Tag Archives: island

Proteus is a mesmerizing and powerful getaway

life in proteus gd thoughts

On one hand alone, I can count the number of islands I’ve been to in real life. Ignoring that less-than-stellar fact, here’s a bunch of fictional islands I’d love to visit and explore for a day, just a day:

  • The island from LOST, specifically Dharmaville and far from wherever the Smoke Monster dwells
  • Amity Island, from Jaws
  • The El Nido Archipelago, from Chrono Cross
  • Gilligan’s Island
  • Isla Nublar, home to Jurassic Park‘s dinosaurs
  • Yoshi’s Island

Well, let’s add one more to that list with Ed Key and David Kanaga’s Proteus, which is actually difficult to describe, though I’m sure all the Gone Home haters would describe it as “not a game” or a “walking simulator.” Phooey on them. Sadly, I just discovered a new term, “anti-game,” while doing some quick research, and that really bums me out. I think anything that creates an experience can be called a game, whether it is highly interactive or not. That time you stabbed a pencil around your fingers and sped up each go? A game. Connecting dots to other dots with lines to reveal some kind of image? A game. Traveling to a foreign, digital world and taking it all in visually? A game. Really now, people.

I guess you could say Proteus is a stark adventure of exploration and discovery in a musical wilderness environment. There are no challenges and set goals, no Achievements to pop (well, on the PC version, at least), no text anywhere on the screen to tell you anything or provide lore. You can’t even really pause the game, only close your eyes to take a snapshot or exit back out to the main menu. As you explore the island, a reactive audio mixing system modifies your soundtrack, with frogs, tombstones, flowers, and birds each acting as individual notes that sound as you draw nearer.

There’s plenty to see on the island, as well as plenty to not touch. All the animals scurry away as you draw near, and you will eventually stumble across a cabin and small circle of statues, but all you can do is look at them and wonder. There’s no “Press X to Pay Respects” button, and that’s more than fine. You can, however, press a button to sit down on the ground and absorb all the sounds. I also found a giant tree-thing that teleported me to the other side of the island. Otherwise, it’s a lot of walking, looking, listening, and learning. Sounds simple, but it’s beyond effective.

I explored Proteus‘ island once on Steam during my Extra Life stream and then a second time on PlayStation 3 just the other evening. Each trip takes about twenty or so minutes, and each island is randomly generated, though you will see a few familiar pieces and critters with each playthrough, as well as summon the swirling vortex of floating white lights that fast-forward the seasons from spring to summer to fall to, lastly, winter. I have not tried simply standing next to the vortex and not causing this shift to happen, though I think that’s possible too. Both of those games ended differently; the first time, I flew into the sky, chasing after the aurora in the night sky, and the second time I got lost in a bleak, snowy winterland, heading for the moon.

So, there are Trophies to unlock on the PlayStation 3 version of Proteus. I got one, and I have to assume I got it for beating the game once. I don’t know. They are overtly obtuse, and I’m looking forward to unlocking a few more–hopefully by accident–though their inclusion does break a bit of immersion and uniqueness. Oh well. Not the worst thing ever, though trying to read all their descriptions in one sitting gave me a headache.

Ultimately, Proteus is about time, about mortality. The experience is all at once deeply relaxing and terribly unnerving. The music will warm you, fill you with hope; then it will drain you, drain from you, and remind you that hope is fleeting. Life goes round and round, until it stops. There’s more than a vicious cycle to experience here, and it’s certainly a walk to remember.

The beauty is not in the walking in Dear Esther

dear esther paul 0123

On a whim over the weekend, I loaded up Dear Esther. Besides my other plan to beat all those Metal Gear games in order of release, which is moving along swimmingly, thanks for asking, I am also trying to tackle many of the acclaimed indie games from years prior. Y’know, the big small games. The ones that generally feature some sort of unique gimmick and demand you think about things more than just swallow yet another tired, scripted action scene that is supposed to wow you with its bombastic approach at storytelling. So far, in 2014, I’ve experienced Gone Home, Journey, Brothers: A Tale of Two Sons, and Thomas Was Alone. Many more to come.

Other than being set on an island, I knew very little about Dear Esther going into it, which is how I like my videogames to go these days. Alas, we live in a day and age where the Internet can ruin anything for you in half a second–that said, hope you all watched last night’s Game of Thrones episode, gotta get that purp. I do recall some heated arguments about whether or not this is a “game,” just like many rushed to do with Gone Home, mocking them both as nothing more than walking simulators, short films with little to no interaction. With that in mind, I went in expecting a pretty good story and little else–truthfully, that’s kind of what I got, and that’s all right.

In Dear Esther, the player starts off on a dimly lit shore of an uninhabited Hebridean island, surrounded by fog and mountains. Far off in the distance is a tall, metal tower, with a red light blinking every few seconds, the beacon beckoning you towards it. As you explore the island, you’ll listen to a series of voiced-over letter fragments to a woman named Esther, which are revealed in no set order. The narrator’s identity is not specified though it’s easy to figure out he is Esther’s husband or lover. Alas, she’s dead, and that’s not a spoiler, as it is something you learn very early on in the journey. Dear Esther, despite its namesake, is more about the narrator and the island’s former inhabitants than anybody else. To say any more of the story would ruin the experience, especially since that’s all there is here, a story; a good one, mind you, and one that can be seen performed in a number of different manners, but just that.

Controlling the player is as simple as using the [W] key to walk forward and the mouse to look around. You can click on either of the mouse buttons to zoom in a bit for a better look at things. That’s it. Those are all your actions. When you enter a dark room, a flashlight automatically comes on, and it also turns itself off when you go back into the light. After playing for about ten minutes, my finger grew tired of just pressing down the [W] key, and I knew I’d have to do this action all the way until the end credits, but thankfully Dear Esther comes prepared for controller support. I’d much rather hold up on a joystick than keeping a finger firmly pressed into a keyboard, and I suspect I’m not the only one. I do wish there was at least something else to do control-wise; perhaps actually collecting the letter scraps or being able to pick up and examine items on the island. Heck, even a jump button, to push exploration even more. I wanted a little more game in this game; yes, it’s still a game.

The writing ranges from mesmerizing to feverish to a bit overdone, but it’s all backed by a gorgeous, swooping orchestrated soundtrack composed by Jessica Curry that can make any scene, whether it’s looking out at the rough ocean waves that brought you to this seemingly metaphoric island or trapped inside a dark, fungi-lit cave, extremely powerful. There’s strings, there’s piano, and they never overtake a scene, simply raise it up. Crashing waves, rushing wind, and cawing gulls provide additional noise at times too.

Dear Esther is an audio/visual trip, a game bent on delivering those two aspects to you at full force. For some, that’s enough. For an hour and a half of simply walking, it’s just enough. I did want something else to do, another way to play in this gorgeously constructed world, to be part of the island, but no man’s an island. And so you keep walking, keep walking, keep walking, all the way to the end. The darkness that greets you is far from comforting, but there is a sense of completion nonetheless. Quitting to the desktop after too many minutes on a blank screen that screamed the end slightly ruined the effect.

Witness that I am intrigued over Jonathan Blow’s The Witness

Great, truly unique puzzles are hard to come by these days. We’ve seemingly done everything across a myriad of videogames spanning the past, present, and future: move blocks, match colored gems, flip switches, use portals to our advantage, bend time,  and so on. I thought the cloning and time-heavy puzzles in The Misadventures of P.B. Winterbottom were fantastic, excruciatingly tricky and humbling. Monkey Island 2: LeChuck’s Revenge had a few brain-twisters, too. But other than that, it’s all been pretty ho-hum, and yes, I’ve not yet played Braid, but do plan to soon.

And so with that said, I’m pretty excited about The Witness, Jonathan Blow’s next game after Braid, and I’ve barely seen much of it in action, just read several lengthy, praising articles over the last couple of days about the stuck-on-an-island puzzler. Which is all about discovery, and listening, and looking–and seeing. Seeing is solving.

The Witness has a Myst feel to it, playing from a first-person perspective and exploring a lush, but isolated and empty island. Why is it people-less? Who are you, anyways? What’s with all the tech? Questions, quizzical uncertainties, a pristine and thriving locale void of human life…only one way to figure it all out, and that’s to go exploring, picking up recordings for deeper insight. There are blue computer screens littered across the island, and they all seem to be connected to a door; to open the door, a player must draw a line from point A to point B, and that sounds simple, but it seems like the kind of thing that can grow dangerously difficult over time. Some of the answers for the line are actually found by looking around at the island; that group of trees, perhaps, with their weird-looking branches; that bird chirping overhead, chirping high then low then high again; these are not just bits of nature, they are answers. Seeing is solving.

It sounds fantastic. However, if I’m truly going to love The Witness, I’m going to have to stop reading about it, as I don’t want to know all the puzzle solutions long and before it even comes out. The lesser known, the better.

And here’s some lo-fi video footage of the game in motion: