Alt+Escape: ImmorTall

 Pages 1 2 NEXT
 

Alt+Escape: ImmorTall

They come in peace, we choose to make war: Who says browser games can't be poignant?

Read Full Article

Wow... Such emotion in such a simple game. I think those types of games are my favorite. Truly argues the fact that games are, indeed, an art form.

Thank you, Funk. Made my day a little better with this.

Holy crap, I haven't been able to play more than 30 seconds of it and I was touched by it... this is really an impressive work.

Wow. I just played this a second before seeing the article.

But yeah, pretty much what Gxas said.

I quite literally just played this.
Found the ending odd but expected, reminding me of things such as Everyday the same dream like you mentioned.

More than worth a quick playthrough.

Gxas:
Wow... Such emotion in such a simple game. I think those types of games are my favorite. Truly argues the fact that games are, indeed, an art form.

Thank you, Funk. Made my day a little better with this.

Totally agreed. Just had a go at it myself and I really find its like a piece of art.

Evidence why games should not be bannedNot at all!

Wow... such a short, yet affecting game.
Quite a contrast to Sushi Cat from last week, yet both are brilliant in their own way.
*Goes to play again*

I played this on Kongregate and I played it because it looked good. I played through it and I was deeply touched by it though I have to regrettably say that the mother was hit bit no one else was. Some of the comments were saying it was bad and I was one of the people who said it wasn't. It's a very short game but seriously a piece of art. Very touching.

i think its about how a hero grows taller in history, making him immortal, and yet alien

I think it's an an analogy for Jesus. It came down and endured the pain that would have been ours.

Damnit, I can't bare this game! I lost them and i cant fucking bare it!

Mullahgrrl:
Damnit, I can't bare this game! I lost them and i cant fucking bare it!

I know. While the family is still alive, the alien seems heroic, though he's slowly dieing. But after they're all gone, the alien is lonely and pointless. He still walks, but he has nowhere to go.

My alien ended up dying and the ending was really depressing.

I think one bullet hit someone.

It was a really good game, going to play it again soon.

Perhaps I'm just heartless (It's been said) but I didn't really get anything out of it.

It's pretty, I guess.

...Not impressed.

Sorry, but I saw no great meaning in it. Yeah, something protects a small family and dies, but that happens everywhere. Just because it's set to a monotone music doesn't make it deep.

First time expressing negativity on the internet. God it hurts...

Greyfox105:
Wow... such a short, yet affecting game.
Quite a contrast to Sushi Cat from last week, yet both are brilliant in their own way.
*Goes to play again*

Stylistically, these two are my absolute favorites as of late. Coincidentally, both have very little in terms of game play, but that doesnīt seem to matter. Delightful little snacks, that have a long-lasting taste.

Manly tears.

That was... sad.
Saved everone, which made it even more sad.
Although I've just got the good ending on Bishock 2, so I'm probably not gonna commit suicide right now.

Umm... perhaps its my age, the fact that I have a son, or maybe the American in me peeking out but none of the adults were trying to protect the alien or the kids. The kids could at least have carried an extra ammo can so mom or dad could have been able to reload...

???

I understand the point being made, but c'mon... if the people are sad that the alien died protecting them at least have the common courtesy to bury the poor guy...

darkknight9:
Umm... perhaps its my age, the fact that I have a son, or maybe the American in me peeking out but none of the adults were trying to protect the alien or the kids. The kids could at least have carried an extra ammo can so mom or dad could have been able to reload..

Not everyone owns a gun. I know the game looked like typical rural USA (and the military certainly acted like USA!), but it was so generic it could've been the British Midlands. You'll be lucky if a local farmer will have a single rifle.

Yeah, the 'family' behaviour was a bit off, but generally, cowering before tanks it sound advice. Also, they were kind stuck on their 2D plane with regard to avoiding being shot, so rather tricky, but I feel this may be over-analysing the "game" part of an interactive fiction which is primarily aesthetic, guiding a simple narrative.

SamuelT:
...Not impressed.

Sorry, but I saw no great meaning in it. Yeah, something protects a small family and dies, but that happens everywhere. Just because it's set to a monotone music doesn't make it deep.

First time expressing negativity on the internet. God it hurts...

Isn't that all any art does? Hold a mirror up to reality?

I didn't really get "game" out of this, as much as "short film". Yes technically there is gameplay, but it's fairly minimal, and not really impacting the "message" so to speak.

But to be fair I've never been a fan of "artsy" games. But they usually try and be games at least like "don't look back" or "The Company of Myself" (both of which I enjoyed). If they only focus on the message and minimize the game aspect, then it makes me wonder why make it a game at all.

Take for example if this game had none of the music, atmosphere or graphics that it dose. then make it a bit more of a generic game, like a an arcade kinda thing, where there would be levels and a score system for how few hits your "cargo" took each level. I can't speak for everyone but by removing the message like that the game becomes extremely boring and repetitive. To put it another way a game has to succeed as a game first before a story or message.

Danny Ocean:

SamuelT:
...Not impressed.

Sorry, but I saw no great meaning in it. Yeah, something protects a small family and dies, but that happens everywhere. Just because it's set to a monotone music doesn't make it deep.

First time expressing negativity on the internet. God it hurts...

Isn't that all any art does? Hold a mirror up to reality?

Yeah, I worded that poorly. I meant that there are a lot of (either flash or mainstream) games where you have to protect something. This was almost the same, only now there were small puppets and music generated by your footsteps.

I just thought it a bit odd to have this compared to Today I die and the one whos title escapes me at the moment.

Eh, even so, art is whatever you think is art. I have to right to say 'that's no art!'

Not sure I like the lack of grieving from the family, or even a small gesture other than tears. Surely the sacrifice was worth more?

Unless it was the creators plan to make us see the family as cold people, willing to believe they're worth the selfless death of a brave stranger and use this to hold up a mirror to the innate sense of self in society.

Alternatively, it's late and I'm thinking far too much into this. As this is most likely, the music was nice.

It's interesting how time slows down when there are threats around, making every bullet or bomb intercepted a more intentional choice.

I like it.

Hmm... Different combination's of people living generates different endings. The first time I played they all died except for the girl, who just sat down beside the dead alien and waited there until she herself died of hypothermia or something. Then the second time I played I saved all four of them. The father ran off on his own after the alien died while the family stayed to mourn. The boy left after crying a bit but the mother and daughter stayed and stood over the alien for a long while before leaving as well.

It takes a bit of imagination and assumption but the simplistic story has the potential to become very deep depending on individual interpretation.

Kajin:
Hmm... Different combination's of people living generates different endings. The first time I played they all died except for the girl, who just sat down beside the dead alien and waited there until she herself died of hypothermia or something. Then the second time I played I saved all four of them. The father ran off on his own after the alien died while the family stayed to mourn. The boy left after crying a bit but the mother and daughter stayed and stood over the alien for a long while before leaving as well.

It takes a bit of imagination and assumption but the simplistic story has the potential to become very deep depending on individual interpretation.

Thereīs also the possibility to walk back to the spaceship. Every ending creates a slightly different kind of story (if one can get past the "Wait, this isnīt a game" -mentality).

To be honest, though, walking back and forth the countryside grew tedious very fast, so I havenīt tried out every possible ending. The game is unique in that the experience is really vivid only the first time around, when you realize what itīs about. To me, it wasnīt very interesting any more the second time.

darkknight9:
I understand the point being made, but c'mon... if the people are sad that the alien died protecting them at least have the common courtesy to bury the poor guy...

Cgull:
Not sure I like the lack of grieving from the family, or even a small gesture other than tears. Surely the sacrifice was worth more?

Unless it was the creators plan to make us see the family as cold people, willing to believe they're worth the selfless death of a brave stranger and use this to hold up a mirror to the innate sense of self in society.

Alternatively, it's late and I'm thinking far too much into this. As this is most likely, the music was nice.

Well what more do you want? A funeral? War is happening all around them and they're running for their lives. They don't have time to grieve. They'll have time to grieve when they can be sure that they will also have time to live. If you think they don't grieve properly for the alien, then just let someone die during the course of the game, and see how they grieve for each other. The survivors carry on as best they can, but every now and then they're overcome and have to stop to mourn their loss, even as bombs are dropping and bullets are flying. If you think it's sad when you save everyone, just see what happens if you fail to protect the parents, but the kids survive. Now that is depressing..

The one problem I have is at the "good" ending of the game, the one in which the alien is the first to die. The family mourns the fallen alien, each one staying a different length of time. But when one member of the family decides to move on, they simply run off and leave the rest behind. Even when it's down to just the mom and the little girl, when mom stops crying she walks right past her little girl, and doesn't stop to so much as put a comforting hand on her shoulder, much less take her hand and keep her from being left alone in the snow. That's messed up.

I really dig that the strength of your "bullet time" ability is based on how good of a protector you are. If you actually let someone die, it sucks.

BrainWalker:

I really dig that the strength of your "bullet time" ability is based on how good of a protector you are. If you actually let someone die, it sucks.

I loved that part, the more that die, the less he really tries, it's sad then as the rest slip away easier and easier...
I love these depressing pseudo-games!

I tried to play it earlier today on Kongregate and decided to ditch it. I really only play browser based games when I intend to multi-task.

I like games that engage the mind, but they need to actually be games or offer real interaction.

This isn't a game. If you play it as a game you'll finish with everyone alive first time and its pointless. You have to fail at least once for it to have any impact.

Add in irritating music (which is acknowledged by the mute key being flashed at you just seconds in) and your left with visual style and a playable metaphor.

You cant go back to the ship. But, you can live happily ever after.

http://img229.imageshack.us/img229/2457/happilyeverafter.jpg

or

http://tinyurl.com/ykz9egf

Incredible Bullshitting Man:

Thereīs also the possibility to walk back to the spaceship. Every ending creates a slightly different kind of story (if one can get past the "Wait, this isnīt a game" -mentality).

To be honest, though, walking back and forth the countryside grew tedious very fast, so I havenīt tried out every possible ending. The game is unique in that the experience is really vivid only the first time around, when you realize what itīs about. To me, it wasnīt very interesting any more the second time.

Really? I can't walk back to the ship. I get to the little ditch and can't walk any further.

I really can't be bothered trying out all combinations of survivors, but I really liked the first playthrough anyway (the entire family survived. Go me). I hope there are a lot more games like this made, just simple little things that nevertheless offer a a degree of emotional impact.

I enjoyed it while I played it, but I doubt I'll go back through to find out every possible ending. It was sad and kind of a neat little flash "experience" (rather than game), but it also lacked the puzzle-solving aspect of Today I Die. Seemed a lot more like Every Day, which isn't a bad thing, just not as perfect as Today.

It did occur to me somewhat later that the alien's sacrifice would feel more meaningful if we were led to believe that it actually meant the family's ultimate long-term survival.

 Pages 1 2 NEXT

Reply to Thread

Log in or Register to Comment
Have an account? Login below:
With Facebook:Login With Facebook
or
Username:  
Password:  
  
Not registered? To sign up for an account with The Escapist:
Register With Facebook
Register With Facebook
or
Register for a free account here