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That Game Company

Forum Index > General Games
Post a Reply
Manit0u
Profile Blog Joined August 2004
Poland17542 Posts
April 27 2012 17:05 GMT
#1
Hello there. I just wanted to tell you about That Game Company. You have probably never heard about this indie developer, but they are exactly what current VG trends are lacking. Ever since my friend introduced me to one of their titles I have been following their releases almost religiously and have never regretted it. It is no secret that most games today lack any real innovation or something that would make you stick with them, other than countless sequels.

TGC is different, they thrive on innovation and novelty. Their games are targeted at really broad spectrum of customers, but at the same time favoring intelligent ones. They stick to the "less is more" pattern with their games, which works really nicely as they are able to make you experience a capturing story without the use of any text or speech. Each of their games is very simple in design, yet very complex. There are so many things there that make you pause and think, perhaps even re-interpret what you've seen so far multiple times.

No wonder that their games are met with generally positive reception and criticism. Let me introduce you to them in chronological order.

1. flOw



Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany. SuperVillain Studios released a PlayStation Portable version of the game in 2008. In Flow, the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow.

The Flash version of Flow received 100,000 downloads within its first two weeks of release, and had been played over 3.5 million times by 2008. Its PlayStation 3 re-release was the most downloaded game on the PlayStation Network in 2007, and won the Best Downloadable Game award at the 2008 Game Developers Choice Awards. It was nominated for awards by the Academy of Interactive Arts & Sciences and the British Academy of Film and Television Arts (BAFTA). Reviewers praised Flow's visual and audio appeal, but noted the simplicity of its gameplay; several considered it to be more of an art piece than a game.

You can play the Flash version here: http://interactive.usc.edu/projects/cloud/flowing/

2. Flower




Flower was released on February 12, 2009, via the PlayStation Network. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In it, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.

Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.

Some other interesting rewards it received:
Flower received the "Best Independent Game Fueled by Dew" award in the 2009 Spike Video Game Awards. It was similarly named the "Best Indie Game" of 2009 by Playboy. It was nominated for the 2009 "Outstanding Innovation in Gaming", "Outstanding Achievement in Sound Design", "Outstanding Achievement in Original Music Composition", and "Outstanding Innovation Achievement in Game Direction" awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences. It was nominated for the "Use of Audio" video game awards by the British Academy of Film and Television Arts and won the "Artistic Achievement" award. Its soundtrack was awarded the 2009 "Best Original Soundtrack" prize from G4. The music was also nominated for the Game Audio Network Guild's "Music of the Year" award and won the "Best Interactive Score" award. Its gameplay debut at the 2008 Electronic Entertainment Expo resulted in multiple awards, including "Best E3 Download Game" from 1UP.com, "Best Original Game" from UGO, and "Special Achievement for Innovation" from IGN. In 2011 it was chosen through a public vote out of an initial selection of 240 to be one of 80 games showcased in a 2012 exhibit at the Smithsonian American Art Museum titled "The Art of Video Games".

3. Journey



The game features the player as a robed figure in a vast desert, journeying towards a mountain in the distance. Along the way the player can meet other players on the same journey; the two players can assist each other, but cannot communicate via speech or text and are not shown each others' names until after completion. The game was released on March 7, 2012 for PlayStation Plus subscribers, and was fully released on March 13.

Journey has both critical and commercial success. The game has broken Infamous: Festival of Blood record as the fastest-selling game ever released on PlayStation Store in both North America and Europe.

So, if you've got enough of the same bullshit game publishers are spewing at you and would like to play a game that can truly enthrall you for a change, give them a try.

I just wish they made the PC ports for those. The games come cheap and bring you true joy.
Time is precious. Waste it wisely.
Arterial
Profile Blog Joined August 2010
Australia1039 Posts
April 28 2012 10:37 GMT
#2
Got a PS3 recently...considering getting Journey...everyones said it's good...but I recently bought FFIX too....
savior & jaedong
Epithet
Profile Blog Joined February 2010
United States840 Posts
April 28 2012 11:17 GMT
#3
I remember flOw as a flash game way back six years ago. Had a very interesting & nice ambiance. I never knew they did any more games after that one. Time to check them out
YellOw, Reach, & Nal_Ra Hwaiting!!
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
April 28 2012 11:38 GMT
#4
I think I prefer Flower over Journey, it has more replay ability and there's more fun to be had but they're both sick games anyway.
OjKa OjKa OjKa!
Manit0u
Profile Blog Joined August 2004
Poland17542 Posts
April 28 2012 12:26 GMT
#5
Yeah, Flower is my all-time favorite
Even after years I'm still coming back to enjoy it from time to time.
Time is precious. Waste it wisely.
Sawamura
Profile Blog Joined August 2010
Malaysia7602 Posts
April 28 2012 15:28 GMT
#6
Interesting read thank you for this
BW/KT Forever R.I.P KT.Violet dearly missed ..
bored01
Profile Joined February 2011
Australia119 Posts
April 28 2012 15:29 GMT
#7
flow was SO fun when I played it. Never tried it on PS3 though but saw screens and it had pretty cool art compared to the flash version.

flower haven't tried this but have been planning to for a long time now...

flowest Journey SO going to play this during my break. Looks so good in every way. Hope there are still people playing online when I finally get my hands on it.
Manit0u
Profile Blog Joined August 2004
Poland17542 Posts
April 28 2012 15:42 GMT
#8
I just got Journey like 2 days ago and I can assure you that there are people playing it. Every single time I can spare a moment to play it I meet other wanderers
Time is precious. Waste it wisely.
holdthephone
Profile Blog Joined August 2010
United States523 Posts
Last Edited: 2012-04-28 20:15:29
April 28 2012 20:15 GMT
#9
I personally thought Flow was horrendous, but I'm a huge fan of their other work. If anyone is on the fence about paying $15 for a short game like Journey, I've got a review written for it. I'll paste it here, hope it's helpful:

+ Show Spoiler +
Perhaps games like these are starting to come off as obnoxious. Far reaching and empty landscapes, silent characters, and lonely ambience to the sound of rustling wind. Throw in some symbolism, give it a minimalistic interface and controls, and apparently it’s a masterpiece of game design. That’s pretty much what Journey does, and it is a masterpiece. Annoying, isn’t it? Maybe that’s how some feel, and maybe that’s how some will approach Journey, with a furrowed brow and soured expectations -- but let them. It will be worth seeing their faces afterward.

[image loading]


Indeed, the silent protagonist is there, a curiously gender neutral figure, garbed in wispy robes to brave the desert environment where Journey begins. The traveler’s pointy legs are exceptional tools for skiing down the first sand dune, lending witness to the game’s stunning rendition of rolling, windswept sand. It’s all very pleasant, but after the breeze ceases to flap the figure’s robes upon reaching the bottom of the dune, what lies ahead can seem very intimidating.

With a painfully slow walk speed and a wide expanse of desert at every turn, Journey immediately lets on the anxiety of getting lost, the fear of tedium, the expectation of boredom – all conditioned responses gamers have thanks to the usual habits of game design. But this beginning portion is where the game earns a lasting trust, because no one can get lost in Journey, no one will feel the road ahead is insurmountable. Somehow, without any sort of on screen interface, everything falls into place perfectly. The game throws anxiety to the wind; all that it asks is that you move. So pick a direction and trudge up another dune, because just beyond it, the next objective will come into view – an unspoken promise.

But they’re not really objectives – more like guide posts. Tattered lengths of cloth – the wind always flapping them towards the sky -- attached to all sorts of ruins and rubble that indicate the designated path, and this where a bit of the game’s magic happens. See, the silent figure isn’t actually so silent, as holding and releasing the ‘O’ button has the timid being produce a sound – a musical note, really. The sound breathes life into the torn flags, which in turn, lend energy to the trailing scarf on the back of your cloak. Spend this energy to leap into the air and fly for a short period of time, and suddenly there’s motivation to keep pushing forward.

The design here is very conscious of itself, carefully paced between a series of highs and drop offs. Whenever the game recedes back to the slower hardships of gradual routine, it comes with the assumption that it will be worth it. Engage in an uphill battle against bitter winds, and then revel in a thrilling sensation of speed and freedom. Sift through a barren wasteland, and then surf gently downhill aside the golden glint of sunlight and the encompassing shadow of a sunset desert. These moments of ecstasy and immaculate imagery will be most memorable, but Journey still begs reflection on those seemingly routine segments, and does so with the careful placement of cutcenes. These put everything into a meaningful perspective -- the past, the accomplishments therein, and the people met along the way.

Those other travelers, identical to yourself, seem to appear and disappear throughout the expedition, and in eerily unnoticeable ways. During one segment there will be a companion, and at the next, perhaps loneliness will resettle. Some figures will stay close and look for guidance, and maybe others will lead the way to secrets they already know of from past journeys, such as the magical glyphs that increase the length of your scarf. But whether or not the other players go about their own business, and whether or not they are interactive with you – their effect on the experience remains the same.

[image loading]


It’s a profound solidarity, a very human one, and it’s apparent at every point in the game. The idea that others have traveled the path before you, the existence of the ruined ancient cities that you’ll pass through, the common goal of reaching the mountain in the distance – somehow it’s all comforting. And it’s important to be comforted, because the game’s latter segments paint a very desperate, dark, and frightening picture for its travelers.

At that final stretch, noticing no one is around is suddenly quite terrifying, and so the bonds are that much stronger when happening upon a friend. There are dangers in the final moments of Journey, and the thought of someone being left behind almost becomes more discomforting than the perilous environments themselves. These travelers are indeed a real online community of players, and so sweeping generalizations of their behavior does tread on dangerous ground, but Journey does nothing but insist that its players act upon this human solidarity. It doesn’t give anyone the opportunity to think otherwise. Everyone somehow knows what’s up, it’s innate.

And it’s all to get to that mountain in the distance, the climax that will have people wondering if their Dualshock was coated with LSD. It’s a finale that begins with a discomforting chill, the unwelcome yet surreal sensation of the heart stopping, followed by utter weightlessness. It’s played to a riveting orchestra revolved around its violin – perhaps the one instrument that so perfectly combines the emotions of joy and sadness into one sound. And when it fades, it suddenly becomes a necessity that other people experience this freedom as well. Everyone has to make it up that mountain.

Journey is only 2 hours long because you aren’t supposed to get up while playing it. And when you have completed your journey, go on another. Appreciate the subtleties of symbolism you missed the first time through, weave the longest scarf in the desert, and most rewarding – to act as a guide. Let the other wide eyed and curious travelers know that it will all be worthwhile in the end.

[image loading]

10/10
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