Videogames as Art: Superbrothers: Sword & Sworcery EP

Superbrothers: Sword & Sworcery EP is a videogame collaboration between Toronto-based creators: artist Craig D. Adams (aka Superbrothers), musician Jim Guthrie, and indie development house Capy Games.

Adams has described the game as “like hanging out inside a record.” Taking advantage of the touch-based control of the iPad, Sword & Sworcery pays homage to old-school point and click adventures while bringing in a fresh perspective and inspired art style.

In S&S:EP you play as the Scythian, a mysterious woman looking for a book known as the Megatome. What’s interesting is that many of the tasks you are required to perform in the game are bound to the real-world moon phases - and if you try to set your computer clock forward to mimic this, the game will scold you.

Superbrothers: Sword & Sworcery EP is available for purchase on Steam and the Apple App Store. For more information about the creators, click the following links: Superbrothers, Jim Guthrie, Capy Games.

- Gabriel Verdon

Video Games as Art: The Marriage
The Marriage is a short game by Rod Humble, best known as an executive producer on The Sims franchise, and the CEO of Second Life developer Linden Lab.
The Marriage is quite unlike any other game, in that it doesn’t try to be fun. In it, Humble “paints a picture” of marriage in a way that cannot be done in any other medium. It’s not a poem that describes marriage, it’s not a photograph that depicts marriage, it’s not a play that showcases marriage - it’s a videogame that models marriage. Only by poking around the in system that Humble has constructed, and observing the feedback, do you reach an understanding of what he is trying to say. It exemplifies the concept of “communication through design” that Jonathan Blow and Michael O’Reilly use to excellent effect.
What I find interesting is that it demonstrates that it is possible to create a computer game with artistic intent, and convey a certain depth of information that isn’t possible with other media. Even if The Marriage is a very simple example, it offers the torch for future developers to carry.
For a more in-depth explanation of The Marriage, you can visit Humble’s website here.
- Gabriel Verdon

Video Games as Art: The Marriage

The Marriage is a short game by Rod Humble, best known as an executive producer on The Sims franchise, and the CEO of Second Life developer Linden Lab.

The Marriage is quite unlike any other game, in that it doesn’t try to be fun. In it, Humble “paints a picture” of marriage in a way that cannot be done in any other medium. It’s not a poem that describes marriage, it’s not a photograph that depicts marriage, it’s not a play that showcases marriage - it’s a videogame that models marriage. Only by poking around the in system that Humble has constructed, and observing the feedback, do you reach an understanding of what he is trying to say. It exemplifies the concept of “communication through design” that Jonathan Blow and Michael O’Reilly use to excellent effect.

What I find interesting is that it demonstrates that it is possible to create a computer game with artistic intent, and convey a certain depth of information that isn’t possible with other media. Even if The Marriage is a very simple example, it offers the torch for future developers to carry.

For a more in-depth explanation of The Marriage, you can visit Humble’s website here.

- Gabriel Verdon

Video Games as Art: Fez

Fez is a recently released videogame by Montreal-based Polytron Corporation, infamous for it’s five-year, drama-filled development cycle and outspoken designer Phil Fish. Polytron is a small indie outfit made up of artist/designer Phil Fish and programmer Renaud Bedard. Fez’s chiptune inspired soundtrack was composed by Rich Vreeland, with sound design by Brandon McCartin and additional animation by Adam Atomic. In March, it was awarded the Seamus McNally grand prize at the 14th annual Independent Games Festival.

Fez has been described as “Phil Fish’s attempt to walk around inside a cubist painting.” You play as Gomez, a 2D creature inside a seemingly 2D world, until one day, with the power of the titular fez, he discovers that there is a third dimension waiting to be explored.

Unlike most 3D games, which use perspective projection (the way the human eye sees, with further objects appearing smaller), Fez uses orthographic projection to create the illusion of flatness while looking at the world from one of four distinct perspectives. The way this is done is incredibly striking - only while rotating the camera can you glimpse a full view of the world in front of you.

As you explore deeper inside the world of Fez, you witness the environment become increasingly unstable with visual glitches, computer crashes, and black holes. Fish has retrospectively described this motif as a reflection of his life during the development of the game. In Indie Game: The Movie, he elaborates on the legal divorce with original Polytron cofounder Jason DeGroot, his father falling ill with leukemia, to the team’s funding grant being rescinded halfway through development.

If you’re interested in Fez, you can read more about the game on it’s website, or pick it up on the Xbox Live Marketplace. For information about Polytron, visit their website here. You can also listen to Rich Vreeland’s masterful soundtrack on his website, here.

- Gabriel Verdon

Video Games as Art: Proteus

Proteus is “a game of pure exploration and discovery,” as creator Ed Key describes it. “Kind of like a wandering simulator,” he says with a laugh. It features an unusual but beautifully abstract soundtrack by David Kanaga, a composer from Eugene, Oregon, of whom very little is known about.

In Proteus, music and sound are deeply intertwined in a way that I’ve never quite seen in other games. A sonorous storm cloud glides down, and brings with it a melodious serenade of raindrops, while a family of fireflies chimes excitedly before passing on. The sweeping of dusk turns an airy tune into the calming heartbeat of night. Every element of the world, from the smallest flower to the sun in the sky, has its own voice.

Recently, Proteus was nominated for the Nuovo Award at the 2012 Independent Games Festival - an award that celebrates innovation in game design. Key described how he originally envisioned Proteus as a much more traditional type of game, in the vein of Oblivion or Skyrim - epic Western-styled role-playing games based around branching quest lines and progression treadmills. But after hitting a wall with the design he contacted David Kanaga about the idea of working with him. It was this initial spark of collaboration that gave birth to the modern incarnation of Proteus.

Beyond the sublime use of iconic sound design, what I find most fascinating about Proteus is the way Key lures you into exploring the world of Proteus with the use of living entities like frogs, rabbits, and other fauna. In a recent interview he described the way players would see one of these and start chasing it, and before long they would be over the mountain, and would see some really cool things along the way.

Proteus is available for pre-order on its website, which you can find here. Key also keeps a development log which you can follow here.

- Gabriel Verdon