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Saturday, November 1, 2008


Estamos Pensando (Portuguese for We Are Thinking) is essentially an art game which takes about ten or fifteen minutes to play from start to end. Reading too much about Daniel's project might ruin the enjoyment it offers from experiencing the game firsthand, so no spoilers will be revealed by elaborating on it further in this text. (source: Maggie Greene, Kotaku)

Comments

The screenshot didn't look too exciting, but I quite enjoyed the game. I could relate to it's message.

The game was fun immediately after the beginning. That particular formulation of male character doing something for needy female character moved things from art to angst for me. I just don't find it very compelling. Nonetheless, it was a well-done game despite that.

Calling it an art game is putting it lightly. This game has close to 0 gameplay. It was ok enough to play, but I really didn't feel moved by it, or really engaged in the story in any way. Some of the movement felt a little strange, too.

One positive thing I have to say about it though, is that you really are reaching for the stars, or at least I was, when I took the plunge.

I really enjoyed it, m'self. Could talk about it a lot, but well. The gameplay worked fine. Wasn't perfect but it should be pretty obvious that wasn't the point.

Best moment for me was when I took that leap and realized exactly what I had just done, trying to get that damn star.

Yeah, I enjoyed this too; really does make an interesting point. I know two people that are very much like the main characters...

SPOILERS

The game is poignant and kind of deceptive and ironic. I thought it delivered a strong message. For me, the most important part of specifically game art is how it makes use of the medium. For the most part, the user input was necessary from walking away confused to doing that thing on the building. The wall jumping was absolutely pointless and really detracted from the experience. It felt like the creator just wanted to slap in some sorta challenging game play to his game to make it seem more game like. I'm pretty sure that's exactly what it was actually....

Seriously, for art games, anything that doesn't contribute to the meaning of the game should not be included.

The wall jumping is there to trivialize the whole idea of jumping and the mechanic of jumping; in so many platform games, jumping is kind of a zero-cost thing; you can jump whenever you want, you have limited mid-air control, there's no fall damage, etc.

So then after a series of pointless wall jumping, the jump for the star doesn't seem so reckless at first - but then SURPRISE, it is.

Anyway, I was surprised by how much I ended up relating to this.

wall jumping doesn't work for me, for some reason. curse you, linux.

i guess the girl should've said something along the lines of "I guess you're not the type of man who will leap off walls for me..."

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