Sunset is the last of Tale of Tale’s games, and their first commercial attempt. We’re not going to discuss in depth the business issue, there’s already all the tough love for Tale of Tales out there, and it pretty much matches my point of view.
Don’t get me wrong, I love Sunset, as much as The Path or The Graveyard. The idea behind it is awesome to me. But that’s just because Tale of Tales inspire me, and I have an infinite patience with their games that most players I have watched play Sunset do not share.
This review is going to highlight 3 usability issues that can break Sunset’s experience.
Continue reading Usability issues that break Tale of Tale’s Sunset experience
The path is a short horror game by Tale of Tales inspired by Little Red Riding hood. Released in 2009, the game is known for its uniquely feminine and grown up vision of the grey area between childhood and adulthood, where the same sentence can be cynical and innocent at the same time. Even more skeptical reviews called it a triumph of atmosphere after condemning its pretentious artsiness.
When I played The Path, I was taken by its ambiance, but I my attention was also caught by some neat implementations of good usability practices. And that’s what this article is about
Tested on PC / MAC
Continue reading Good game usability ideas from Tale of Tale’s The path
Fatale : 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
Continue reading Tale of Tale’s Fatale : game usability issues analysis