Rock, Paper, Shotgun

What Cruel Teeth You’ve Got: The Path Impressions

By John Walker on March 11th, 2009 at 9:48 pm.

A rare bright moment in the game.

Tale of Tales’ The Path comes out a week today. It’s a unique game, almost stretching the use of the word “game” to describe it as such, in which you take one of six Little Red Riding Hoods through the woods, on her journey to Grandmother’s house. However, simply completing this task is the shortest route the the game’s ending – indeed, if anything, finishing the game is really the last thing you want to do.

The path is surrounded by woods. Walk straight down it and you’ll find the house in around a minute. Leave the path and things will take a lot longer. In the woods are various locations to discover, which the girls will respond to and maybe gently interact with. I have one of the worst senses of direction known to mankind, so I’m never quite sure if the game is masterful at spinning me around such that I can never retrace my steps, or if it is reordering the position of places behind my back. Whichever, this is a game of getting lost, of the terror of thinking you’ve been moving in a straight line and finding yourself back where you started.

This is difficult to write about. It describes itself as a “short horror game”, but it’s not horror as you might think, or even as it might present itself. The atmosphere is immediately picking up on gothic vibes, especially in the presentation of the six girls. Varying ages, varying styles of dress, each is distinctly morbid. Who you choose defines how you’ll experience the world, from the reaction to objects found to the speed and style of movement. Ranging in age from 9 to 19, each represents a stage of growing up, of the transition from wide-eyed excitement, through cynical disgust, to a craving for adult responsibility. Rose gambols amiably, positive and optimistic. Robin, 9 years old, is slow and aimless. In fact, she’ll fight against you as you try to control her, walking off in her own direction as soon as you take your hands from the keys. Ruby, with her left leg in a brace, walks with a limp but runs fast. She’s 15, broken, and unpleasantly vulnerable. My experience playing her was by far the most uncomfortable. I kind of don’t like the game.

I've not figured out who this girl is, but she helps you find the path again.

This is not a criticism. If anything, it’s the highest compliment I could pay it. While there’s spooky woods, abandoned playgrounds, creepy dolls, and many other familiar themes of horror, these offer no scares. For me, the horror comes from what appears to be the most abhorrently pessimistic presentation of adolescence. This is a game about doom, about unhappy endings – even a peaceful finish feels wrapped in threats of morbidity and misery.

The atmosphere is probably the most important thing to discuss. It’s almost a character within the game. As you move, scrawlings, doodles, weird motifs scratch themselves into the surface of your screen, while the entire quality of the image constantly shifts from over-saturated colourful worn photographs, to blurred, grainy archaic film footage. Colour washes in and out of the world, while the soundtrack twists and wails. Thoughts from the girls slowly write themselves over the top of it all, often obscured and impossible to read. It makes Monolith’s attempts with FEAR 2 look grossly uninspired.

There’s a strong theme of helplessness throughout. I think perhaps it’s this, more than anything, that takes The Path into what I assume is its intended uncomfortable place. Movement is often achingly slow, slower than in any other game I’ve played. When a girl runs briskly, it’s a remarkable feeling of sudden freedom, then taken from you once again when you reach a certain place, or see a certain sight. Reach Grandmother’s house, and the controls completely betray all your instincts. While you never feel completely in control at any time, here no matter which buttons you press, you move forward. It’s a fascinating decision, and says a great deal about the role of our interaction. Depending upon your actions, and the girl you’re playing, the house can be very different. But most of all, moving forward is often the last thing you want to do. Taking away that choice, but yet still forcing you to press something, anything, in order to keep moving, is sinister.

Even picking flowers is unsettling.

The speed is a problem. If Tale of Tales push their luck anywhere, it’s here. To move quite so slowly suggests a great deal of confidence in the player’s interest in persisting, and perhaps this isn’t always deserved. I stress “always”. Often it is, but there were certainly times when I was just bored, rather than anticipating.

I’m left feeling incredibly unsure about how to express my negative feelings, having attempted this paragraph half a dozen times. I don’t want to give anything away that happens in the game, but I do want to discuss my experience of playing as Ruby, and why it genuinely upset me. I think this is The Path’s greatest achievement – to be capable of being genuinely upsetting. Although I’m not sure that’s something I want. Well, hell, that’s not true. I do want to be challenged this way, to be left feeling repulsed. I think that’s important. But I think the honest reaction to it is say that I don’t like the thing that caused it.

I think The Path can be criticised for occasionally misjudging its pace, for oddly poor details in the character designs (while others are fantastic), and for the awkwardness of placing collectable flowers around the woods, and a strange score table at the end that’s completely incongruous to everything else. But it cannot be criticised for making me feel really fucked up by it.

It’s remarkable. I strongly suggest that when it’s out a week today, you take a look. I’m so ideologically opposed to its attitude, so bothered by its perspective on adolescence, that part of me wants to rail against it. But more of me is fascinated that something has created such a response. It’s certainly unlike anything else. Whether that’s a good thing is going to be an oddly personal reaction.

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95 Comments »

  1. Tei says:

    The Graveyard is already on Steam.
    Must download this one…

    “Little Red Riding Hoods ” …humm.. in a way, Zoey from L4D is LRRH. I mean, with the red HP, and with the hunter (wolf) out here…

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  2. Markoff Chaney says:

    -snip-
    My experience playing her was by far the most uncomfortable. I kind of don’t like the game.
    -snip-

    This.

    This is what truly makes something horrible. That uncomfortable feeling in your mind that really makes you want to turn it off, to make it stop, to not inch or lurch or sprint toward that final respite, or so we hope. Whether it’s poorly done and it offends your sensibilities of taste or smell or touch or intellect or aesthetics or concept of reality or anything else you identify with your perception of the event or whether it just plain terrifies you at your core and reduces you to a gibbering retching quivering mess Horror is that desire that need to stop whatever is happening and being utterly completely and irrevocably unable to do so.

    I greatly anticipate this interactive experience.

    EDIT – Don’t forget the new trailer just out today as well…

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  3. teo says:

    Art games are neat but I haven’t liked one enough to justify paying for it

    Especially considering all the games on Steam that I want but haven’t bought yet

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  4. JKjoker says:

    “Taking away that choice, but yet still forcing you to press something, anything, in order to keep moving, is sinister”

    yeah, turning the game into a 1 button quick time event is very very sinister, you can almost taste my fear that this game becomes successful and everyone starts doing it (wait, *looks at fear2*, they already do! nooooooo!), sorry man but im not touching this one with a 50 ft pole

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  5. Thiefsie says:

    Markoff Chaney,

    I get that feeling watching the Biggest Loser or other equally abhorrent TV, but then I justify myself by thinking it’s already been recorded and nothing is going to change by me not watching it, and for a game, well it’s just a game.

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  6. JKjoker – you might have missed the point a little there. But then going around poking at things from 50ft can do that.

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  7. JKjoker says:

    nah, i know what you mean, but ive never looked for art in games, i want fun and i just can accept to loss of gameplay. even if it works its no longer a game.

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  8. Wildbluesun says:

    Sounds like this game is a bit like The Bell Jar…it takes you really, really horrible places, but you go there anyway simply to experience a kind of awfulness you can’t get in your own life.

    So I suppose when you’re thinking “hmm, should I buy this” the question is “do I want to be entertained or do I want to experience something new and unusual, however unpleasant it may be”.

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  9. Markoff Chaney says:

    Thiefsie,

    Aye. Horror takes many forms. I always feel it’s harder to sally forth with the un-interactive kind (where it’s a truly binary decision of continue to submit myself (watch or read) or just turn the thing off) than the interactive kind where I can meander around exploring other things if I don’t feel like going straight to the next link in the chain of progression in my game. At least when I have a choice, I can keep looking around for more plants to heal me or ammo to shoot stuff or fill every square of the map before I face that final horror. I wonder if the inevitability of a linear progression with a fixed time frame ending point also somewhat enters into my decision making process as to what constitutes, in my mind, horror.

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  10. Lewis says:

    John, thanks for this. It’s a good few weeks since I played through The Path now, and I was starting to doubt my own high judgement of it. This piece nails it, though, and makes me want to crawl back into that world.

    I might just do that if I get a spare half hour tomorrow.

    What’s interesting is that some of the strongest feelings The Path evoked for me were the opposite of yours. It rarely upset me, though pessimism is certainly a central theme. Quite the opposite, really – I found a lot of it really uplifting and inspiring. Robin in particular has a beautiful naivety to her that’s so easy to get caught up in. Her comments at the graveyard actually made me stop, and think, and smile, in spite of the morbid subject matter.

    I also think that the underlying message – that you have to take risks in order to discover yourself – is one that’s refreshingly positive, even if it is poured into such an unsettling mould.

    I’d like to talk with you about this in greater depth, but, y’know. It’s not a game to be spoiled. In a couple of weeks, perhaps.

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  11. Larington says:

    Fear? Or foreboding?

    System Shock 2 had far more of the latter, an audio cue in one part that had no reason to be there (Though some spiders were a mere doorway and a corner away, on the level with the biocanisters that help you get to the next level on the ship) but damn near had me halt play right there just because I was expecting something really REALLY bad to happen.

    Frankly, I feel most games AND films, AND television do a shit job of scaring us, being reliant on shock jumps rather than trying to genuinely unsettle us and push us away from our comfort zones.

    So say we all?

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  12. Lewis says:

    Oh, incidentally – Michael from ToT reliably informs me that the flower gems, achievements and score table are supposed to be ironic. If I have a serious criticism of the game, it’s that I’m not sure they conveyed that well enough for it to work.

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  13. Lewis says:

    JKjoker: it’s really not like that at all. You’re in an evironment, in first-person perspective, but no matter what button you hit, no matter where you move your mouse, all it does is make you take another step forward into an increasingly messed up environment.

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  14. Joe says:

    Weird. My girlfriend and I were literally just playing this and mulling it over.

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  15. While the narration in the trailer was lacking, in my opinion, I think I will purchase this. It looks marvelous, and your impressions are quite compelling.

    Ben

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  16. Lewis – I agree. If it were meant to be ironic, they forgot to have it be a statement. Unless the incongruity itself was the statement, but if so, it’s hard to see how it states anything other than, “This doesn’t fit in this game.”

    I think it’s more likely the flowers were an attempt to encourage people to wander further from the path, to explore more.

    The only real irony I could see was the declaration of “SUCCESS!” when you had encountered the wolf.

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  17. maybenexttime says:

    Huh. You’ve certainly piqued my interest. Thinking back to the really unpleasant bits in novels – the bits where you feel like it’s your fault because you keep reading – well, some of them are the best pieces of writing I’ve ever seen. I’ve never had that feeling from a game. I’m intrigued to find out more….

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  18. JKjoker says:

    lewis: oh, im feeling stupid now :p
    i have too much QTE related anger inside me just waiting to come out
    still, the “press X to have the game play itself” is the thing i truly fear

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  19. Igor Hardy says:

    From the descriptions this game reminds me of Inscape’s Bad Day on The Midway. I’m looking forward to a comparably disturbing experience to the one that old title brought me.

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  20. Gap Gen says:

    I kinda felt the same way about Dark Knight. It made an interesting point about superhero comics, but I utterly detested it. Oh, and Watchmen is far smarter.

    That said, this sounds like a very interesting piece of game design, and even if it’s not a popular success, that sort of idea could be noticed by mainstream game designers. Here’s to a Guitar Hero where no matter what you do, you descend into a drug-fueled husk of your former self and no matter what button you press, you still suck.

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  21. Paul_M says:

    I’m really looking forward to this. I love exploring within games – too few really encourage you to do this.

    John – Do you think your revulsion to aspects of this game and its depiction of childhood are related to your youth work?

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  22. Scandalon says:

    I’ve been curious/intruiged by this title for awhile now. That trailer is…rough though, and the voiceover is awful. As in, I almost couldn’t finish it.

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  23. Kast says:

    Well what a coincidence… as part of my Creative Writing course we’re looking at fairy tales. Guess which one I chose and am about to give a presentation on, regarding its psychological interpretations and modern subversions?

    I do love Tale of Tales’ work and have been very much looking forward to this, though I’d consciously forgotten it. I just wish I had any money with which to buy it…

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  24. Lewis says:

    Kast: It’s under 7 quid.

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  25. Paul_M – If you’ll allow me to get exceedingly introspective, and to say stuff that is purely “comment” territory, I think the revulsion this game causes in me is the reason I do youth work, not because I do youth work. My reading of the game – and I stress this is very much my own reading, I’m far to Barthesian to impose this on anyone else – is that teenage years are doomed to cynicism and self-destruction.

    I think the girls, depicted as victims, reinforce the idea that they are doomed, hopeless. It’s that ultimate bleakness that really bothers me. I think what the game captures magnificently is an honest depiction of that feeling of hopelessness. But one that makes me want to scream. Doom is not inevitable, hope is possible. This game, to me, says otherwise.

    I stress again, I’m likely loading it with my own bias.

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  26. Thomas Lawrence says:

    Kast: if you haven’t already, you need to read Angela Carter’s “The Bloody Chamber”, a short story collection featuring a number of takes on Red Riding Hood, among other fairy tales.

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  27. James G says:

    Edit: Many of my questions were answered in the time it took to compile this post.

    I’m torn on this one, it sounds interesting enough, but its an idea I don’t feel quite confident enough to dive into properly, either in terms of cash, or emotionally. I fear I’ll be too tentative and cursory in my approach to really get the impact.

    However your description does make me curious, although I’m still not entirely clear where your negative feelings lie, whether with feelings portrayed and represented by the piece, or presented by it. I get the impression of the latter, that your disagreement was as much with the authors, as it was with the content (or at the very least, your perception of the authors.)

    Now obviously, not having played the game it is impossible to pass comment on anything but your own impressions. But the line, “transition from wide-eyed excitement, through cynical disgust, to a craving for adult responsibility,” struck me as it is a shift which is both alien, and yet familiar. I don’t think I ever fully gave up on the former, and it is a feeling I prize, and similarly the latter is something that never showed itself. Responsibility is something I picked up as it came, sometimes with apprehension, rarely with reluctance, but I never really craved it. The closest point was probably in the couple of months before heading to university, but this was all tied in with so many other emotions that it is difficult to separate. The cynicism did come, only later, and even then I find it exists along side the wide eyed wonder, only in the microcosm of my career has it perhaps begun to replace it, something which saddens me. But I suppose my main point here is that I think it is mistaken (and I realise that it is your comments on the game here, so I’m not calling you mistaken necessarily) that growing older means discarding all that which makes us young. CS Lewis says it better than me:

    “Critics who treat ‘adult’ as a term of approval, instead of as a merely descriptive term, cannot be adult themselves. To be concerned about being grown up, to admire the grown up because it is grown up, to blush at the suspicion of being childish; these things are the marks of childhood and adolescence. And in childhood and adolescence they are, in moderation, healthy symptoms. Young things ought to want to grow. But to carry on into middle life or even into early manhood this concern about being adult is a mark of really arrested development. When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.”

    Of course, adolescence also ties in to the whole issue of sexual maturity and experimentation. (At leasts symbolically.) Thanks to Pullman I also now link it all in with free will and ‘original sin.’

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  28. Wedge says:

    So eh, is this thing going to be $5 like the Graveyard? I mean the Graveyard had nothing to it at all, so I wouldn’t pay for it, but I might pay $5 for this as it sounds like there’s a lot more variety and interesting stuff to look at, even if it’s pretty much just interactive art.

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  29. Z says:

    Anyone have tech specs?

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  30. James G – In that line I was trying to quite briskly summarise my interpretation of the range of playable characters. You can read about them all here: http://tale-of-tales.com/ThePath/gallery.html

    The oldest, Scarlet, is 19, parentalised by raising her younger sisters. She is described as keeping her hope and desires as secrets she will die with. It’s not a good prospect.

    I noticed that on this site – http://grandmothers-house.net/ – it has the line, “A game of growing up.” That’s a chilling declaration to make.

    Z – Pretty low. 2 GHz CPU, 1 GB RAM, semi-recent graphics card

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  31. yhancik says:

    Always Run is standard in most games; here it’s an almost uncomfortable experience.
    There is no action button; to interact you have to leave the controls, and let the girls do.
    This is not “effective”, this will require patience from the players, but it makes you think about you gamer’s habits

    In a way, with the controls and the whole irony about achievements/success, The Path might also be a game about games. Which definitely is interesting.

    Aside from that, even if it might look technically slightly outdated, it’s probably one of the most beautiful games I’ve ever played, especially on the use of shaders. It’s almost shocking that all the other games use them so poorly :p

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  32. PaulMorel says:

    “Rose gambles amiably”

    I believe that should read either “Rose gambols amiably”, or “Rose ambles amiably”

    Funny typo though. ;)

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  33. bhlaab says:

    Wow, I saw the trailer earlier today and thought it looked like a terrible American McGee’s Gothy Fairytale Goth Goth.

    But reading this, I’m suddenly interested…

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  34. The Hammer says:

    I’ve been intrigued, and interested, in this game for years. Lovely to see it finally out, and equally lovely to see it’s as interesting (albeit pessimistic!) as I was hoping.

    Thanks for the Impressions, John!

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  35. Buemba says:

    Sounds interesting. If the price is right I’ll definitely give it a try.

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  36. Z says:

    Looks like a great headtrip.

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  37. bansama says:

    Sounds interesting. If the price is right I’ll definitely give it a try.

    IIRC pricing will be $9.99.

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  38. Brad Root says:

    I’m really excited to play this, thanks to your review. I look forward to it! $10 sounds right.

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  39. Dorian Cornelius Jasper says:

    Well so long as it’s scarier than an RE game I guess I’ll pick it up on principle.

    And may gush about it to people who’re unfortunate enough to be nearby if I like it enough.

    EDIT: Reading comprehension failure. Okay, so it’s not actually supposed to be properly scary. Still, is probably scarier than RE so that’s alright.

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  40. Gassalasca says:

    This is why I like RPS. I wake up ar 7:14 AM on a gloomy, prospectless day and you are there waiting with something as awesome as this.

    Thank you.

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  41. apnea says:

    I’ll be sure to try. So-called atmospheric games are rarely wasted experiments.

    About the controls’ irregularities: I welcome games engaging players at other levels than the (sacrosanct) “entertainment” of its control schemes.

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  42. apnea says:

    Argh, typos galore.

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  43. Lightbulb says:

    Gassalasca

    Ditto :)

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  44. Beautiful article, Mr Walker. Thank you. I’m sorry we made you feel bad. But I’m afraid I need to assure you that this is a very personal reaction. Perhaps that’s the most uncomfortable thing about The Path: it’s about you.

    I promise that our next game will be nice again!
    Well, I won’t actually promise that… ;)

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  45. I also think that the underlying message – that you have to take risks in order to discover yourself – is one that’s refreshingly positive, even if it is poured into such an unsettling mould.
    Wow! Lewis. Do you want to be my shrink?
    It honestly just struck me right now how appropriate this message is to the life of Auriea and I, to how we got together, a tragedy of which the scars still haven’t healed. And yet something we have done, are responsible for and have enjoyed so much.

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  46. John, perhaps it helps when you think about the different girls in The Path as aspects of a single person.

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  47. Lewis says:

    A few more comments to a few people:

    Michael: hello! I fear I may have come across as a horrible journo type for not really being in touch since pestering you for an early review copy. Sorry! I must commend you and Auriea on creating a game that’s already provoking such an intense reation from such a wide variety of people, even before the release of the game. That’s rather admirable, and says as much about your clever viral marketing prowess as it does about your thought-provoking game. It’s also fascinating how different these reactions are: while John’s was one of repulsion, mine was largely one of optimism in the face of negative situations.

    Pure speculation, but I wonder if age has anything to do with it. I don’t know. I’m still a wide-eyed early-twenties type, though I did spend a number of my teenage years wallowing in a Ruby-esque state of existential pessimism and faux-intellectualism. I wonder if seeing these adolescents, each troubled or longing in their own unique ways, step up and take responsibility for their lives (or deaths) resonated in a way that made me feel oddly comfortable and satisfied. Realising you can’t go through life living for vapid and unfounded pessimism. Realising you have to act, and consciously move forward. I wonder if, since I’m only a few years older than the game’s elder sister, this is something that evoked memories a little clearer for me, rather than allowing for more distant and evaluative interpretation like John’s.

    (Not that John’s reaction wasn’t intensely personal, of course; but my instinctive response was to identify with the girls, then think “good on you!” when they stepped up to the plate, whereas John’s seemed very different.)

    Wedge: “I mean the Graveyard had nothing to it at all”

    Really? Really? ‘Cause I think I could talk for longer about the themes and ideas explored in The Graveyard than anything that immediately springs to mind. Except, perhaps, Dear Esther and Pathologic. If you’re asking “is The Path more game-like?” though, then yes, it is.

    Dorian Cornelius Jasper: I’m still uncomfortable with calling it “scary” or “a horror game.” It doesn’t evoke fear. It didn’t for me, anyway, at least after the initial panic of getting instantly lost faded (The Path does agorophobia better than any game I’ve seen… though it might be the only one that’s tried). What it does do is stir up the sorts of emotions and thoughts that we usually try to steer clear of, making it a somewhat daunting beast to tackle. Anything overtly scary is just an interpretation of events conjured up by your own mind.

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  48. Wildbluesun says:

    “it’s pretty much just interactive art.”
    That being a criticism? =P

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  49. Xercies says:

    I think the thing that John did here is the only thing you can really talk about the game. I’m really looking forward to this game, and hopefully it will broaden my horizens in art games. I’m still going to laugh at traditional reviewers trying to review this game like IGN because i don’t think its possible.

    i personnaly like psycological horror more anyway, hich is what this game sounds like its doing. Unsetelling is what we need, gore and cheap jumps are fine but can often get tedious and leave you wanting more from the game.

    Anyway its nice to see a guy doing what he wants from games, and I’ve got to say that I have been kind of inspired by these indie guys doing what they want.

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  50. Kast says:

    Thomas Lawrence – That’s the first thing my tutor recommended, but thanks for the tip/reminder.

    Lewis – Regarding age and identification with the Red Girls, I would be interested in seeing results of a large number of players marked by age, gender, level of identification and emotional response to the game. There could be some very interesting trends there. Oh, and good on you mentioning Dear Esther :P

    It seems to me that the ‘horror’ aspect is more the emotional rawness and gothic fairy tales stylings of The Path. Reading original oral traditions of what we now call fairy tales, they’re absolutely horrific.

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  51. “John, perhaps it helps when you think about the different girls in The Path as aspects of a single person.”

    It’s this that I find most pessimistic of all!

    It’s interesting that you say The Path is about the player. I instinctively disagree, but of course that might just be self-defence. I couldn’t find the option to interject my optimism for people, a way to turn them around and let them move forward and out of their oppression. My issue (and I stress again, my issue, not a problem with the game) is the hopelessness – their ordeals end in death, or doom. An opportunity for something beautiful – say playing the piano – ends in brokenness and misery. I’m fascinated that Lewis saw it as optimistic. I’d love to have his perspective!

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  52. Lewis says:

    I think the optimism was achieved through not interpreting the deaths as deaths.

    Interestingly, though the marketing blurb has repeatedly told us that “at the end of the game, you die,” nothing in the game tells us this. Not explicitly, anyway. Imagining some of the characters actually killing the girls doesn’t seem to work. A lot of the ‘death sequences’ seem to allude to something else entirely – and the fact that you continue on your journey to grandmother’s house afterwards, albeit in a weird, dreamy manner, means it’s open to a variety of different theories.

    So I didn’t see it as a game about death. I took it as metaphor for having to take risks; having to let the past go in order to grasp the future. When Carmen sits down with the elderly lady (is it a lady?) at the theatre and plays the piano, is she killed? I didn’t take it like that. I took it as her relinquishing her enforced responsibility for her younger siblings and taking hold of what she wanted out of life.

    Maybe I forced myself to think like that because of how crushingly depressing it would have been otherwise, since it probably isn’t the obvious interpretation to take.

    Most of my joy came from the beautiful clarity of the younger characters, though. Some of Robin’s comments, from her naive, nine-year-old mind, made me really question some of the adult notions that are engrained in us as we grow older.

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  53. ChaosSmurf says:

    I’ll be honest – all this game as art crap normally makes me want to hurt someone. Which I then do in a game I enjoy, whether it’s art or not. But this sound unbarably interesting, not to mention a massive challenge to review.

    From reading John’s review and thinking about what I heard about the game, I’d assumed that it was meant to be the tale of one girl who keeps going back – but I suppose not if they all have different names. If/when I play it, I’d want to see how the … “story” holds up under both points of view.

    Plus as a typical teenager, it’ll probably make me as exceedingly angry as everyone else telling me I’m doomed!

    Nice work John, you too Michael.

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  54. Paul_M says:

    John – in your case then, the hope lies in your direct opposition to the pessimism of the game. You perhaps see something of a photographic negative of your own ideologies which may be disturbing, but ultimately appears to strengthen your own positive outlook.

    In relation to the definition of “horror” or not to identify this game: obviously I’m only specualting until I actually play the thing, but a more fitting description might be “uncanny”, famously described by Freud in his essay of the same title(unheimliche, or “unhomely” as a literal translation). Such encounters are unsettling, natural but unnatural – attractions and repulsions just as the avatar within the game is controlled and not controlled by the player. In fact, one example he gave within this essay was the uncanny feeling of being lost, trying to find your way again and ending back in the same place from which you started. Bound within this, as you might guess with Freud, are ideas of childhood and parenting.

    I really can’t wait to play this. Too few games make good texts.

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  55. Okami says:

    This just in, ChaosSmurf: You’re doomed :)

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  56. ChaosSmurf says:

    Okami: ah, but it’s all you older folks’ fault.

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  57. Giganto spoiler territory, folks:

    @Lewis “When Carmen sits down with the elderly lady (is it a lady?) at the theatre and plays the piano, is she killed?”

    I didn’t see it as death, no. She then woke up on the path, rain falling on her, barely able to shuffle forwards, clutching herself, her head hanging, looking ruined and destroyed. So I’m thinking it wasn’t something good that happened. (Which is why Ruby’s encounter in the park was quite so awful.) I laboriously had her inch her way to the house, which became a broken-down theatre, twisted and terrible, ultimately seeming to destroy her. That bit felt a lot like death. (And again, was nothing compared to the monstrous situation that Ruby encountered, which undeniably brutally killed her.)

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  58. MacBeth says:

    Mind the spoilerishness there, Lewis. Some of us want to play this game knowing as little as possible about what might happen…

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  59. MacBeth says:

    Mind the spoilerishness there, Lewis. Some of us want to play this game knowing as little as possible about what might happen…
    OH! You’re my new favorite blogger fyi

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  60. Lewis says:

    Sorry for the potential spoiler. The weird thing about The Path is that it isn’t really about what you see happening, on the surface, so it’s difficult to know what’s a spoiler and what isn’t. You don’t come out of the game knowing any more than you did when you started, really, as there’s a very deliberate jump in time that skips out the main bulk of “what happens”.

    Incidentally, I meant Scarlet before, not Carmen. Carmen and Ruby are the two that are the most clearly distressting, for rather obvious reasons – ie. they’re the two that are most overtly led astray, rather than just down a different path in life, so to speak.

    (As a brief aside, when I first saw that the game was going to be called The Path, I cringed it its seemingly unnecessary simplicity. Having played the game, the title makes a lot more sense.)

    My memory might be playing tricks – I’ll have to go back and play it again – but doesn’t Ruby consider, um, engaging with the thing that happens to her, elsewhere in the forest before she succumbs to it? So perhaps you’re right about the sense of inevitibility that goes hand in hand with the ultimate “demise” of certain characters.

    The only one I haven’t fathomed an interpretation of is Ginger. Because her situation seems completely positive, no matter how I approach it.

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  61. Okami says:

    I’m not o.. Ok, I’m ancient and close to death by your standards. Never mind..

    Anyway, to turn this stupid piece of flame bait into a decent comment (I always feel bad for writing stupid stuff when everybody else – even the teenage whelp – is writing all kinds of clever stuff):

    I must admit to only having skimmed the article, as well as many of the posts, since I don’t want to spoil myself the experience of playing the game. Or experiencing the work of art. Whatever.

    But between Smurf complaining about people telling him that he’s doomed (which he is) and John and Lewis’ very different reactions to the deaths of the protagonists, I’ve come up with an interpretation of the subject matter myself.

    Though of course I’ll have to play the game to make sure, if that’s really the way I’ll react to it. I feel a bit like somebody analyzing a painting he’s only been told about.

    But I digress, here we go:

    Children and teenagers are indeed doomed. Let me rephrase that: The child and the teenager that I used to be were doomed. And now they’re dead, since I’m a very different person now than I used to be.

    I still remember the queasy feeling in my stomach I had as a kid, when I thought about grown ups, they were very alien beeings and I couldn’t imagine ever beeing one of them myself. Even as a teenager I had troubles imagining myself as somebody who works for a living and has completely different responsibilities.

    So in a way, parts of me have died during my way to adulthood. I’ve lost quite a few things that once defined my as a person and I guess that this happens to most of us. And depending on out lives and the kind of person we are, we experience this loss and rebirth (because, let’s not forget, we also grow as persons and usually gain more than we loose in the process of growing up) in very different ways. So we’re also bound to react to stories of the death of childhood very differently.

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  62. Lewis says:

    That’s pretty much bang on how I saw it. But John’s right – the sequence that plays out afterwards is dark and upsetting, regardless of what may have gone on before.

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  63. The Hammer says:

    Man, I really want to read this comments thread, but I really want to experience this game for myself, too. Will knowing what happens ruin the experience, or is it more about how you get there?

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  64. ChaosSmurf says:

    You’re over 70? Christ. :P

    See, the idea of the teenage frame of mind being doomed is something I have a huge problem with. I believe that the large majority of adults chose not to … how to put it … continue to enjoy the things they do as a kid. The “proof” for this, imo, is every person who works in the games industry as a developer, tester, journalist or people who read/write comic books/cartoons or any one of a number of other professions in typically teenage dominated customer markets. If the teenage frame of mind is doomed to die, surely these people wouldn’t be able to do what they do?

    I plan to write in the way I do now for the rest of my life, if possible. I intend to react to situations and, to be more specific, play video games in the same way and with the same level of commitment and enjoyment I do now for the rest of my life. The idea that some strange event or sudden realisation not under my control will make me stop just seems … well stupid. It’s who I am, that’s not going to change unless I want it to.

    There are probably holes in this argument (read: there are holes in this argument), but it’s not really about facts or figures when it comes to “growing up” is it? Anyway. Yeah, rambling is awesome.

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  65. Lewis says:

    Smurf, I’d argue that, while you’ll certainly continue to play games and enjoy them just as much, you’ll start to enjoy different things about them, for different reasons.

    I don’t know how old you are, but if you’d have given me The Path at age 15, I don’t know what I’d have done with it.

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  66. ChaosSmurf says:

    I wish I’d played it before reading this thread now, just so I could estimate how I would have reacted 2-3 years ago (I’m 18 in May) and give you an honest answer for what I like/dislike about the game, so I’ll dodge the second part of your reply for now.

    To the first part however: I can’t imagine ever not enjoying stabbing a guy in the back in TF2, the amazing dialogue of VTMB, the story of Deus Ex, the strategy of StarCraft or the comedy of a good Lucas Arts adventure. Maybe I’ll enjoy MORE of them (or react differently to the bits that I don’t like, instead of raging), but I wouldn’t call that a death, it would be an addition (something to be happy about).

    Would changing from, say, my current dislike of all these indie games that keep turning up that aren’t actually as much fun to play as blockbuster titles but get lots of publicity because they’re cute ickle development houses to being more tolerant of them count as a death of a hate, or an addition of like? Perhaps, it’s all about perception, The Path sees the change of growing up as deaths of previous perceptions, I see it (and I think perhaps John Walker does too?) as additions to different areas of perception?

    (if any of that doesn’t make sense, sorry lolrambling)

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  67. Wildbluesun says:

    ChaosSmurf: Wow, how dull. o.O

    I think that part of the glory of life is the constant change, in your environment and in yourself. That change makes life interesting and worth living. I wouldn’t want to stay in my current frame of mind (I’m 16, so a “teenage” frame of mind) for the rest of my life…but then I know I won’t, because I’m in a constant state of change. The mindset I have today will be subtly different tomorrow; EVERY frame of mind I have is doomed to die. But that isn’t a bad thing, because it means I can remember what watching Bambi at four felt like, and know how it feels now, and speculate as to what it will feel like at thirty.

    In addition, I don’t really feel that is such a thing as a “teenage” frame of mind; there’s just a frame of mind that is you. And that frame of mind will constantly change; maybe it will change the way you write, maybe it will change how or why you play games or even make you not play games at all – but if I were you I wouldn’t see that as a bad thing. Every iteration of you will still be YOU. There’s no reason why you should want current-you to be future-you as well.

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  68. ChaosSmurf says:

    Wildbluesun – but there’s a difference between death and change. I don’t like people saying that the way teenagers are will naturally “die”. That implies it’s a total end that won’t affect the future. “Change” is fine. “Die” is something else entirely.

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  69. Lewis says:

    To be honest, ChaosSmurf, my previous point doesn’t really stand now that it emerges you already think about games more insightfully than most adults I know.

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  70. phuzz says:

    (Lets hope the Daily Mail never read this thread, they might get the idea that not all gamers want to shoot things in the face. Also in games.)

    Personally, as an old person (well, 28), I’ve never really enjoyed any of the ‘adult’ things that have come into my life. Working? well cash is nice but sitting in an office is bloody soul destroying (which is why I’m commenting here rather than working). Having your own place? great, now I have to cook and clean up after myself. I guess for me growing up turned out to be a choice, or at least not something that has to be a full time lifestyle.

    I’m looking forward to The Path, but I wonder if ‘game’ is really the right word. I’m expecting something sort of similar to the aforementioned Dear Esther (really worth a look if you’re looking for something to tide you over until the 18th), but I didn’t see Esther as a game, well, not by the time I reached the end, it was a more emotional response than that, more akin to a poem or something…

    *edit: I think the death of the child/teenager that’s being talked about is from the feeling that you can never go back. What you choose to do as a teenager (or at any other point in your life) and what happens to you make what you are later on, but you can never go back and change any of those things, only change who you are now. It’s that sense of loss and not being able to change stuff that I thinks makes us oldsters think of it like a death. Personally I don’t have many regrets about my childhood, even the bits I should have done better.

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  71. Lewis says:

    Dear Esther is probably the closest relative of The Path, but it still feels more like a cousin than a sibling, if you’ll excuse the awfulness of that metaphor. I was genuinely surprised by how game-like The Path is in places, whereas Esther shocked me with its audacity in being anything but.

    I think that, while The Path is more objectively a better application of the “ambiguous narrative” ideas into a videogame world, Dear Esther resonated with me slightly more. John’s negative emotional reaction to The Path is akin to how Esther made me feel – not repulsed, as such, but certainly deeply upset. It’s the closest a “game” has come to making me cry. The Path seemed to play more on thoughts than emotions for me, though the two are intrinsically linked.

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  72. Markoff Chaney says:

    There comes a point in reading these comments where I made myself make that binary decision to stop reading. There’s a fine line between spoilers and teasing (thank you for the explicit warning Mr. Walker) and I look forward to discussing this game after we’ve all had a chance to enjoy it. Thank you all for your thoughts and insights and, as always, doubleplusgood that we have insights from the developer as well. I anticipate re-reading (or, in some cases, reading them for the first time) these comments with some perspective in a week or two.

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  73. Taillefer says:

    The ‘Requiem for a Dream’ of games?

    This should be interesting, as I have nieces covering those age ranges quite closely. I can see the wide-eyed wonder at everything in one (also, almost sharing the name: ‘Robyn’) and the eternal ennui of the oldest. I’ll have a play through, but also see about letting them play to for their reactions. Unless it will disturb the youngest too much, obv.

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  74. Taillefer says:

    “too” &ahem&

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  75. ChaosSmurf says:

    @Phuzz, I swear, those daily mail articles make me so angry I might just go out and shoot someone in the face.

    The statement about disappointments once you reach later life is something I’ve had to deal with. I’m still exceedingly optimisitic that the rest of my life is going to be better than what has gone before (nothing really bad has happened, but it hasn’t been the best life ever), but a lot of my older friends keep telling me how “it’s the best years of your life” and all that. Perhaps some of the game is about the death of optimism.

    This is all getting a bit grim eh.

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  76. The Sombrero Kid says:

    @John

    i haven’t played the game but couldn’t it be argued that coming out of it is like the bizarre euphoria at the end of an hours vomiting, the contrast between the games fantasy world and the real world should make apparent the things about this world which are brilliant, if someone is quite down generally the best way to make them see the good is to contrast it with something truly horrific

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  77. The Sombrero Kid says:

    ohh and @Wildbluesun, Lewis & ChaosSmurf

    i had more time for indie games and stuff when i was younger, the older i get the more i seem to want the instant gratification, i think because i’ve got less time and am so much more stressed.

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  78. Wildbluesun says:

    ChaosSmurf – well if you’ve changed and can’t retrieve who you used to be, then wouldn’t that bit of you be dead? Just because it’s dead doesn’t mean it’s not affecting the future.

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  79. bhlaab says:

    “John, perhaps it helps when you think about the different girls in The Path as aspects of a single person.”

    Ehh, I wouldn’t. Any sort of ensemble cast with diverging archetypes can be held to that– I’ve heard people argue that Ferris Bueller and Cameron Frye represented two halves of the same individual.

    Now, I haven’t played the game but I’m still inclined to say “Leave that sort of thing to Of Mice and Men”.

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  80. ChaosSmurf says:

    Wildbluesun – I’m made of what I was when I was younger in addition to what I’ve learned. No bit of it has died or been lost, its just been added to. I guess bits of that have changed… But I wouldn’t define them as dead, reborn would be a better phrase

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  81. Wildbluesun says:

    ChaosSmurf – Touché. Perhaps it’s different for me because I’ve changed a lot during the past year or so, and feel that some parts of me really HAVE died (though that’s not always a bad thing).

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  82. I’ve been reading this site for ages, and easily the best thing about it is the way you guys so intelligently cover indie developed games (such as pathologic) as well as the big name releases. (such as left 4 dead) Seriously, every time I read a article where you lavish praise on a indie game, and read the comments about other indie games, check out the link on those games, etc, it gets me so excited to see that there are so many people out there creating amazingly thoughtful things such as this.

    It also makes me want to get of my lazy butt and do my own game too. So thanks for articles like this, I really enjoy them.

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  83. WaywardBuddha says:

    I would refer to our continual progression in state of mind and perception of the world, not as deaths, but more like assimilation.

    My worldview and perception of life and the events in it, both present and past, are continually evolving as my own experience base and consciousness does. I see the events of my childhood, adolescence, and early adulthood very differently now than I did before. Each step in your aging lets you step back and reevaluate all the events that came before it. You see it from new angles and with deeper insights, and learn something new from it.

    A perfect example would be one of my favorite books. I read Watership Down for the first time at 8 years of age. To me, it was a story about rabbits, and good versus evil. Reading it again as an early teenager, it was a story of rabbits as people, and the desire to be free and choose their own destiny rather than what others wanted. As a teenager going into college, it was a story about rabbits as examples of socio-economic policy, political science, and a case study of collectivism. As a young adult, it was a story about rabbits as representatives of society, and how each different rabbit with its unique views worked together to be something bigger than just another warren.

    The book, like ourselves in the past, didn’t change. The words, like past events, were exactly the same. It was I who changed.

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  84. Nate says:

    Umm, RPS? You’re awesome. I really, really love you guys.

    And it’s not just because I’m drunk.

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  85. Wildbluesun says:

    OK, I think you’d have to be right, WaywardBuddha. Assimilation it is.

    (Also, you win bonus points, because before I typed “Bambi” I was considering typing “Watership Down”. What an awesome book, as in, inspiring awe.)

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  86. The youthful discussion about pseudo-death is very interesting and in part the kind of thing that inspired the design of the characters (I myself am 40, by the way, which I guess makes me something of a dinosaur around here). So it’s amusing. But for me the most important thing of the game is what happens before the end. The game is not called “Grandmother’s House”… Death in the game is merely an end point and it only really exist as a way to stress the importance of what you do before that point. After that point, there’s not much left to do.
    It’s complex stuff, though, also for me. I think we made The Path as a tool to help us think about certain aspects of life. It’s definitely not a straight up expression of an opinion.

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  87. Harmen says:

    It looks really interesting. I’m happy I hadn’t heard of this game (“game”?) before so I’ll have only a few days to wait in anticipation.

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  88. grmnf says:

    Just bought it. Hope it’s as good as it seems :)

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  89. Markoff Chaney says:

    Wow. I’ve been playing through Rose this morning. I don’t think my wife liked the music too much. “Creepy and Uncomfortable”. I love it so far. On screen hints for items I didn’t know exist, interactivity by not interacting, losing sight of objectives when running that become clear when walking, color saturation changes the way the trail pops up after I’ve walked a bit and Oh my. It just changed while I was typing away on this other box. Brighter, prettier, and my friend is with me. All because I stopped trying to achieve my “objective” and I just AM. Unfortunately, it seems to have brought me back to the one place I don’t want to be right now – The Path.

    Such a delightful prospect. This may be one of the wake up calls for Adventure that my beloved genre needs. It’s almost the exact polar opposite of Pathologic (in so many ways, the way time is handled most of all) but it’s the most refreshing Adventure I think I’ve played since playing it. I can’t wait to pour more time into this gem. Thank You.

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  90. Played it very briefly today and I find it absolutely fascinating. I don’t know if I like it or not, but it’s certainly intriguing. My workmates, however, sat in the background sniggering like children, commenting on how awful it was and how it was “like The Ship again – great idea, awful execution.”

    I think a fundamental problem things like The Path are going to encounter is the presumption that any non-utilitarian and/or non-creative software on a computer [i]has[/i] to be a game. Especially when the software involves 3D graphics, avatars and movement control.

    As long as people always expect ‘a game’, there’s going to be inherent limitations in the industry. I’m not going down the “but it’s art!” route, because that’s just annoyingly pretentious. My main point, I suppose is that “game” and “gaming” are woefully inadequate terms for this whole interactive computer doodad.

    I gibbered about the issue, and the particular problem it gives games journalism, in some more detail on my blog awhile back – http://potentialgamer.com/2008/12/31/the-name-of-the-game/

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  91. Conquests says:

    Hey what on earth is wrong with slow pacing? In most games what i seek first is the walk key. I’m not in a rush so i wanna enjoy the environment in all its corners.

    Running spoils atmosphere and realism.

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  92. Otacon9001 says:

    So I was able to play through it last night, as robin and Carmen. Honestly, I don’t think that Carmen’s “end” was a bad end. She seemed familiar with where she was, who she was with, unsure what actually happened though, there’s one place I didn’t check before encountering the “Wolf”. Will have to try it again.

    I hope it was a good ending, where she knew where she was, or else it’s a REALLY depressing ending.

    The graphics and artwork for this game are amazing, worth the $10 alone.

    In other news, did a storyline and a title page for my toy WPF game, feel free to check it out. This article made me want to start my own game.

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  93. Bat says:

    In case anyone got the so called “First person view” error, the game is in 3rd person view. All you need to do is create a shortcut from “PathViewer.exe”, edit the shortcut target to “[Your folder]\PathViewer.exe” Q3DStart.q3d.
    For example mine is “C:\Program Files\The Path\PathViewer.exe” Q3DStart.q3d
    Enjoy :)

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  94. UK_John says:

    Just downloaded the game today as it’s $4.99 on their webpage to celebrate a big award win in Spain. From reading this thread it reminded that the French word for orgasm is ‘a little death’. Take that as you will from this game….!

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