Video games have been struggling with their identities
recently. Much like pubescent teens, video games have been growing in size,
intellect, and maturity. Sure they make mistakes and things can get a bit
hairy, but overall they have been moving in the right direction. But as this
self-awareness grows, questions about what exactly this medium is and how it
works are bound to arise. Self-reflexive games, or games that either bluntly or
obliquely tackle the subject of games themselves, have started to become a lot
more common. The Bioshock series is the most notable of the bunch, ignoring Bioshock 2, but Little Inferno, Far Cry: Blood Dragon, and
Thomas was Alone have all in their own style begun to contribute to the
conversation of what video games are and should be. The Unfinished Swan, developed by Giant Sparrow for the PS3,
continues this trend while also providing an affecting story about family.
The story
is told in the form of a children’s book. A boy named Monroe loses his mother
and, when taken to an orphanage, is allowed to take only one of her many
paintings with him. He chooses the unfinished painting of a swan which was her
favorite. One night, the swan escapes through a door he’d never seen before,
and Monroe finds himself in a vast and magical land. As Monroe travels through
the empty kingdom looking for the swan, he finds snippets of a story about the
king who ruled the place. Everything that happens in the story is very
whimsical, but not always without weight. The story is full of loss and regret
and can at times become very sober, but it is never somber. It is well-balanced
with humor and a light touch. Art and the act of creation are also very
important in the story, but that comes out more in the gameplay.
This game
is no simple platformer. Yes there is jumping and climbing, but from the very
beginning you are forced to reveal the world around you. The game begins with a
solid white screen. Upon experimentation, you realize that the only things your
character can do are jump and throw little black balls of paint. The paint
reveals that there is a world around you. The developers cleverly placed white
objects in the world, and the only way you can move through it is by finding
them. Though the objects and the walls are there no matter what you do,
painting them feels like you are bringing them into being. You wander around
painting everything until you eventually find shadows. Then there are huge
cities and labyrinthine mazes that you can still splatter with black paint,
occasionally finding barrels or streetlamps hidden against the white walls.
Eventually your paint can make vines grow or lights shine; getting to the point
where you can actually paint platforms to get to higher places. It’s impossible
not to think parallels to the developers as you do this. The artifice of the
game is constantly revealed by the gameplay. I’m not sure why necessarily, but
I know it was on purpose. There is a breaking of the fourth wall during the
credit sequence I won’t go into that makes it all but certain this was their
intention. It may be that the developers were drawing parallels between classic
artistic mediums and video games. There may be a personal story, as this feels
like a very personal game. I can’t be sure. I implore you to play it and tell
me what you think.
As
important as art is to this game, it would have been a shame if it was anything
but beautiful. Luckily the game employs a starkly beautiful style fitting that
fits it perfectly. The buildings in the cities look like something you find in
Greece with pure white walls and pale blue roofs. All of the lines are bold
because of the pervasive use of white in the early levels and black in the
later. The music is also very spare, using a lot of chimes and piano. It’s all
very indie.
Of course
it isn’t perfect. The Unfinished Swan
can feel very boring some times. It doesn’t drag exactly, but it definitely
meanders. If most games these days are like a Michael Bay film, this game is
more like an episode of “Winnie the Pooh”. If you stick with it, though, you
won’t help but be charmed by it. It’s so sweet and sincere it’s hard not to.
The action also begins to pick up slightly near the end, if that’s really all
you need. In the end, this is an effective little story about art, family, and
all of the other things I’ve already said it was about. They pack a lot of
feeling into what is about a two to three hour game. The visuals are stunning,
the gameplay is fun and surprisingly varied, and it’s just so damn nice. We need more games like this.
Hell, we just need more of this in general. A piece of media without a drop of
snark or cynicism is practically unheard of today. I don’t know if this trend
of thoughtfulness will continue, and I don’t even know if the developers
intended to make any kind of a statement with this game. I just know that I
become more encouraged almost any time I play something new these days. Hotline Miami notwithstanding.
Also, Terry Gilliam lends his voice to the
game. I was surprised as you are.
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