Hercules' labors with his apples and Cerberus to The Princess Bride, with its cliffs of insanity and its fire swamp plagued with R.O.U.S., treacherous sparkling sands, and sudden eruptions of fire.
The responses to commands that a conventional adventurer would predictably use, such as "examine," seem like a good choice. The responses are clear: Stay focused on the path, and in this case, the game's title itself is not just an aesthetic or marketing decision but a statement of intent.
I think expecting the same granularity of actions in all games is limiting. Actions like "examine" or "north" wouldn't fit in a game where each "room" represents, for example, a year in a person's life, and that wouldn't invalidate or make those games better or worse.
Simply a brilliant move. Gimefive, man!
(*) For more information on this hipster reference, search for Vladimir Propp and his functions, which I discovered a few years ago in Gianni Rodari's "Grammar of Fantasy."
|Killing Machine Loves Slime Prince, by C.E.J. Pacian|
Average member rating: (8 ratings)
A biomechanical killing machine stalks a strange world. The slime she loves is dying. And the one responsible is out there somewhere.
|Violet, by Jeremy Freese|
Average member rating: (374 ratings)
Calm down. All you have to do is write a thousand words and everything will be fine. And you have all day, except it's already noon. [blurb from IF Comp 2008]
|Trading Punches, by Mike Snyder|
Average member rating: (10 ratings)