>>FrostHammer are you a writer?
No, I just feel there is great potential in games as art, rather than the dismal, gimmicky, vaguely interactive B movie experience that the crowd calls a game.
Art.. or as competition.(esports(think starcraft))
...And games like this that push ahead gaming in art and/or competition need recognition, so they can influence and inspire future masterpieces.
(p.s heres a fun fact, English was my worst subject in school, I failed it and ended up dropping out 3 weeks before graduation. That was almost a year ago.)
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Genius.
Ed, Will and Justin have tied together meaning and ideas with the game mechanics proficiently, and to great effect. The intentions of Time Fkcu are deliberately obscured to the player; this allows for the creation of value in the details and for the discovery of meaning in what is meaningless.
Mechanics are not innovative yet not recycled, but rather they are inherited from games like the Shift series. It is let down somewhat by the not-all-that-difficult-and-interesting puzzles compared to the more impressive puzzles of say, Braid.
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The real triumph of this work is its conveyance of ambiguous ideas fused with story and solidity of emotion (cue appraisal of music). The music whilst not a transcendental wonder still contributed to the overall game, which is what we are all here to experience. From this games enigmatic teleology, Personally, I can discern existentialism, idealism, nihilism, rearing their heads as we as players attempt to escape the imposed reality of Plato's cave in favor of pursuing the truth that is apparent to each of us.
I wonder who, at the last level, took the pill and who didn't.
I wonder who chose the shadows over the sun.
tafari is fine, just because they can see it coming doesn't mean you cant hit em w/ it.
ambush could be changed to a high cost, low speed, low damage move that gets buffed from hiding, but im not sure how this would affect balance, its just a suggestion.