Showing posts with label Tale of Tales. Show all posts
Showing posts with label Tale of Tales. Show all posts

Thursday, February 4, 2010

A digital Carpe Diem




Tale of Tale's new iPhone and iPod touch application was officially released today and while the Apple platforms are surely not to my personal liking I couldn't miss the opportunity to mention this strange new form of interaction that they have prepared. As tiresome as the last year might have been for the studio, Michaël Samyn and Auriea Harvey keep working with determination in search for new grounds. VANITAS was commissioned by John Sharp and Ian Bogost as a part of the Art History of Games symposium taking place in Atlanta, which includes games from other known independent authors such as Jason Rohrer.

Priced at one single dollar, VANITAS evokes the concept of mortality by arranging loose objects inside a wooden box, not unlike the use of deliberate symbols and icons in pre-modern Flemish art. Inspired by the famous biblical passage vanitas vanitatum omnia vanitas (vanity of vanities, all is vanity, from the book of Ecclesiastes) Tale of Tales has conceived a meditative space without rules or concise objectives - highly reminiscent of the same philosophy which is present, although in an entirely different format, in Japanese garden models. The deep soul-searching experience about the futility of materialism is enhanced by the cello moods of this project's invited artist, none other than the talented Zoe Keating.

More information can be found at the official website.

Wednesday, December 16, 2009

CoreGamers presents: The Making of FATALE




FATALE was one the most surprising releases of this year that now nears its end. Like an encore to the same brilliant approach to the discipline of interactive arts as essayed before in THE PATH, it was a unique portrayal of the biblical icon Salome as seen from the perspective of Oscar Wilde's play of the same name. If its irreverence has caused much doubt among the videogame playing community, its value has already been underlined by popular videogame critics from all over the world. Not only was it completed in a record-breaking time, it also provided a fascinating series of challenges to the Tale of Tales studio and invited colaborators.

This Making Of FATALE article I now present contains detailed information concerning the origins of the project, the development stage, as well as the ever enlightening perspective from both Auriea Harvey and Michaël Samyn concerning their work.

Monday, September 28, 2009

It is a riddle, wrapped in a mystery, inside an enigma.



One week away from its release, FATALE remains a great mystery. While briefly described by its creators as an interactive vignette, no detailed information concerning its interactive system, scheme or genre was provided yet. Presented as a project of a similar scale to their previous avant-garde 2008 work, THE GRAVEYARD, FATALE has already summoned the attention of many a videogame enthusiast after Tale of Tales announced the official participation of Takayoshi Sato, of SILENT HILL fame, in the role of Character Designer.

All efforts have been made so far in order to conceal vital information regarding this upcoming title: the release of an audio trailer today is a clear statement that Tale of Tales wishes to preserve such secrecy until the fifth of October. As a follower of the official blog and an avid reader of all posts, it seems rather suitable that the promotion is being handled in this particularly awkward fashion, given the game designer's interest of late for sound novels and other alternative game designs. Already it is possible to verify the quality of the exotic soundtrack, aptly created by Gerry de Mol, of the vibrant sound effects, designed by Kris Force, as well as the sensuous voice acting and unique musical talent of Jarboe.

Based on Salome, the 1891 Oscar Wilde play depicting the events that lead to the beheading of John the Baptist at the request of the dancing temptress, FATALE should be regarded as one of most important indie events of this year for several plausible reasons: not only it is the first work after the release of the sensational THE PATH, selected as finalist in different game award festivals, as it is a rare gathering of specialists in different areas of digital content production. What is more, the selection of such an erudite theme - a direct consequence of Auriea Harvey and Michaël Samyn's desire to explore mature contents in the field of digital games - altogether with the exquisite artistic skills shown in the past by the studio, will surely to bring about a controversial and equally memorable experience.

More information can be found at the
official site.