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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Beyond : two souls

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Quantic Dream proposes games that challenge the definition and nature of gameplay itself. In doing so, it also faces specific usability issues and proposes solutions to others. Many articles about the game discuss how the game fits in game design theory concepts like how Beyond Two Souls addresses game and play. This one focuses on its strength and weaknesses in terms of usability and user experience, in particular in comparison to the previous titles of the studio. Let’s have a look at some of the good ideas to learn from, and some of the issues that remain.

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