Finalist in the category of innovation at this year’s The 12th Annual Independent Game Festival, The Graveyard is a very short computer game designed by Auriea Harvey and MichaÃ«l Samyn (Tale of Tales). In The Graveyard you play an old lady who visits a graveyard. You walk around, sit on a bench and listen to a song. It’s more like an explorable painting than an actual game, an experiment with realtime poetry, storytelling without words. The Graveyard is an emotional journey of empathy.
Here is a little extract from the Tales-of-Tales website on the development of the game and ideas behind it:
When we talk about â€œstoryâ€ with respect to our games, we donâ€™t mean linear plot-based narrative constructions. When we say story, we refer to the meanings of the game, the content, its theme. We believe that expression in any mature art form is driven by this content, by the story. In computer games, however, the reverse is often true: stories are chosen because they mesh well with a certain game structure or mechanic. Since games are about winning, they tend to feature stories about heroism and good versus evil. And even those stories are forced to fit the tight corset of game rules. read more..
Without revealing too much, you really must try the game for yourself. Â The free download version is similar to paid ($5) but does not include the possibility of death. The full version of the game is exactly the same as the trial, except, every time you play she may die.
The game has been built usingÂ Unity game engine and considering easy portability to the iPhone the platform provides, we may expect to see The Graveyard on the iPhone sometime soon. For the time being, you can play the game on both Mac and Windows platforms.
+ read alsoÂ The Graveyard Post Mortem – Development and Theory
Mac OSX, Intel or PPC processor, with Radeon or GeForce video card (G5, iMac, Mac Pro, MacBook Pro)
Windows PC, XP or Vista with Radeon or GeForce video card (no integrated graphics)
Tale of Tales BVBA is a games development studio, founded by Auriea Harvey and MichaÃ«l Samyn in Belgium in 2002.Â The purpose of Tale of Tales is to create elegant and emotionally rich interactive entertainment. We explicitly want to cater to people who are not enchanted by most contemporary computer games, or who wouldnâ€™t mind more variety in their gameplay experiences. For this purpose, all of our products feature innovative forms of interaction, engaging poetic narratives and simple controls. more
Posted on: 28/08/2009