Rock, Paper, Shotgun

RPS Interviews Ice Pick Lodge

Posted by Quintin Smith on February 3rd, 2009 at 7:38 am.

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And now, in a feature I like to call Forbidden Discourse: The Oily Fruit of the Broken Heart, we present an interview with Ice-Pick Lodge CEO Nikolay Dybowskiy and all-purpose Ice Pick developer Aleksey “the LxR” Luchin. Ice-Pick are of course the Russian studio responsible for the award-winning Pathologic and The Void, two fascinating PC games.

I could give this chat an introduction about how the attitude that comes across in it gives me hope, but screw it. Instead I’ll just say that this interview proves just how much these guys are Doing It Right.

RPS: Between Pathologic and The Void it’s clear you guys invest almost unheard-of levels of creativity into your games, to the point of making them unlike anything else available today. Where does this drive to be different come from?

Frankly, we never specifically aimed for being not-like-others. What we do began as an attempt at a cultural experiment. Back then, in 2002, we wrote a manifesto, in which we proposed that the computer game is a new, independent form of art with huge and yet unexplored potential.

For us it means primarily that games possesses a unique arsenal of specific “tools” — ones that, unfortunately, we are yet to discover and master — that will allow this artistic form to become the language of the age we live in. We believe that the computer game could become “art of the XXI century” — just like cinema became, to some extent, the primary form of art of the XX century.

And so our studio was born as an artistic laboratory. We decided to set a few experiments — test some ideas, confirm some assumptions and find the artistic tools, unique for the computer game form. Not ones borrowed from the filmmaking industry, painting or literature — but ones based on the uniqueness of playing a game, specific to the form from the very beginning. Ones based on the player’s freedom of choice, irreversibility, non-linearity and pseudo non-linearity of the process in real time… and, of course, many others.

The Russian gaming publications (and some foreign ones) compliment our games for the rare “literature level” of the script, the “artististry” of the visual design and for the ability to use cultural references from movies. But we don’t credit ourselves for any of these. It’s clear that games are a synthetic artform, and therefore attempts to master cultural heritage in order to add “profoundness” to the game might seem like the easiest way. But that’s wrong, proven by the death of post-modernism.

To unlock the true cultural potential of the computer game enormous effort must be put into it, and a huge job done. And here, unfortunately, we didn’t achieve much. But the general feeling of originality (in Pathologic) must have come from the gameplay being oriented towards a catharsis.

RPS: So let’s talk discoveries. If Pathologic is or was a grand exercise in decision making, what were the results? And after seven years spent making games, which tools do you think you’re starting to understand?

We’re not ready to talk about the results just yet. To harvest and process the result of artistic work there needs to be an important twist or change in your outlook, or you must achieve some new level of maturity.

For now I can only say that the material turned out unsuspectedly and is proving exceptionally difficult and refractory. The root of everything is the player’s freedom of choice. The rich variation in the player’s possible behavior rarely allows us to create “predictable environments and situations” (as proposed by Stanislavsky for the theatre). Frankly, a man is usually not ready to entertain himself — he wants to have a shooting range built for him, then be solemnly led into it, given a gun and offered a variety of targets to shoot at.

In order for the player’s decision to mean anything these “predictable environments” must be directed — and that’s where the turf for research is nearly unlimited. The main idea to keep in mind is that the player must not feel that the game is “working” with the simulation of a player that came before him, but with himself directly — the guy who is actually sitting in front of the monitor. The hero’s problems should derive from the player’s problems. There are no recipes or laws to follow here — everything depends on the setting, the game’s world and the key goal.

For example, in our current game — Tension / The Void — the game begins with the death of the main character (who is never shown or referred too), who was lucky enough for his soul to linger in a strange place called the Void. Our main goal as the developers is to make the player believe that he’s playing the game in order to save his own soul from disappearing completely. And who knows, what really can happen to your soul in real life and what not? ;)

Besides solving this damned problem — the freedom of the player in an “ethically pre-set” setting, the most intriguing directions for research are the flow of real time (the problems of irreversibility of actions) and the potential of Chaos (random events and conditions) within the game world, that, nevertheless, must carry an ethical and meaningful sense.

RPS: One element that links Pathologic and The Void is… not so much an unflinching look at death, because the death in both games never seems meant to shock. The death is just there. Would you put that down to your being a Russian studio?

Catharsis always assumes a vivid death experience. Always. And if you remember Aristotle, the meaning of catharsis is in metamorphosis, in this case the metamorphosis of the gamer. The metamorphose is a “ritual” event that assumes a “small death” of the person that went through it. For a new, enlightened man to be born, the old one has to “die”.

Death itself doesn’t interest us. We’re people who quite like life, it’s just that some of us are more drawn to the dark side of Existence. And the experience of death in a game is a clear challenge for the player, one that he must stand up to.

It’s quite flattering that our games are associated with Russian national traditions because one of our aims is to build the foundation of the “Russian school” of game development. Culture does exist in the national form, there’s no running away from that. We can’t run away from our history, our language — and, frankly, we don’t want to. It’s the national tradition that defines the unique style of each art form and its individual contribution into the world common tradition.

What’s peculiar is that you tied this to the image of death. Russia is inclined towards dark, solemn thoughts in the fundamental questions of human existence, but I wouldn’t say that the Russian tradition experiences the phenomenon of death as sharply and substantially as the rest of European culture. For example, we never had anything like the “dances macabres” or the Barocco culture. But that’s a subject for another time.

RPS: Okay, well aside from a tendancy towards the sombre what would you say are some of the hallmarks and beliefs of Russian games development? From what I’ve played I’ve noticed a fair few of the heavy-handed politcal allegories and spoken debates that populate Russian literature and film.

Actually, compared to the exceptionally rich and vivid traditions of Russian literature and cinematography the contemporary game development is dull, grey and secondary. In my opinion at the moment it’s only the Russian studio Phantomery Interactive and the Ukrainian studio Action Forms who dare to experiment with form and content. Andrew Kuzmin, who developed Vangers and Perimiter and promised to become a new significant figure in the Russian game art, unfortunately hasn’t created a vivid and individual school of development.

But we don’t feel we have the right to speak for an entire country. One thing is doubtless, which is that there can be no talk of national individuality in Russian gamedev. Not many are interested in it and the major developers cynically sell out to the crowd, taking pride in successfully copying foreign hits. But we hope this is just a matter of the age we live in.

The most important task is to involve the ‘thinking’ part of the public in gaming and wait for the appearance of intelligent game journalism and criticism. As soon as the average level of intelligence of players and journalists rises, developers will respond immediately.

RPS: More than anything else the design of your games reminds me of the attitude that was so often present in Amiga games – a collection of ideas stitched together, most of them just crazy enough to work. Does your team harbour any disappointment that the rest of the European games industry has grown up to play things so safely?

Of course, one would always want to have a decent artistic competition. I dream of a luxuriant “Renaissance of gaming” when not only the Japanese, but the American, French, English and Russian game industries will create many bright talents, and when players will ask more from the developers — because that’s when our dream comes to life.

Games will find and acquire their own language. And when they do, everyone will have to use it, and thus develop it (neatly paralleling now, when AAA projects feel they have to use stereotypes from other genres). It’ll happen inevitably — it’s just a matter of time. And most likely the decisive factor to this event will be the appearance of a bright personality, a genius of game development, or possibly even more than just that.

But now it looks like the best thing to do is just work and wait for the cultural breakthrough, bringing it closer as best we can, little by little bringing more intelligence to the boundaries of game production. “Dig the soil that the genius will plant seed into”.

RPS: Are there any other large development studios out there that you feel are pushing in the same direction as you? Which is to say, teams focused on learning to use the artistic tools of this new medium instead of leaning on the stereotypes of other genres.

We’ve already mentioned Andrew Kuzmin. Our seven years so far as a studio were spent under a great influence of not only his ideas, but the scale of what he did. It was independent, individualistic, interesting and… triumphant, perhaps. His beginnings were so promising that our studio’s development has taken a lot from development of his own KD-Lab team (though now h’se moved on to another company). He was striving to create a studio with elements of art but a worklike attitude.

Right now we’re waiting for him to wake from his stasis and shock the world with a new revolutionary idea.

RPS: This one’s for both Nikolay and Aleksey- what are you favourite games? Or alternatively, which videogames do you each find most inspiring.

Nikolay: My favourite one is Thief: The Dark Project. Others include American McGee’s Alice, Metal Gear Solid and the Silent Hill series. I’ve got very good impressions from at least half of the Japanese games I’ve yet encountered (which, by the way, a good example of a national gamedev). And, well, I can’t deny it- I love Planescape: Torment and Fallout… But I must note that I only love this games because my life took the path it did, and not because they illustrate our credo.

Aleksey: As for me, I can distinguish the following games: Silent Hill 2 is definitely the best attempt at interactive storytelling, and a very successful one — not many games have managed to repeat its successes. And from what I can say right off my tongue, there’s Call Of Cthulhu: Dark Corners of the Earth and that’s about it. I’m also greatly in love with the original Fallouts (1 and 2), Vangers, Perimeter, American McGee’s Alice and… Duke Nukem 3D. You can’t forget the classics that managed to be so revolutionary — I still believe that Duke 3D offers unprecedented levels of interactivity that only some contemporary games manage to achieve. And I’m fascinated by anything Tale of Tales made and will ever make (Hi, Auriea, hi Michael!).

Of course, my favorite games of all are the ones that haven’t been made yet. ;) Many concept ideas are wandering in my head, concepts which will hopefully someday be brought to life — maybe a story of a crashed ship with the people you managed to help escape stranded on an uninhabited island (would really like to have A Silver Mt. Zion’s “Mountains Made Of Steam” as part of the soundtrack for this one); or a game about an expedition into the unknown, where one has to keep in mind that his initial resources are the only ones he’ll ever have; or a lyrical fairy tale about a girl who wakes up in a frozen deserted city and realizes that there’s a strange being somewhere here — this one I’ve thought of with my best friend and the one behind the modeling in Tension / The Void, Alexander Jukov.

RPS: When I reviewed Pathologic for RPS the overwhelming response from the people who then went out and bought it was that they could glimpse what you were trying to do, but couldn’t bring themselves to face the drudgery and confusion of it and stopped playing after an hour or two. Is that something you were expecting when you made the game?

Aleksey: No, of course not. You see, “Pathologic” is just our first attempt, and it didn’t turn out like it was meant to be in many respects. It’s our lack of experience that stood in the way. The fact that Pathologic was developed as a “uncomfortable” game doesn’t forgive our game design mistakes. Or the horrible English translation, which we, unfortunately, didn’t have much influence over. With Tension/Turgor/The Void we decided to do the English translation in-house and pretty much succeeded — the people who played the Russian with English subtitles were positive about the quality (here I would like to thank hydra9 for all the help he offered with proof-reading and stylistic fixes! Without you, the translation wouldn’t be nearly as good! — The LxR).

So, if we were to remake Pathologic (and we’re thinking about it) — we’d do a lot of things differently.

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98 Comments »

  1. Noc says:

    Re: Borocco: Or, not. Hooray coincidences!

  2. Cooper42 says:

    I do think there is something to be explored in regards to what Russian and Eatsern European ex-Soviet states bring in regards to cultural background to game making. Clearly you can generalise too much, but, like the golden era of British games making before hand, there is certainly something distinctive about the gaming flavours we’re getting from these developers. And a good thing too, given that AAA titles from the US are currently conjured up from stale Hollywood tropes. It’s something I keep trying to wrangle in as a side project during my current research around Chernobyl; hopefully I can pull a month off to write it up.

  3. Pijama says:

    When art needs some serious refresh of perspective, say, a somewhat different look that investigates some of our darker corners, you can rely on the Russians to bring a damn good one.

    Oh, don’t look at me like that. Brothers Karamazov by Fyodor Dostoevsky makes the case for me. Or perhaps War and Peace by Tolstoy?

    Fact is – If there is a people suited to do this kind of stuff, it is the children of the Rus. :D

  4. Pags says:

    Hydra9 was behind the translation? Small world!

    I would dearly like to make a long comment on this, particularly on the remark that gaming could be the artform for the XXI century because I’ve always thought about the parallels between the way movies and gaming have grown up, but sadly my hands hurt from shovelling snow.

    Oh, and to coincide with Pijama’s comment, I would like to point out how rapidly culture matures in Russia; the Russian language, for example, being very young when Dostoyevsky and Tolstoy were writing what are still some of the most defining works of the past couple of centuries.

  5. ZIGS says:

    I first downloaded Pathologic and then I bought a legit copy on Ebay. It’s the kind of game you JUST have to own. Unfortunately, I got stuck on a quest (had to analyze some blood samples under the microscope but it didn’t do nothing) so I stopped playing it. I WANT that remake, I WANT to finish this game :)
    Also looking forward for The Void, I just hope Atari won’t mangle it beyond recognition (heard the game will suffer lots of changes to “adapt” it to the western market). Hopefully some fan will add English subtitles to use with the original version :D

  6. Halfgild Wynac says:

    2ZIGS: No, as we said it already, the game will suffer for its own good. As through suffering it will be reborn and rise as a new, better game.

  7. Dominic White says:

    @ZIGS, and others:

    Don’t worry about The Void. From what I’ve heard (you can get the skinny from LxR and other Ice-Pick dudes over on the Unknown Pleasures thread for the game), they’re doing a Witcher-esque ‘enhanced edition’, and will be relaunching the game (or offering a download upgrade, not sure) in Russia as well.

    Among the content is new locations, new enemies, new dialogue and general improvements across the board.

  8. Tei says:

    I have played a few hours of “Pathologic”, and what I like, is the textures, and the big eyes of characters. How baroque is all that, I love it. Othar than that, is a impenetrable game, I am still around looking stuff, maybe I will “get it” soon.

  9. dhex says:

    “Oh, don’t look at me like that. Brothers Karamazov by Fyodor Dostoevsky makes the case for me. Or perhaps War and Peace by Tolstoy?”

    the master and margarita.

  10. Helm says:

    This interview was full of agree from me. I am actually tempted to submit resume and move to Russia to join them, heh.

    And they noted Vangers! Amazing!

  11. grmnf says:

    @LxR
    Oh, ok. It sounded differently elsewhere, but if even you say the English version will be better, that would be awesome :)
    Anyway, getting the patch would still be awesome. If you’d be so kind, my e-mail adress is fuslz[at]web[dot]de – that way I’d be able to play both versions :)

  12. Markoff Chaney says:

    For sure, speaking in simple, small words can help when one is speaking to the lowest common denominator. On the other hand, when you are intelligent and properly plan out your words AND you are writing/speaking to an intelligent community, you tend to use words they know, and can convey a richer tapestry of your creative vision.

    Communication is only communication if one side sends and one receives. Speaking to your audience is a good thing. Now, if this were a company that makes Petz: Imagine Dreamz 4 and they talked like this, I’d appreciate the delicious irony. As I can already tell from playing Pathologic these devs actually think and want to create emotion and for us to think as well. For them to speak intelligently and communicate with others of intelligence is surely not a bad thing. I know I couldn’t communicate that well in Russian. I could probably get away with saying Yes and No…

    There’s nothing wrong with speaking too smart, in my opinion. If people can’t understand it, so be it. Maybe they aren’t ready to hear. That’s not the speaker’s fault. However, speaking too dumb can be something you never get away from. Especially when you make games that engage the brain and make you think. For some of us, you have to go way out there to engage us. For some, you just have to put a box there for us to bash.

    To many extents, any time any one utters anything they are being self important. They are speaking from their own self perspective and, by nature, are being subjective about their experience they are relating. Perhaps they want to share something personal, a subjective perception of a singular event, which makes it a hair’s step from narrating a true psychotic event.

    My own hair’s-breadth away from psychotic ramblings aside, allow me to say I’m looking forward greatly to thinking about The Void (Tension) and would love a cleaned up Pathologic (but I’ve told you guys this before). I love reading what is going on in the heads of my favorite creators. Some, like David Lynch, don’t like sharing where many of their ideas and concepts come from. Others do. Thank You, Ice-Pick Lodge, for sharing. I love exploring the head space you let us in. Can’t wait for your new world to explore either…

  13. ZIGS says:

    @Dominic White:

    A Witcher-esque ‘enhanced edition’ huh? I hope that’s true, here’s a quote from a The Reticule article:

    “The game is undergoing some big changes to prepare it for the English language release, the story is being totally re-written and the game is being re-balanced. The Russian version has been described as being very hardcore orientated, this is being changed to make the game easier for new players.”

    As you can imagine, this left me scared and pissed as hell. I still don’t know what to think, I don’t want a dumbed-down game, that’s for consoletards, not PC players >:(

  14. Gaph says:

    And so our studio was born as an artistic laboratory. We decided to set a few experiments — test some ideas, confirm some assumptions and find the artistic tools, unique for the computer game form. Not ones borrowed from the filmmaking industry, painting or literature — but ones based on the uniqueness of playing a game, specific to the form from the very beginning. Ones based on the player’s freedom of choice, irreversibility, non-linearity and pseudo non-linearity of the process in real time… and, of course, many others.

    This is so nice to hear from a developer and it’s probably the biggest reason I see gaming mostly going downhill. Stop trying to be a movie or a book. Games these days aren’t “gamey” enough.

  15. Throdax says:

    @Zigs

    Having played the Russian version allow me to say you this.

    It is probably being rewritten due to the fact that the story has a few plot holes, not the kind to leaving you wondering for yourself ala David Lynch, but the kind that come from nowhere mid game and linger there in conversation without making much sense.

    Re-balance wise, well some of the battles are piss easy while others are psychoticly hard. Not that hard is a bad thing and I has much as the next man like a good challenge, but some of the battles are way above that.
    I believe the rebalance is just that, making the ones easy a bit harder and the ones harder a bit easier, even perhaps adding difficulty level to choose from (the Russian has none).

    Well, those are my impressions anyway.

  16. A-Scale says:

    Three shames
    1. I couldn’t buy Pathologic (had to torrent it instead)
    2. The English translations were so bad that I didn’t know what to do.
    3. He used a winky smiley face.

    I hope to see much more good work from these guys. I love Russian games.

  17. Adventurous Putty says:

    Game developers speaking in the language of artistic movements turn me on.

    Peter Molyneaux, eat your heart out.

  18. Grandstone says:

    Al King: In the second comment, or the first? I’m happy to be wrong about the difference between Rococo and Baroque in the second comment, as it’s good to learn specifics about history, but I knew I was talking about both in the first comment–hence my confusion about LxR’s mistranslation. And wasn’t it grim all around in medieval Europe? Maybe with the exception of Muslim Spain…

    @the LxR: Thanks for responding. It was a good interview and it was just that one thing that threw me off.

  19. Candid_Man says:

    A long-term thinking CEO? A studio actively and genuinely trying to extract players from their comfort-zone? Talks of cultural contributions and influences rather than ‘nextgen’ posturing?

    That’s Ice-Pick Lodge for us pre-Renaissance gamepaupers.

    I can’t help it. After the Year of the EA, that kind of talk is morning dew on the very parched, so very arched back of an ol’ wandering PC gamer.

    And of course, they just so happen to have good music taste. Damn them !

    Simple English: More like this.

  20. Al King says:

    Ah right, a joke! Sorry, I did mean your first comment, that was at around 3AM. Thing is, Rococo does incorporate elements of Baroque aethetics, hence my confusion.
    I’m no cultural historian, though. I mentally associate the fixation with death with the Catholic tradition and Italian culture, whereas Russia’s got the Byzantine influence and Orthodox church etc. But, you know, that’s just vague impressions.

  21. Filipe says:

    Great interview. I’m really looking forward to the Void especially now that I know the translation is in-house. Also, a potential remake of Pathologic? Awesome!

  22. Grandstone says:

    Thanks for clearing that up, Al–you’re right that making a distinction between the two is kind of ridiculous, as Rococo is part of Baroque, but not necessarily the other way around. I don’t know my art history well enough.

    Similarly, I’m not enough of an anthropologist to talk about death fixations.

  23. The LxR says:

    @ All: Thanks again for all the positive feedback! And for not taking everything that’s there for word – it was good to see the small discussion about Baroque. ;)

    @ Michaël Samyn: Hi! :)

    @ ZIGS: Don’t worry about that – that was all the way back in December, we’ve tuned the game a lot from then, and achieved a great balance between the level of Tension we need from the player, and the difficulty not to become insane in some places, like in the Russian version. I’m hoping that we’ll have more on the changes to the Void on RPS… Time will tell. :)

    @ Markoff Chaney: A big warm thank you for your in-depth reply. :)

    @ grmnf: I can’t send you the patch now, but if you stick around somewhere, I won’t forget about you (maybe the forums – http://forum.ice-pick.com/ ) – I will in due time. :)

    @ Helm: You’ll have to pass the bear-vodka-balalaika exam first. ;) And we couldn’t NOT mention Vangers – they were a one of a kind. I’d also add, that KD-Lab without Krank is just as good as it was before, and still making a lot of fun games. :)

    @ Pags: I’m getting the feeling, hydra9 is a nauthor here, but was hiding it from me. ;)

  24. Dan Harris says:

    I love RPS. Nowhere else do I get to discuss art history and anthropology while a few clicks away on the same site I can find shooty shooty bang bang games.

    Altogether now: we’re better than Edge.

  25. Heliocentric says:

    In KD labs news Perimeter 2 is on steam.

  26. Deuteronomy says:

    I’m surprised they didn’t mention GSC Gameworld. The original Stalker had artistic merit hanging out of every orifice. Even though Cryostasis is on a different engine, with different artists and developers, there still seems to be an odd similarity in the graphics. Maybe a Russian art style?

  27. Heliocentric says:

    its probably just the absence of

    UNREAL 3 VASELINE TECNOLOGY

    Which makes everything look wet… EVERYthing

  28. The LxR says:

    Errr… STALKER does have good graphics and all, but it’s hardly art. If you read the book (”Roadside picnic” by the Strugatsky brothers) or the movie (”Stalker” by Tarkovskiy) you’ll understand, that STALKER isn’t all that great. It gets it’s votes because it’s definitely an AAA project with a lot of effort put into it, and alien (for the western player) designs. :)

  29. Adventurous Putty says:

    Portal is definitely art, though.

    ..what?

  30. The LxR says:

    Portal sure is. :)

  31. Jed says:

    Hey, Brother None, aren’t you that lovely chap who runs NMA?

  32. Dominic White says:

    @Jed – Yes. Yes he is. Charmingly positive fellow, isn’t he?

    One thing I remember of note – a couple of russian-speaking folks I’ve talked to say that Pathologics original script is excellent, and ‘literary’ is a word they’d genuinely use to describe it. The fact that the publisher mangled the translation hurt it more than most could understand. It makes the highbrow tone of the interview make a lot of sense if you go beyond the broken russlish.

  33. The LxR says:

    @ Dominic White: The problem with the translation and its reasons was quite obvious and expected – most games can do with an average translation, as texts are usually thematic (future/war/fantasy) and rather generic. While here the usual quality just won’t do – the original Russian was already quite sophisiticated and translating it into Enlgish wasn’t a walk in the park. Originally, there was a very good translator, who used to live in America, and he did a lot of text for the game – a large chunk of the Haruspex scenario. But then he didn’t have enough time for all that text and bailed out, so the studio had to find how to finish the other 2/3 of the texts and fast. So the publisher hired two translation agencies, which was a mistake, as the terms weren’t documented, and nobody knew the whole story. Also, perevod.ru did a crap-job on this one – the Devotress (who’s, actually, the Impostress) scenario is unplayable. That’s why we (I) did the second translation in-house – it took me one month and the help of Sam (hydra9) and his friend Luchian. Once again, if you’re reading this – thank you. :)

  34. Dominic White says:

    @LxR – Now there’s a question I’ve been meaning to ask. Just how on earth does anyone manage to mistranslate ‘Devotress’ instead of ‘Impostress’. They’re completely different terms with wildly seperate meanings. Do they sound similiar in Russian or something? Or did the translation agency just randomly throw alphabet soup letters at a wall and saw what suck?

    Any word on the retranslation progress? Any chance of us seeing a Pathologic revival before The Void hits, or is it on a back-burner until your current workload is lessened?

    Thanks again for keeping us all informed here. I hope you’ve got plans for some nice informative press releases sent out to all the standard gaming blogs once The Void goes gold, as without such efforts it’ll probably remain as unknown as Pathologic, which I never would have found out about were it not for RPS.

  35. Dominic White says:

    Stuck, even, not suck… Although either works.

    Oh great gods of RPS, please return our beloved edit function! It was very, very useful!

  36. The LxR says:

    @ Dominic White: I’m still not sure, what Devotress even means. If you know – please, explain. :) I think it was actually a decision, not a mistranslation, but I have no idea, why. The translation agency, on the other hand, did the jibberish translation, which isn’t nowhere near being gramatically right.

    I think we’ll actually halt retranslation for now – it’s too much of a task for just me and a team of proofreaders – we need translators, but there aren’t any. :( And as it’s my own project I’m doing in free time – I’m afraid it means it’ll go really slow, unless we’ll actually do a remake.

    As for the Void – I offered to write some stuff about the changes in the new version, but got no answer from Quinns yet.

  37. Throdax says:

    Devotress would be someone who devotes, as in devoted to something.

    At least I think that is what they had in mind.

  38. Dominic White says:

    I guess ‘Devotress’ sounds vaguely cooler in english, but as mentioned, the meaning is almost the opposite of what the correct translation should be.

    The name ‘Impostress’ immediately makes me think of someone who isn’t who they seem to be. Someone you should be suspicious of, no matter how benevolent their actions seem to be. Much like how the townsfolk react to her.

    The name ‘Devotress’ strikes me as more of a faithful religious follower. A priestess or equivalent. At least, that’s what the word conjures up in my head.

    I have a feeling that they just went with Devotress because it rolls off the tongue a little better, which is exactly the wrong approach you want to take when translating something like that.

  39. The LxR says:

    Actually, then Devotress fits. The plot of Klara is about her and her twin sister. One on them is evil, the other – good. But which one? :)
    Oh, and is it a real word anyway?

  40. Candid_Man says:

    @The LxR:

    Is your impromtu team responsible for the aborted attempt at translation of Pathologic on the Something Awful forums:

    http://forums.somethingawful.com/showthread.php?threadid=2988164&userid=0&perpage=40&pagenumber=1

    If not, were you aware in any way of this attempt? Seems to me that the guy was really involved in conveying the mood, and maybe he could be useful to you.

    I don’t know much about the author, sadly.

  41. The LxR says:

    I know about this, and there’s another guy who continued this – but they’re not transalating. As I undestand LP is when one plays a game and then tells the others about his experience. This has nothing to do with actual translation. :)

  42. Dominic White says:

    That LP died a death, because Grawl had never played the game before, and had no idea what he was getting into. He only got a couple of days in before just getting horribly stuck and giving up.

    Here’s the new one, by folks who know what they’re doing:
    http://forums.somethingawful.com/showthread.php?threadid=3033830

    And there’s some kind of semi-retranslation going on this time. LxR, I’m sure Brass Monkey (I’ll forward your sentiments – I post on SA as well) would be perfectly happy if you used parts of his revised script to save you a little effort.

    And as for the whole Let’s Play thing, it started on SA, but seems to have infected the internet now. There’s seveal SA-independent LP forums, and a bunch of groups on youtube doing them for the youtube community. It’s weird, but it works.

  43. Dominic White says:

    Oh, and yes – Devotress is a real word.

  44. hydra9 says:

    Dominic: The Something Awful playthrough is awesome, and Brass Monkey has done a great job with the script revisions, IMO. He actually popped up on the Ice-Pick Lodge forums and we invited him to contribute to the re-translation project… if it ever gets going again ;)

  45. The Shed says:

    Wow, what a totally refreshing concept. Games being to the 21st century what films were to the 20th. It already makes sense- imagine in 40 years time with realistic quality game graphics/physics, and the young kids complaining about 16-bit and low res games just like some kids today complain about black and white movies! When/if that stage comes, games as art should truly take off as well, and developers will be able to explore themes, characters, and concepts in a much more in-depth way.

    Also, kudos on the choice of Silent Hill 2. I ordered it off eBay a while back, and while playing through it I realised it is in fact the most movie-like game I’d ever played. The way the story is told as you find yourself on the large dilapidated streets of the town, travelling through dank and disturbing locations, all with a perfect cinema-like desolate mood. It captures loneliness perfectly, giving you fleeting moments of company, before quickly snatching them away like all good SurvHors. Such a good call on Aleksei’s part

  46. Deprave says:

    That was a wonderful interwiew, the Ice-Pick guys are’nt talk about their plans and thoughts about gamedev often. I’m surprised that no one mentioned Team Ico with their two masterpieces (Ico and Shadow of The Colossus), but I’m glad that there are people, that still remember the Thief and other games of “Golden Age of game-dev”. Anyway, I wish IPL good luck and unstopably growing inspiration, expirience and funds, to do their artist’s duty on!

  47. The LxR says:

    @ Deprave: When you do an interview you’re bound to forget someone — indeed Shadow Of Colossus is one of our teams favourite games and definitely a milestone in interactive storytelling.

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