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When sitting on a bench near the sea I got an extremely powerful sense of presence, and you can see from the screenshot above, it was definitely not about the graphics.
That feeling got me thinking heavily on how to achieve something similar in The Vanishing of Ethan Carter.
So yes, Tale of Tales influenced me as a designer, and did the same to many other creators. I cannot imagine any book on the history of the artful side of games not featuring this two person small Belgian studio.
Influential and inspiring does not mean commercially successful, though. I am not surprised. While inspiring for some, their games were often technically awful unoptimized, with unfriendly UI , and most people simply found them boring.
It seems like Tale of Tales survived through all these years mostly due to the governmental grants. Here is the puzzle.
The game was technically and visually the best that Tale of Tales ever produced. It tried to tell a meaningful story and be a meaningful experience.
The Kickstarter campaign for the game was a success. Tale of Tales hired people with connections in the industry to help them with the marketing.
Here is a list things that, in my opinion, contributed to the low sales of the game. All of these things make sense, I hope. But I have never seen what purpose do the technical and design shortcomings of Tale of Tales games serve.
It was mostly incompetence to me, not art. Sunset is no different. Once you understand how the game works, you start optimizing that system, and each visit to the apartment is a boring scan of the all too familiar environment in search for the new activities.
More importantly, the game is not about that. Showing the mundane life of a cleaner is not the point of the game check out Cart Life for that kind of experience.
The game is completely about something else, and the cleaning is merely a pretext. Of course, some people did find Sunset enticing.
Sadly, all it shows is that they have no idea what that means. For example, I cannot access any menus with neither Start nor Back button on the gamepad — I have to use the keyboard.
More importantly, though, why on Earth is this a talking point? Conventional controls are conventional because they work. Using them removes the friction between the player and the avatar, and that is highly desirable.
Advertising the fact that the game does not use a weird control scheme — which was indeed a problem with some earlier Tale of Tales games — is like being proud the font in a book is large enough to be readable.
Note that the consumption of other art is easy. If we are talking about things you physically need to do, reading a book is easy, watching a movie is easy, listening to music is easy.
This allows people to focus on the message, not on the conveyor of that message. Weak control schemes get in the way of that in video games the same way a scratched CD gets in the way of a listening session.
The players dictate the pacing in Sunset, and three acts do not work well with that. With these visuals, I should get about a thousand frames per second, but sometimes I barely get twenty.
The game suffers from other technical issues, too. I played a version after a few patches, a month after the release.
Speaking of looking up and down, this is what you do in this game a lot — especially looking down. But this is the maximum angle you can look down at:.
As a result, in order to interact with an object, I often had to move far away from it to be able to catch it in my crosshair.
To sum it all up, Sunset suffers from technical issues and multiple objectively bad design decisions — oddly created by co-designing the game with a game journalist instead of an actual game developer.
Not that this idea was inherently bad and this is not a jab at the journalist, we all do know quite a few writers that became successful game developers.
But if you attempt your first commercial production and you want to consult someone, a proven game developer simply offers a higher chance of success, I believe.
The whole discussion around this artistic challenge — removing games from video games — was fascinating and inspiring.
A war about to start. Soldiers break into the house. Bombs explode around you The atmosphere in the seventies is wonderful and it have a lot of references to history, music, books, famous people There are a really big and good job of environment and game history.
Not for the only-one-or-two-type-of-video-game lovers. Sunset has a great story to it. The problem is that is all that it has.
You start the game as an American engineer who is trapped in a foreign country during the start of a dictatorship. You have to take a job as a housekeeper for a wealthy man to make ends meet.
As you perform your daily tasks the story unfolds from notes you find from your employer, radio broadcasts, hearing gunfire and bombs on the street below and your characters own voice as she goes over recent events.
This all sounds great but the tasks you are given take about real world minutes to finish for each in game day and your option then is to end the day, which means you may miss some even on the street, radio or from your character or you can literally sit around letting the day play out for another real world minutes.
You can try to speed it up by sitting down or lying down but it still drags on. I think this game could have worked better as a visual novel rather than a first person game.
It would have still had the great story but you could of bypassed the boring part of the days. Coupling the boring parts of the in game days is terrible performance drops and bugs.
Once in a while the game would run at FPS but it would usually be which is downright terrible for my system. I also had the issue of falling through the world once.
The game has had multiple patches since launch yet these issues still persist. There were 9 graphics options to choose from and an FOV slider that went up to I played version 1.
I want to try to keep mentioning that the story was fantastic. The arc you see the main character, her boss, and just the spiral you can see the city go through was great but the game just lacked in so many other areas.
Hm - the idea of the game, the topic is mature, creative and really great. Its execution however is lackluster. While many other games focus a Hm - the idea of the game, the topic is mature, creative and really great.
While many other games focus a little too much on visuals at the cost of gameplay - this game should have focused a little more on those. Tale of Tales characterized Sunset as a commercial failure, as it sold 4, copies in its first month of release, half of which were reserved for Kickstarter backers.
Following this failure, Tale of Tales announced that they would no longer pursue commercial video game projects. From Wikipedia, the free encyclopedia.
Tale of Tales tells its first original story with Sunset". Tale of Tales on Sunset". A war story that lets you evoke your inner voyeur".
A beautiful game about a house cleaner's view of a revolution". Archived from the original on 21 June Retrieved 21 June Archived from the original on 14 November
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