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- Perfectly Peculiar Pixels [#21]
Perfectly Peculiar Pixels [#21]
đ©đ§đ© Trauma As Storytelling Potential

If you have even a passing interest in sci-fi, you will have at least heard of âI Have No Mouth But I Must Screamâ, by multiple award winning writer, Harlan Ellison. Wikipedia states the game by the same name, and done with the author on-board, as the first to deal with subconsciousness. I was surprised, given the very colourful history of video game themes, that it took until 1995 for someone to make one that delves back into the mind.
âIt was all a dreamâ, or âIt was all in their headâ is a well worn out trope in movies, but it offers numerous avenues of exploration when it comes to our favourite interactive medium. It is generally, sadly, confined to a very limited depiction in modern games. Itâs usually floating platforms and levels in an otherwise grounded, realistic game, set against some hazy or cloudy background. Think Scarecrow levels of Batman: Arkham Asylum (extremely well executed as that was), or Call of Duty: Black Ops 6 of all unexpected places. Although there are certainly floaty platforms in most of the following titles, they might represent the most varied depictions of tormented inner minds.
Not the Metallica song⊠| Emotional Baggage Sorter |
In 1997, Lucas Arts published what is in my opinion the best of the Monkey Island series, The Curse of the Monkey Island. A whimsical, colourful story of pirates that sword fight by spouting insults that rhyme. DreamForge Intertainment on the other hand, had entirely different ideas about what a point and click adventure game should be like. The result was a for-the-time impressive pre-rendered 3D isometric overview of some of the most deranged imagery in video games to date. Unlike Lucas Arts games, the gameplay relied a lot more on logic, more reasonable puzzles, than the moon-logic of say Day of the Tentacle. The settings are colourful in their variety, but muted in their tones. This wasnât the developerâs final work, but it was definitely both their own peak in terms of expression and presentation, but also the extreme to which games could go to, at the time.
In the 3rd person platformer genre, Psychonauts might be one of the most creative titles ever made. The critical component is the ability to delve into the minds of certain NPC characters the player encounters in the game, which allows for unique takes on the gameplay. The mind of a conspiracy theorist guard puts you into a visually mesmerizing world of paranoid sneaking around in a trench coat and hat, while the mind of a fish monster places you in a level where you wreak havoc on a fish city, as a Godzilla sized monster. The characters are profoundly expressive for something out of 2005, which is a testament to both the original artists, but also a reminder that you donât need photo realism to create effectively emoting characters.
Sadness in Watercolour | Scandinavian Isometric |
Iâll be up front, I donât like Gris. More specifically, I donât like the indie-darling hype around it as being a brilliant depiction of grief and loss. It feels to me that even the evocation of a game having to do with mental illness, condition or otherwise certain largely shared emotional cues, has the same effect as creating a physically or mentally disabled character in a movie is to the Oscars - bait. I wouldnât say that if I enjoyed that it is a platformer with mechanics weâve seen a million times before, but now âitâs about griefâ. What it is however, is beautiful. The watercolour art style, the sound track, character design and what is apparently hand drawn animations could absolutely stand on their own, as one of the more memorable audio-visual experiences of the last decade. Itâs also 3⏠on GoG at the time of writing, and that beautiful experience will last you longer than the coffee you can buy for that money these days.
Epicâs free game of the week (alongside Backpack Hero) could have made its way onto a theme in many ways, not the least which being a cozy, narratively driven isometric adventure, much like Bastion. Whereas Bastionâs story can be left to a lot more interpretation, Figment has no such pretensions. I met Jonas, one of the creators at a gaming competition when this came out, and having played it, it was obvious how the enthusiasm, attention to detail, and as reported by Jonas - very good iteration and extensive testing from the dev team lead to this very enjoyable title. Itâs currently free on Epic, and itâs sequel will be next week! Bedtime Digital Games, has very distinctive visuals, and are a case study in creating well - scoped games for their size, with great attention to details.
âWhich philosopher should our game be based onâ

Is apparently the question that Portalâs developers asked themselves during development. After pondering for about fifteen minutes of silence, someone piped up that "a lot of people like cake." That moment of going from existential philosophy to cake led to one of the most memorably funny in-game promises: âThe cake is a lie.â