03.21.2011
Analysis by: Emily Greenquist
The Graveyard
(Tale of Tales, Part 1)
Tale of Tales is a Belgium game developer that
is continuing to set the standard for compelling game play. Like every game created by Tale of Tales, “The
Graveyard” is very special – it bends the rules of game content and expectations
in a richly compact 10 minutes of play.
In a black and white 3D environment, the player forces an elderly woman to walk a straight path within a graveyard. I use the word “force” here because her walking is labored, and I felt uncomfortable making her continue the long walk. I found myself occasionally stopping an already slow pace to help her catch her breath. These pauses were unprompted, but I felt compelled. I thought of Magritte’s pipe – like the pipe, this elderly woman does not exist, and yet I want to let her rest, to breath, to walk with me, to sit down.
In a black and white 3D environment, the player forces an elderly woman to walk a straight path within a graveyard. I use the word “force” here because her walking is labored, and I felt uncomfortable making her continue the long walk. I found myself occasionally stopping an already slow pace to help her catch her breath. These pauses were unprompted, but I felt compelled. I thought of Magritte’s pipe – like the pipe, this elderly woman does not exist, and yet I want to let her rest, to breath, to walk with me, to sit down.
Eventually she does sit down – at the end of the path, there
is a bench, and when she is turned around and ready, she will sit. Until this
moment, the only sounds were environmental – birds, wind, her footsteps – but,
now, as she looks at the graves in front of her, a song is played, emerging
from her contemplation. The song is
wonderful. The lyrics are a poetic
listing of how lives were lost and the artful detailing of graves, while the
music evokes the earthy charms of gypsies.
* Spoiler Alert*
* Spoiler Alert*
The tradition of games is to move as quickly as possible, to choose, to keep the player alive, to win. “The Graveyard” is in direct contrast to these expectations – movement is slow, the contained environment limits choice, and the player is essentially escorted to their death. Games do not need to be about dominating a space; they have the power to move us, to guide us through an intricate moment of the human experience.
Tale of Tales explores complex subject matter that is rarely (if ever) tackled anywhere else in games. Expect more write-ups to come regarding this compelling and inspiring game development house.
Play The Graveyard
Tale of Tales explores complex subject matter that is rarely (if ever) tackled anywhere else in games. Expect more write-ups to come regarding this compelling and inspiring game development house.
Play The Graveyard
Special Thanks
To: my grandmother, Margaret Horlivy, and to Rich Coons for changing my life
the moment you said "hey, take a look at this," and pressed play on “The Graveyard.”
the moment you said "hey, take a look at this," and pressed play on “The Graveyard.”
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and offer your thoughts and recommendations at the suggestion box.