Posts Tagged ‘Tale of Tales’

Tale Of Tales (Probably) Stopping Making Games

By Alice O'Connor on June 22nd, 2015.

After twelve years in games, it looks like Tale of Tales are calling it quits and looking to new artistic pastures. The duo behind such games as The Endless Forest, The Path, and Luxuria Superbia had hoped their latest, Sunset [official site], would have more mainstream appeal – and financial success. It sold only around 4,000 copies in its first month, not enough to cover costs.

ToT said over the weekend, “we don’t think we will be making videogames after this. And if we do, definitely not commercial ones.” I’d be sorry to see them go.

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Wot I Think: Sunset

By Philippa Warr on May 21st, 2015.

Ortega's front room

I like Sunset [official site] for its sense of place, for its lighting, for its drip feed of story, for the emphasis on subtle change and human scale in an event games tend to deal with via guns and power fantasies and super tech. But when it comes to the relationship building which lies at the centre of the game Sunset can stumble. Here’s Wot I Think.

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Ray Of Light: Sunset Gets A Release Date

By Philippa Warr on April 17th, 2015.

Empty chairs and empty tables

Peering through telescopes is one of those little in-game activities I enjoy a disproportionate amount; peeking through the viewfinder and switching to a porthole framing previously distant objects and people. The telescope peeking in Sunset [official site] was infused with meaning when I played a preview build and I hope there’s more to come when the game releases in full on 21 May.

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Hands On: Tale Of Tales’ Sunset

By Philippa Warr on February 16th, 2015.

The Winter Garden of the house

Sunset‘s [official site] preview showcases a game of guiding and shaping rather than explicit storytelling. It’s about gently influencing a relationship with an unseen person according to your own interests against the backdrop of a South American revolution in the 1970s.

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Red Sky At Night: Tale Of Tales On Sunset

By Richard Cobbett on July 14th, 2014.

'Another good day for shepherds then,' sighed Angela.

Sunset is the latest game/project from Tale of Tales, creators of Lego Star Wars The Wolf Among Us many artistically minded offerings like The Path and Fatale. It’s already doubled its Kickstarter goal with its promise of a very different perspective on war; not a man with a gun in the field or some faceless general, but a woman with a feather duster in a luxurious apartment, given one hour a day to both make things tidy and make a difference. I spoke to creators Auriea Harvey and Michaël Samyn to find out more about their subversive take on modern warfare, and the challenges of making a very different kind of experience to their usual projects.

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Viva La Revolución: Tale Of Tales Kickstarting Sunset

By Alice O'Connor on June 17th, 2014.

Posterrific.

For a studio which makes such quiet and contemplative games, Tale of Tales have been bafflingly controversial. Along with the likes of Phil Fish and Jonathan Blow, the team behind Bientôt l’été and The Path have been Two Minutes Hate figures for people incensed that anyone might suggest video games aren’t perfect just the way they are. Tale of Tales have also become more video game-y, though. Luxuria Superbia had scores and all, and now they’re making a “first-person thriller” with influences including such–gasp–video games as Gone Home and Dear Esther.

Sunset is a fascinating idea. It’s set in an apartment in a fictional South American country going through civil war in 1972, playing as an immigrant housekeeper who revisits to clean then gets to know its resident by exploring his stuff. If you’re petulant enough doubt whether it’s a video game, look, it must be: they’re running a Kickstarter.

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Of Mice And Gamepads: The Future Of Controllers

By Joel Goodwin on May 21st, 2014.

If I’m going to be dull and reductive about it, playing videogames works like this: we tell a game something through an input device – say, a gamepad, motion contoller, touch screen or keyboard – and get a response back in the form of images or sound. It’s like a conversation, but it’s shaped by the devices we use to talk. Without the Wiimote, there is no Wii Sports. Without the touch screen, there is no Fingle or Bloop.

If I don’t own the relevant controller, then I can’t play these games. But what if the controller doesn’t even exist? Many games are impossible to conceive of because we don’t have the hardware to act as muse. Are we living on a junk diet of gamepads and mice – or a rich land of controller plenty?

Let’s have a chat with a few developers and see wot what they think.

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S.EXE: Auriea Harvey & Michaël Samyn

By Cara Ellison on April 25th, 2014.

Many of Tale of Tales’ games have erotic undertones, and you might begin to wonder exactly why that is. You remember I wrote about Tale of Tales‘ FATALE earlier in this column, of course. And after winning the Nuovo Award for Luxuria Superbia at the IGF Awards a few weeks ago, Auriea Harvey & Michaël Samyn explained in their acceptance speech that they did a lot of ‘research’ together for their award-winning game. Because Luxuria Superbia is about touch, pleasure, and joy, and can make you blush when you play it, you can imagine the sort of research they were referring to.

Well, the erotic undertones are because Auriea Harvey & Michaël Samyn are married and have confessed they are good at two things: making art, and f**king.

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IGF Factor 2014: Luxuria Superbia

By Graham Smith on March 6th, 2014.

An endless bear in an endless... Oh my.

Every second year, the RPS hivemind startles awake from its eternal slumber. “Hrmm? Oh, we should talk to all the people making PC games who are nominated for this year’s IGF.” And then we do that. And now we’re doing that. First up, the similarly hivemind-ish team from Tale of Tales, Auriea Harvey and Michaël Samyn. They’re nominated this year for Luxuria Superbia, a “simple game of touch, pleasure and joy made for fingers”, in which you glide through a tunnel and make its walls explode with flowers and marine imagery.
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S.EXE: Tale of Tales’ FATALE (NSFW)

By Cara Ellison on February 28th, 2014.

Oscar Wilde-based Orientalism

Shakespeare’s Helena once said ‘Love don’t cost a thing’… Hang on, that wasn’t it.

She said, ‘Love in an elevator, living it up when you’re going down…’ No, that can’t be right. That is somewhat anachronistic.

No, it was ‘Love looks not with the eyes but with the mind. And therefore is winged Cupid painted blind.’

But what about desire? What about lust? Isn’t lust directed by sight? By the act of looking? Can looking be… dangerous? When someone looks at you in a certain way, is that your power, or theirs? When you behold something, can it manipulate you? Maybe Cupid can’t tell us about that. But the Tale of Tales game FATALE is going to show you. Read the rest of this entry »

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Paper Sorcerer & Luxuria Suberbia Both Reach Steam

By John Walker on January 30th, 2014.

If you’re trying to find a link between them, let me put your mind at rest. The two games could hardly have less in common, but as both came out around November last year, and both have just turned up on Steam in the last few days, it seemed oddly compelling to put them incongruously together in the same post.

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Wot I Think: Luxuria Superbia

By Graham Smith on November 20th, 2013.

A different kind of path, this time.

Luxuria Superbia is by Tale of Tales, the duo behind The Path, The Graveyard and Bientôt l’été. Luxuria Superbia feels like a gentle departure for them. Yes, it takes players on a metaphorical journey, but it’s colourful, not maudlin. Yes, it has artistic ambition, but there’s a goal, a scoring mechanic, and more of the trappings of a traditional game.

It’s also set inside an infinite ladygarden. Here’s Wot I Think.

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Tale Of Tales Teases An Empty World

By Jim Rossignol on September 6th, 2013.


Tale Of Tales – whose Auriea Harvey featured in the first installment of our new Level With Me series – have teased a new game called An Empty World. It’s got a duck in. Possibly many ducks.

It’s odd. See below.
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