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Review:
The Path

Format: PC
Genre: I have absolutely no idea
Developer: Tale of Tales
Publisher: Tale of Tales

Out 18/03/09 via
Steam and Direct2Drive

Lewis Denby likes where this path has led...

After playing The Path for a while, I became hopelessly lost.  The thick forest had grown darker and darker, the unnerving sounds becoming more and more frequent.  Giving up on looking for a landmark to help me get my bearings, I hatched a plan.  I would run in one direction until I reached the edge of the game world.  Then I'd turn around, and come back in at an angle across it, hoping to return to the place where I'd started.

I underestimated The Path.  I assumed it had an edge.

The Path does this a lot.  It mercilessly toys with your expectations of what games are supposed to do, and what you're supposed to do in them.  Going into it with no knowledge of the game from pre-release murmurings, you might find yourself 'finishing' after just a few minutes, and leave extremely confused.  But totally rid yourself of your preconceptions, your years of battling through rigid conventions, and you'll find there's more to talk about here than almost any other commercial game that springs to mind.

That said, it's difficult to know what's safe to say without ruining the magic.  Half the joy of The Path comes through discovery, so we're going to have to stick rigidly to the 'no spoilers' rule here.  Even my anecdote above is straying into dangerous territory.  But it's difficult to convey just how interesting this is to play without citing a hundred examples.  This will simply have to be an article of broad statements, and you're simply going to have to trust us that The Path is an experience we'd love for you to share.

"...an adventure game without puzzles..."

So.  We're talking about an adventure game without puzzles.  A game that takes place from third, first and even second person perspective, depending on the  situation.  A game in which you can practically see the end as soon as you start.  A game that grades you poorly for surviving and highly for perishing.  A game where you're never quite sure what's going on, but always conjuring up another fascinating theory.  A game without a story, but with an abundance of meaning.  A work of art.  An interactive poem.

Followers of Tale of Tales, a.k.a. Michaël Samyn and Auriea Harvey, will be familiar with this term, first used to describe their 2008 interactive short The Graveyard.  While over in just a few minutes, it toyed with plenty of concepts that aren't explored in this interactive medium to any real extent.  Though clearly a lot more 'game-like', The Path feels like the natural evolution of The Graveyard's ideas.  Its minimalist approach to player-defined interaction and maximalist approach to audiovisual design is perhaps the most striking similarity.  Even though the Quest 3D engine is relatively lightweight, Auriea Harvey's art direction is nothing short of sublime, and the dynamically altering, omnipresent soundtrack - composed by experimental American songwriter Jarboe - is astonishing.  The attention to detail is spellbinding throughout, from the subtle colour shifts that transition with the scene's mood, right down to the artistry of each individual leaf on the trees.  There's clearly a heavy silent movie influence on The Path: there's no dialogue and no overt sound effects; just shimmering music and the occasional thoughts of characters displayed like intertitles scrawled on top of the 3D world.  With the emphasis drawn away from the usual challenge factor of most videogames, The Path leaves you free to soak up its wondrous atmosphere, every second of the journey.

Secondly, like it spiritual predecessor, it questions the medium's notion of 'death', upturning it and placing it at a more logical end-point of the narrative.  In The Path, when you die, that's the end of the chapter, and the end of that particular character's active involvement.  It's not taken as far as in The Graveyard, where your avatar's passing meant you literally couldn't do anything else, even quit the game.  But it again raises a very valid point about how trivially the issue is treated within videogames.  Here, dying is not merely a minor punishment for an unimportant failure.  It's the end of someone's life - and it's treated as the most dramatic, emotive and poignant aspect of the experience.

After exploring the forbidden forest for a given amount of time, you'll eventually come across what will be the location of your demise.  Entering this location initiates a short cut-scene, in which you are introduced to a "wolf" - in inverted commas for a reason.  For whatever explanation, this wolf is going to lead to your character's downfall, and once you initiate an interaction with him, her or it, you're headed for the end-game.

"...poetic and tasteful..."

It's poetic and tasteful.  You never see what happens to your character; it's only eluded to, symbolically, in the short, nightmarish, semi-interactive sequence that concludes the game.  Sometimes, there's an obvious interpretation.  Other times, it seems wildly abstract, but all the more intriguing for its ambiguity.  Thematically, there are clear leanings towards giving into temptation, gaining independence, questioning authority and letting go of former fantasies: in other words, it's about growing up.  But there are other themes running deeper through the roots of The Path, and everyone is going to come away with a different message.  That's almost certainly part of its design, and undoubtedly part of its beauty.

Meeting the wolf is also the only time The Path allows you to fully 'opt-in' to an interaction.  Elsewhere, the game is centred around its intriguing 'Drama Princess' AI system.  It's almost like the micro-antithesis of Left 4 Dead's 'Director' - that is to say, where that focused on the dynamically shifting AI of an enormous group of NPCs, this focuses on the adjusting behaviour of a single character.  Letting go of the controls causes the computer to take over, with you sitting back and observing how your avatar chooses to interact with the world around her - be it lying down in a bed of flowers, lighting a fire and sitting next to it, or playing pat-a-cake with a ghostly little girl.  This behaviour alters based on the context of location, mood and the inherent personality of your chosen young lady, and is made all the more inspiring by the always-wonderful animations.  But the wolf encounters are decidedly a matter of the player's choice, a very deliberate ploy in ensuring the point of The Path's narrative is driven home.  At the crux of this game is the idea of taking risks, and only you can decide to enter into such a situation.

If there's criticism leveled towards Drama Princess, it's likely to be that the options run out fairly quickly.  By the end of my second play-through (or fourteenth, depending on how you look at it), I'd pretty much exhausted all there was to see of it.  While a little more variety may have been nice, however, it doesn't really matter.  The Path probably isn't a game you'll return to time and time again, but the wonder of experiencing it for the first time more than makes up for any longevity-related shortcomings.

"...a fabulous portrayal of the artists' vision..."

Surprisingly, what is perhaps strangest of all about The Path is how traditional its more game-like aspects actually are.  The juxtaposition of familiar elements against a radically unusual backdrop provides for an inherently different gaming experience.  A 'hints' system is incorporated, with 'flower gems' glowing, bouncing and spinning above the ground, as if The Path were an old-school shooter or platformer.  At the end of each chapter, a statistics screen is displayed, informing you how many of the world's secrets you managed to uncover, and how far you traveled in order to find them.  It even grades your performance upon completion, and, though there are obviously some ironic undertones to these mechanics, it certainly allows for a diverse range of playing methods.  It's a game aimed at those who wish to savour the experience, but there's enough here to keep pure completists happy as well.

Apparently, Tale of Tales have even gone as far as incorporating achievements into the Steam version of the game, which seems a like a slightly odd decision.  We can't comment on their implementation - they aren't present in the review code we received - but it does seem a little at odds with the overall feel.  The Path works so hard to be a true work of art.  Imagine walking around an art gallery, only to have someone interrupting your ponderings by congratulating you for visiting a certain room, and attempting to entice you into another one with the promise of reward.  It's clearly not an enormous issue, but for those wanting to take this experience very seriously, exploring it instinctively and carefully considering its themes, I worry that the achievements system may serve to cheapen the experience somewhat.

More overt flaws exist.  In the version we played (essentially the final build, we're told, aside from a few minor stability tweaks), there are plenty of clipping issues, which can occasionally take some shine away from the delectable atmosphere.  Whether this will be fixed before release remains to be seen, but it seems unlikely given how soon that is.  It also seems to have been optimised primarily for a gamepad or joystick, such are the slightly awkward keyboard and mouse controls, which seems an odd decision for what is currently a PC-exclusive.  On occasion, character movement is agonisingly slow - clearly a specific design choice, but some of the ludicrously sluggish walks will test the patience of many players.  And some will feel mislead by the marketing blurb: though billed as a horror game, it's never really frightening; it flits, instead, between uplifting and unnerving.  Still, there's no doubting this is a game that will creep its way into your head, something that most modern horror fails to do.

Getting caught up in hype or technical inconsistencies seems unfair, though.  It takes a lot of courage, patience and auterism to pull off a project like this, and Tale of Tales have done so with aplomb.  This is such a fabulous portrayal of the artists' vision that it feels awkward to put a score to it.  It's a game intended to be understood differently by different people, and we would never suggest that this is the definitive take on it.  That in mind, don't feel mislead if you find yourself perplexed or turned-off by The Path.  That's fine.  It just wasn't for you.

But there's a whole host of people who will absolutely love this, for all its quirks.  I'm one of them.

80%
A thoroughly interesting place to explore.

About our scores...

Contents
Issue 4

Podcast

Editor's Note

The Special Report
A silly video! Hooray!

The Evolution of Horror
A look back at the genre's history

16-Bit Boy
Do our minds corrupt the most innocent games?

Is it 'Game Over' for survival horror?
Where's the genre heading?

The Angry Gamer
Are games programmed to cheat?

Listen to your Elders!
Lessons from the FPS grandfathers

Interview:
Vince D. Weller
What makes a good RPG?

Interview: Dan Pinchbeck
How far can we push FPS boundaries?

First Impressions: Resident Evil 5
Rekindling the spirit?

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