With each post in this mini-feature, I highlight a game from a different country around the world. Keep in mind these aren't necessarily the best or most popular games from each nation, but simply a fitting representative.
Limbo - Playdead, 2010
I've written about the boom of Nordic game development, and Denmark is no exception. But their roots go deeper than the past ten years. Designers at the University of Copenhagen in 1991 created DikuMUD, one of the most important multi-user dungeons--text-based online games that pioneered internet gaming.
Today, the highest-profile studio in Danish gaming is IO Interactive, creators of the stealth-action Hitman series and the underrated revolutionary title Freedom Fighters. The composer for the music in many of IO's games, Jesper Kyd, has become perhaps the biggest name in game soundtrack writing. He recently penned the scores for big-budget works like the Borderlands and Assassin's Creed series.
But the most important Danish game design was done by a few people who split off from IO to create their own independent studio, Playdead. Their minimalist platformer Limbois a masterwork in atmosphere and noir-inspired art direction.
Limbo is about a little boy looking for his sister. There is absolutely no heads-up display of information on the game screen, and nothing in the story is really explained. Players must figure it out on their own. While most mainstream gaming assumes the player is stupid and must be spoon-fed information, Playdead does what all good art accomplishes: respects the audience's intelligence and lets them come to conclusions on their own.
Playdead's game had the unfortunate luck of being released in the wake of another "arty" 2D platformer featuring a kid with a large head--Jonathan Blow's Braid. But while Braidhits the player over the head with exposition and walls of text, Limbo takes a very Scandinavian approach and goes with a more elegant, minimalist approach to its design. It will forever live in Braid's shadow, but Limbo is perhaps the most important platforming game of the last decade.
Braid is one of the most overrated games of all time. Creator Jonathan Blow is seen as Art Game Jesus, and lives up to that title by traveling the world giving speeches about advancing video games as a medium.
The 2008 game is fantastic. It's got a beautiful visual style, stirring soundtrack, and unique game mechanics that play into the plot. It's a one-of-a-kind satire of Super Mario Bros.
With that said, Braid has no idea how to tell a story. Blow weaves an intricate tale of loss and regret, conveyed mostly through... walls of text.
Jonathan Blow is trying to move games forward as an art form, right? His message comes off as a bit stale when his own magnum opus relies on another medium to tell its story.
I'm not against writing in games. Gaming's history is built on text-based adventures like Colossal Cave Adventure and Zork. Even in modern games, text is often a better choice than the medium's notoriously abysmal voice acting.
What if he got rid of this? The "loss and regret" themes are still captured in essence through Braid's flowing gameplay. The game would be much more ambiguous, but would perhaps capture Blow's intended emotions in a more pure form if he had avoided the Great Wall of Text.
An example of this in practice is Danish developer Playdead's 2010 avant-garde Limbo. Both Limbo and Braid are indie 2D platformers initially released on Xbox Live Arcade, and both tell the melancholy story of a silent boy searching for a girl.
But perhaps due to their Scandinavian design instincts, Playdead created a much more moving experience with their game. Limbo features absolutely no text, and there's no HUD. None of the characters speak. The minimalist visuals are all in silhouette and even the music is dissonant. Through this, the game conveys pure emotion in a way no other art form can come close to, because the audience is completely involved with it. It's not static... as text is. Jonathan Blow, on the other hand, relegated the majority of his storytelling to text. It's a strange misfire for someone who seeks to be a spokesman for video games as a storytelling medium.
Last week, I listed Limbo creators Playdead as one of the best developers in Scandinavia. Today I'll go more in-depth with their game, and explain why the Danish designers deserve such praise despite Limbo being their very first title.
Limbo is minimalist game design in its purest form. Aside from the main menu, there are absolutely no words through the entire story. No spoken dialogue, no text, nothing. There is no tutorial. You are thrown straight into the plot.
You're a small boy unconscious in a forest. The visual style of Limbo is immediately striking--it's entirely in grayscale, with characters all in silhouette. And the music is minimal. No score, no sweeping theme song. Ambient sounds are the only tunes accompanying the boy, supplemented by single orchestral notes at particularly poignant moments.
The boy, who is never given a name, doesn't wake up until the player presses A. But the game doesn't tell the player to do this; they must figure this out on their own. Once he's awake, control is simple. The control stick moves the boy, the A button makes him jump, and the B button lets him push and pull objects in the environment. That's it. Even the boy's jump ability is fairly modest compared to most other 2D platformers.
This isn't an empowered protagonist like we're used to seeing in this medium. It's just a boy. We're left to come to our own conclusions about anything more than that, because there is absolutely no exposition or backstory. SLIGHT SPOILER ALERT We learn about halfway through the game that he's searching for a girl. Perhaps it's his sister, but this is never expanded upon. Again, we're left to come to our own conclusions. END SLIGHT SPOILERS
Limbo is essentially a puzzle-platformer. The boy must manipulate the environment to get through to the next area. But why he's doing this is anyone's guess. And I like it that way.
As the boy travels through this forest, it seems everything wants to kill him. A tribe of slightly older boys sets traps for him, and a Shelob-like giant spider wants to consume him. We see the bodies of other children hanging from gallows in the background. There's a very Lord of the Flies feel to it all.
Death is all around the boy. In a particularly disturbing sequence, the boy must conquer the spider chasing him by amputating its legs himself. Once the spider has been fully de-legged, the boy must roll its torso into a spike pit and use it as footing to jump off.
Another factor in all this violence is the realization that this boy cannot swim. Any time he goes underwater, he drowns to death. In one sequence, the boy must use the floating corpses of other children to get across a pond. Death follows the boy everywhere--rotting carcasses of animals are pervasive throughout the forest, and insects follow him everywhere. This grisly subject matter might be too much to handle, but the silhouette art style makes it palatable.
Considering how two-tone the visuals are, his deaths are jarringly graphic. The deaths get increasingly gruesome as the game goes on. Being a puzzle-platformer, the player will die dozens of times in one playthrough. But the boy always reappears quickly next to the trap that killed him, so players can try again. Through the sheer volume of deaths, players get almost desensitized to the violence incurred on this small child.
SPOILER ALERT
There is no "final boss," and I commend Playdead for eschewing this game industry trope. Instead, near the end of a puzzle, the boy shatters through glass and dies. For real. He doesn't respawn to where he can try again. He actually dies.
But then he wakes up again, much like in the beginning of the game. He's in a forest, and he finds the girl he's been searching for. She's near a ladder, sitting down. She looks up. And then the credits roll.
After the credits, we come back to the game's main menu screen. We make the realization that the ending of the game has been staring us in the face ever since we began: the main menu screen shows the ending of Limbo. It's the same forest as the ending scene, with the same wooden ladder. But it's rotting. And instead of the boy and girl, we see two lumps on the ground with insects buzzing around them.
This abrupt ending was very polarizing for players. But to me, it fits. In an experience where he has died countless times in various super-violent manners, this is closure for the boy. He can finally rest. And perhaps "true death" was the only way for him to find this girl. He's finally out of limbo, and can have his eternal sleep.
Or is he? Since the main menu screen is actually the ending, it could mean the boy is forever in limbo. He's back where he started, and now when a new player starts the game, they can take him through the same purgatorial trip again, again, and again until the end of time.
END SPOILERS
But that's just my interpretation of the ending. It's up to you to decide what you think. And that's the beauty of ambiguous endings, something far too scarce in the gaming medium. But it's not the only game like this...
As far as "arty 2D platformers" go, Limbo is often mentioned in the same breath as Jonathan Blow's Braid. But though Braid also features no tutorial and an ambiguous story, Limbo's minimalism puts it firmly on top for me. Braid uses a beautiful orchestral soundtrack and hand-drawn, exquisite visuals. But it reeks of pretension, exacerbated by the endless walls of text between levels presented to give the story meaning. In addition, Jonathan Blow has publicly spoken at length on numerous occasions about the themes behind his game. Playdead, on the other hand, has intentionally left the meaning of their game up to the players, and hasn't said anything about the themes of Limbo since it was released.
Braid is a fantastic game, but it relies on overuse of another medium (literature) to deepen the experience. Limbo is something that could really only be accomplished in gaming.
We live in a video gaming world dominated by the U.S. and Japan. But it's always intrigued me to look at games developed by the rest of the planet. Last week I took a gander at Canadian developers. This week, let's look at the newest hotspot for the industry: Scandinavia.
Having lived in Denmark, I know Scandinavians argue over what the definition of "Scandinavia" is, so I'll try to simply say "the Nordic countries," even if it doesn't roll off the tongue as easily.
In a part of Europe known for minimalism and bleak landscapes, their games reflect a more pensive, thoughtful nature than their American and Japanese counterparts.
10. CCP Games (Iceland)
CCP is Iceland's only developer on this list, but with a nation of only 318,000 people (half the size of Washington, D.C.), it's understandable. They're best known for creating the massively-multiplayer science fiction game EVE Online in 2003--one of the only MMOs that's been able to sustain a consistent userbase in a market virtually monopolized by Blizzard's World of Warcraft. CCP is currently working on Dust 514, a massively multiplayer first-person shooter set in the EVE Online universe; players in the two games will be able to interact with one another.
9. Rovio Mobile (Finland)
I couldn't do a list of Nordic game developers without mentioning Rovio, the team behind the 2009 casual gaming colossus Angry Birds. They've created their fair share of mediocre iPhone games, and Angry Birds itself has inspired dozens of rip-offs by other companies, but its place cannot be denied in the Nordic gaming pantheon. Perhaps it's the intriguing name, perhaps it's the story of "fat birds launched at pigs," but Angry Birds is one of Finland's most important exports.
8. IO Interactive (Denmark)
IO Interactive is most widely known for its Hitman franchise, started in 2000: one of the most creative takes on the stealth genre, where the player has the titular job and must disguise himself and stay below the radar to accomplish missions. IO is also famous for the controversial Kane & Lynch in 2007, but their best title is perhaps their most overlooked: 2003's Freedom Fighters, a game about a Soviet invasion of America. Side note: famed Danish game music composer Jesper Kyd had his mainstream breakthrough writing the soundtracks for IO's work.
7. Nifflas (Sweden)
Nicklas Nygren, better known as "Nifflas," is different from the rest of the developers on this list. He's never released a commercial game. He's never had mainstream success. But he's created some of the most important independent games available on the internet. His series Knytt is about a character from a famous 1960 Swedish-Finnish novel, Vem ska trösta knyttet? (Who Will Comfort Knytt?). Nifflas also created Within a Deep Forest, a minimalist platformer set in a post-apocalyptic world.
6. Playdead (Denmark)
Playdead was started in 2006 by former IO Interactive employees so they could have a bit more artistic freedom to create their first game, last year's dark puzzle-platformer Limbo. The game was a stark, minimalist departure from the action-packed norm at IO, and a premium example for the classic "games as art" argument. The protagonist has no name, and players must piece together the narrative on their own. Playdead is currently working on their second title.
5. Funcom (Norway)
Norway lags behind its Nordic brethren when it comes to game design, but Funcom continues to carry the torch. They were put on the map with The Longest Journey (Norwegian: Den lengste reisen) in 1999. It was a swan song for the PC adventure genre, with an enigmatic, cerebral storyline and complex characters. Funcom then turned its focus to MMOs with Anarchy Online in 2001 and Age of Conan: Hyborian Adventures in 2008. They're currently working on a post-modern MMO called The Secret World, which could be a breath of fresh air in today's online RPG landscape.
4. Frictional Games (Sweden)
Frictional Games specializes in thought-provoking psychological horror games. After creating the moderately successful Penumbra series in 2007, Frictional finally had a cult hit phenomenon last year with Amnesia: The Dark Descent. It's a survival horror game in the truest sense of the term--the player has no weapons. They must simply navigate a dark castle without going insane. The monsters you can see are not nearly as scary as the ones you can't see. Amnesia's popularity has led to hundreds of YouTube videos of people playing the game and freaking out.
3. EA DICE (Sweden)
EA DICE is best known for two completely different experiences. The first is 2002's Battlefield 1942, considered by many to be a milestone for the online first-person shooter genre. It launched the whole Battlefield franchise, which is planning to go head-to-head against Infinity Ward's immensely popular Call of Duty series for online FPS domination this year with Battlefield 3. EA DICE's most ambitious title is the parkour masterpiece Mirror's Edge in 2008, with minimalist visuals and a revolutionary free-running control scheme. And the new Spider-Man trailer seems to have ripped Mirror's Edge off completely.
2. Remedy Entertainment (Finland)
The Matrix may have created the "bullet time" action movie effect, but Remedy's 2001 crime classic Max Payne was the first video game to fully realize bullet time as a game mechanic. An homage to the films of John Woo with a film noir art style, Max Payne opened with a bang: you come home and get to see your wife and daughter murdered. Instead of traditional cutscenes, Max Payne used graphic novel-style panels with voice-overs for exposition.
Remedy then went on to create Alan Wake last year, a Twin Peaks-inspired adventure about a novelist stuck in a town where the shit hits the psychological fan.
1. Mojang (Sweden)
Mojang has only created one game as a company, but it's perhaps the most influential and groundbreaking on this list: Minecraft. With a beta released in 2009, it's gone from cult hit to mainstream success story before the "finalized" version even becomes available this November.
Minecraft approaches the "games as art" argument in a similar way to The Sims: what is a game? Does a game need to have a goal or a way to "win" to be a game? In Minecraft, players must figure this all out for themselves. It's a cornucopia of user-generated content.