The Graveyard
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I wouldn't be caught dead calling this a game, folks. This is interactive. This is an atmosphere. it's an... actmosphere. "The Graveyard" gives me hope for what games can be. I envision a future where every game is an actmosphere, and in each one you walk more slowly than the last. The Graveyard already sets the bar pretty damn high for slow-walking but I challenge you future generations of independent actmosphere developers to do better.
If I have one complaint, it's that the song during the climax of the game is way too similar to Portal's seminal "Still Alive" piece, and way too soon.
The Rundown:
* Generic Mortality Message: Indie game developers seem to think "meaning" is a form of currency used to purchase respect and adoration from their peers. If meaning was a currency, Generic Mortality Message would be the $100 bill.
* Silhouette/Monochrome: Black-and-white might not qualify as monochrome, but it damn well should.
* Obvious Metaphors: A game about death, set in a graveyard... Please email me at dustingunn(at)gmail.com if you can shed some light on this imagery.
* Counter-Intuitive: This qualifies mostly for the method of how you sit on the bench, which is you don't sit, you convince your in-game character that she WANTS to sit, then wait for her to make up her mind to do so.
* Experimental: This product could make film students blush with shame.
* Pretentious: I feel like writing this one in, this time. How about the French song overlaying a sad old lady sitting in a cemetery? French is the language of pretentiousness.
* Atmosphere As Gameplay: This is a stretch, I know. Knytt seems like Mario in comparison to this.
* No Gameplay: It would have benefited greatly from a run button and some ramps to do tricks off of.
* 15 Minutes or Less: Its 5 minute duration and 5 dollar price tag makes it a stunning value of 1 dollar per minute.