I am struggling to find the words that adequately describe the simple joy that
is Fez. I think the word that I most often find in my
reflection is complete. That is, I think Fez is a more polished and “whole” game
than many a modern Triple-A title.
Concerning Publishing Unfinished Games
It has become too common to see games placed on shelves before they are truly
finished. I could point the finger at any number of triple A titles (mostly in
the MMORPG and FPS genres) wherein the release of the game is done before
production has really honestly finished. But the most brazen releasing of
unfinished games seems to come from the Independent scene where often games seem
more like tech demos then completed titles.
These unfinished games are hobbled together and released while their ideas are
still weak and unrealized. They lack the true polish that is necessary to fully
explore their game-play potential. Graphics are unpolished with no eye for
creating a cohesive aesthetic. Game-play consists of repeating the same simple
mechanic over and over. And content is either procedurally generated, random, or
simply lacking in complexity and attention to detail.
These poor unfortunate children are cast out into the marketplace and I am still
surprised to see so many titles getting praised despite their severe flaws.
Unity of Ideas in Fez
When I look at Fez what I see is a gestalt that creates an exceptional sense of
unity in presentation. The game is whole and explores its ideas sufficiently to
fully showcase the game without exhausting our temperament. I am reminded of the
original Super Mario Bros in that it is a game that could be beaten in a short
time but yet each piece – the art, the arrangement of the platforms, and
progressive difficulty was a creative expression that created an ensemble that
far exceeded it’s parts. Indeed, had one platform been off, had one level simply
felt as though it was a hap-hazardous assembly of ill thought ideas the entire
idea would collapse. But we do not see this with Fez, instead we see a kind of
excellence found only in minute attention to detail that encourages us to
immerse ourselves in the scene feeling secure that it will not disappoint us by
failing to reward our explorations.
In essence, we have a game whose levels encourage a kind of tranquil enjoyment
of each scene – the dog laying to sleep, the strange hieroglyphics adorning the
walls, and pixel-perfect skies. The developers behind Fez certainly felt the
need to reward such careful exploration as without the desire to wander about
the levels solving Fez’s mind-boggling puzzles becomes nigh impossible.
That is, the process of rewarding for exploration is built into the game. On one
level spinning a globe reveals hidden treasure maps. On another turning a valve
lowers and raises the water table on a completely different level. Puzzle pieces
reveal that what looks like decorative glyphs in the game may be a part of
solving a larger puzzle. Rather than punish us for wandering beyond the linear
paths and only rewarding us for progress, Fez rewards us for returning over and
over again to the same places to look again. Our approach to each level is
hyper-linear and this hyper-linearity creates a sense of choice not found more
linear narratives.
The Game-Play of Fez
The stages of Fez go on far beyond what I typically expect of an independently
produced title. We find such a variety of unique realms that rarely repeat their
themes – haunted mansions, seasides, jungles, and libraries.
Each stage reveals such a wealth of history into the eight and sixteen-bit eras.
We see tetris blocks built into the levels, Owls that look remarkably like those
found in Zelda, and a story that winks at the 2D “worlds” that exist inside our
computers as our hero sets off to save the world by collecting cubes all the
while electronic tears appear all about him in the world.
The idea of exploring a 3D world collapsed onto a 2D plane while still allowing
the user to change the plane of collapse is not a new one. Mario explored these
visuals in the various Paper Mario titles. Portal, likewise explores the bizarre
possibilities of physics-breaking that video game space can produce. So, like so
many other games before it, Fez is not something truly new but an exploration of
something that has come before.
But it is not the exploration of something new that makes Fez, or many great
games great. It is once again the fact that Fez is complete, polished and a
unified example of it’s kind.
Outside of a select handful of console titles that I absolutely adore (Zelda,
Mario, Shin Megami, Okami, Team Ico), most of my gaming goes on via the PC.
The Steam sales are thus regular points of interest in which I indulge myself in
buying far more games than I could realistically play through in a year.
To save myself from myself, I established a series of simple rules that I
(mostly adhere to) where Steam sales are concerned
- I may only follow the summer sale.
- I may only make one purchase per day.
So here’s my list of this year’s purchases:
- The Witcher 2
- Just Cause 2
- Ys I & Ys II Chronicles
- Borderlands 2
- Torchlight III
- Dust: An Elysian Tail
- Civlization V Gold
- Alan Wake Bundle
- Baldur’s Gate: Enhanced Edition
- Tomb Raider Collection
So there’s 10 purchases for 10 days! (Although Alan Wake gave me Alan Wake and
American Nightmare and Tomb Raider gave me the entire 10 game series).
A year ago, I promised a complete site overall. “It all has to go!” I said as I
started revising stylesheets and pulling apart templates.
Then suddenly, I took a year break from blogging.
The thing was, that as I started to revise the site I began to realize that the
whole thing lacked the certain kind of voice and insight that I had hoped to
achieve. It felt rather forced.
The site itself did not help much. The template was a kludge of spaghetti code
hammered together over a drunken weekend in college and looked nothing like the
simplicity of modern design. Indeed, the style-sheets were endless reams of
overrides and the Wordpress dashboard a mess of conflicting plugins.
I knew that I could do better, but I had no time for it. Disheartened, I stopped
blogging altogether.
It helped, that at the same time, there was a sudden rush of crunch time at
work, family weddings and holidays. My girlfriend getting a job first in Hulett,
Wyoming and then Ashton, Idaho. In all of this, I found myself back on the job
market trying to find a better position to cover the housing costs in what is a
rather expensive Midwestern city. I landed at
44Interactive who promptly put me to work as a
back-end web developer.
I found myself graduating from building modules for off-the-shelf CMSes (Joomla
and WordPress) and into the realm of MVC frameworks and Dev-Ops. I took up the
reins of Systems Administrator, switching my OS to Ubuntu, cracking my head
against the Linux Documentation Library and straightening out a series of
complex system of servers that had grown organically for far too long. I set up
PCI compliant production servers, I created Dev servers for users to work off,
and mastered working off a local LAMP stack and organizing my GIT flow to
integrate into the new teams work.
Meanwhile, I spent my weekends driving through each of South Dakota’s winter
storms to see Jess and then into the Spring and Summer making the longer commute
to telework from Idaho. Even today, I am moving piecemeal out to the
Caribou-Targhee area were I will be permanently teleworking from now on.
Through all of this, I felt like I had no time to write, no time to draw. But
then this last month, I picked up my pens and realized how very much I missed
them and the tranquility of sitting down to simply create.
The New Sites
The site you see comprises my last two years of professional growth. A new
modern design emphasizing a better typography, white-space and subtleties in a
well structured Word Press template. All the articles have converted to
markdown in order to give them a
uniform look and to escape from the trap of trying to design new layouts for
each article. Comments now use the Disqus system to provide
single authentication logins and to hopefully encourage greater user interaction
– which until now has been mostly non-existent.
My hosting has also moved. I am putting my Linux administration to good use and
hosting this off my own personal VPS provided by Digital Ocean.
Kynda.net now serves as my primary host managed 100% by
yours truly. The bowlich.com domain is now retired with my
existing and future projects ( Dreamscapes and
The Wind Up Blog moved to subdomains of our new
host.
Likewise, The Wind-Up Bird features the same template and markdown improvements
as my main blog and Dreamscapes will be ported to a custom
Silex CMS whose design I plain to layout over
the next few months.
To the right, you will find links to my
LinkedIn
profile and Bitbucket accounts, the latter
which I hope to begin slowly incorporating new OSS projects.
Expect a complete overhaul of this site’s pages, and a return to regular
articles. Particularly, I hope to address Javascript architecture, the pitfalls
of Code Igniter, tips for administering CentOS/Ubuntu servers, a series of
articles laying out how to quickly mock up a simple CMS using Silex, and my
adventures exploring independent game development using the PyGame and PyGlet
frameworks for Python.