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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A game usability review of Ellie

Screenshot_2015-02-07-18-11-36Ellie is a Japanese visual novel, similar to a point and click game. In this game, the player’s car breaks down due to an earthquake, and he stumbles upon a kidnapped girl while searching for help himself. The goal of the game is to help the girl escape from her kidnapper.

Tested on Andoid / Samsung Galaxy 3


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A game usability review of The Silent Age

Screenshot_2015-02-08-18-11-52The silent age is a point and click adventure on tablet. In this game, the player has to solve riddles by exploring his environment, talking with people, and using the right items at the right location. He also has the ability to travel through time, which requires him to think outside the box to solve the problems and progress through the game.

Tested on Android / Asus Transformer Tab

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