Catherine’s game Interface usability review : how mismatching mental models affects player experience

Catherine is a mature game about adultery and pushing boxes. Don’t run away, it’s the good kind of pushing boxes. Just let me take you through the first steps of the game.

Tested on PS3

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Tale of Tale’s Fatale : game usability issues analysis

coverFatale : Exploring Salome is Tale of Tale’s haunting revisit of the tale of Salome, who asked Herod to give her John the Baptist’s head. The game is split in 3 scenes :

  • In the cistern, players can read Oscar Wilde’s lines to set the mood
  • Exploring the terrace, players can discover the story by extinguishing candles
  • Under the sun

This is a good example of a game made with thought, providing a different experience and exploring complex narration and emotions, stimulating imagination. The result is quite experimental. Players usually comment in one of two ways. Either it makes them think, about lust, about desire, about love… or they consider it the worst artsy fartsy. The one thing they agree on, is that, as often seen, the game could have been be really good.

Not everyone will be sensitive to this kind of game, but as someone who likes to see variety in games, and appreciates successful alternative or experimental games, I want to dig deeper into this “could have been” and what could bring this kind of game closer to its goal, if not Fatale in particular.

Tested on PC / Mac

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