{"id":1117,"date":"2013-04-17T03:35:42","date_gmt":"2013-04-17T07:35:42","guid":{"rendered":"http:\/\/islemaster.wordpress.com\/?p=1117"},"modified":"2014-02-17T16:29:32","modified_gmt":"2014-02-18T00:29:32","slug":"thirty-flights","status":"publish","type":"post","link":"https:\/\/www.bradleycbuchanan.com\/b\/thirty-flights\/","title":{"rendered":"Thirty Flights of Loving"},"content":{"rendered":"<p>Should I be embarrassed that I did&#8217;t like Brendon Chung&#8217;s <a href=\"http:\/\/blendogames.com\/thirtyflightsofloving\/\"><em>Thirty Flights of Loving<\/em><\/a>?<br \/>\n<!--more--><br \/>\n<strong>Spoilers ahead.<\/strong> I knew very little going into <em>TFOL<\/em>: I knew it was stylish, award-winning, had something to do with a heist, and that it <a href=\"http:\/\/www.pcgamer.com\/2012\/03\/06\/thirty-flights-of-loving-does-more-with-story-in-13-minutes-than-most-games-do-in-13-hours\/\">&#8220;tells a better story in 13 minutes than most games do in 13 hours.&#8221;<\/a>  Maybe what I&#8217;m feeling now was a result of inflated expectations?<\/p>\n<p>The game seems to garner universal acclaim (see <a href=\"http:\/\/www.metacritic.com\/game\/pc\/thirty-flights-of-loving\/critic-reviews\">Metacritic<\/a>, <a href=\"http:\/\/en.wikipedia.org\/wiki\/Thirty_Flights_of_Loving#Reception\">Wikipedia<\/a>, <a href=\"http:\/\/www.rockpapershotgun.com\/2012\/08\/29\/dear-videogames-stop-telling-me-everything\/\">Rock Paper Shotgun<\/a> and <a href=\"http:\/\/www.brainygamer.com\/the_brainy_gamer\/2012\/12\/gallery-of-goodness.html\">The Brainy Gamer<\/a>).  After playing through the brief experience three times and reading all the developer commentary, I was a little nonplussed.  I proceeded to dig through reviews, hoping to understand why everyone is so excited about it.  Curiously, I found a lot of talk about how <em>different<\/em> the game is, and a very little about why it&#8217;s <em>good<\/em> &#8211; and a lot of emotional reactions, something I seemed to miss out on.  Here are some of the features called out in the discussion surrounding the game:<\/p>\n<ol>\n<li><strong>Its style.<\/strong> <em>TFOL<\/em>&#8216;s world is colorful and minimalist in a way that embraces its hybrid game\/film heritage.  It uses blockheaded characters with expressive flat-texture faces.  I&#8217;ve seen a few people call its style &#8220;cubist&#8221;, which <a href=\"http:\/\/en.wikipedia.org\/wiki\/Cubism\">I find a little funny<\/a>.  I think it would be more accurate just to say the game uses a blocky, gamey aesthetic.<\/li>\n<li><strong>Its use of jump-cuts.<\/strong>  This is particularly unusual for a first-person game because it can be disorienting.  Most critics seem to feel it works in <em>TFOL<\/em> because it&#8217;s used to maintain an intense pace, to make the player fill in the narrative gaps, and because disorientation is one of the emotions the game wants to evoke.<\/li>\n<li><strong>Its nonlinear narrative.<\/strong>  The way people talk, you&#8217;d think this had never been done in a game before.<\/li>\n<li><strong>Its expectation of an observant audience.<\/strong>  The design of the game encourages a breakneck race through the story, which makes it easy to miss some important details &#8211; <em>really<\/em> important details that allow you to understand the original sequence of events.<\/li>\n<\/ol>\n<p>I&#8217;ll admit, the game is stylish.  Its bold use of color and silhouette is awesome.  There&#8217;s some talk of how detailed the world is, but this isn&#8217;t really true; there are details, but they&#8217;re either crucial to tell the story or carefully placed to add character.  For the most part there&#8217;s just enough world there to tell the story.<\/p>\n<p>The jump-cuts and nonlinear narrative are neat, but I&#8217;m not sure they impress me as much as they&#8217;re supposed to.  I&#8217;ll admit, they&#8217;re pretty unique for a first-person experience.  It&#8217;s just that Adam Cadre&#8217;s <a href=\"http:\/\/www.wurb.com\/if\/game\/255\"><em>Photopia<\/em><\/a> did something similar with interactive text fourteen years ago, and in my opinion it tells a far more touching (and coherent) story.  In fact, it tackled the additional challenge of multiple perspectives. In any case piecing together a narrative from a set of temporally disconnected scenes is nothing new to games.  Several of the Myst games also do this well, but they&#8217;re longer, slower, and usually in the past tense.  I agree that we should have more stories like this, but it&#8217;s not a revelation.<\/p>\n<p>The coherence was a problem for me.  If I hadn&#8217;t heard the word &#8220;heist&#8221; going in I never would have associated that term with this story.  I love experiences that reward repeat play with unnoticed details and deeper insights, but when I don&#8217;t understand <em>anything<\/em> on the first playthrough&#8230; or the second&#8230; I feel there&#8217;s a communication problem.  I was especially bothered by my inability to sequence the car crash with the airport escape, until I saw someone post that around their sixth playthrough they noticed that Anita-pointing-a-gun-at-you had a bionic arm and leg, which apparently indicates that the heist occurs after the car crash.  They also noted that in the seconds-long flashback right before the crash, the woman on the bed isn&#8217;t Anita (I hadn&#8217;t noticed).  And several critics have referred to a love triangle &#8211; but I don&#8217;t recall seeing any romantic interaction between my partners in crime.  I&#8217;m also still not sure why Anita points a gun at me, or why I choose to leave her behind at the airport, or who was shooting at us anyway.<\/p>\n<p>It&#8217;s good that the game raises these questions for me, but the truth is I wouldn&#8217;t have made it as far as most of these questions if I wasn&#8217;t digging through reviews of the game.  I&#8217;m more hooked by the surrounding hype than I am by the story, and that&#8217;s kind of a disappointment.  Am I not artsy enough or smart enough for <em>Thirty Flights of Loving<\/em>?  I hope not; I suspect it&#8217;s just not to my taste.  In any case, it makes me want to try and tell a cinematic nonlinear story that&#8217;s not so evasive.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Should I be embarrassed that I did&#8217;t like Brendon Chung&#8217;s Thirty Flights of Loving?<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[392,393,387,17,13],"class_list":["post-1117","post","type-post","status-publish","format-standard","hentry","category-games","tag-blendo-games","tag-brendon-chung","tag-played-in-2013","tag-released-in-2012","tag-videogame"],"_links":{"self":[{"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/posts\/1117","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/comments?post=1117"}],"version-history":[{"count":2,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/posts\/1117\/revisions"}],"predecessor-version":[{"id":1144,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/posts\/1117\/revisions\/1144"}],"wp:attachment":[{"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/media?parent=1117"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/categories?post=1117"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bradleycbuchanan.com\/b\/wp-json\/wp\/v2\/tags?post=1117"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}