What are the most pretentious games ever made?

Little bit off-topic, but; mind explaining this one for anyone that doesn't know? I've heard of the game, but that's it; I really don't know anything else about it.

Sure! Dear Esther is basically one of the pioneers of the modern walking simulator genre (It was a Half-Life 2 mod). Even though the idea of a walking simulator already existed in many philosophical/atmospheric flash games of the sidescroller variety, they still retained the gameplay component to some extent. With this one, since they had a first person perspective (Thus better for immersion) and higher detail, they dropped the pretense entirely, with the only "gameplay" feature being walking forward.
In a nutshell, this game/genre is the equivalent of a carny ride: You start at point A, walk to point B while hearing and seeing some things that require no input from the player other than being close enough for them to trigger, get to point B, drop off.

The game itself is set in an abandoned place in the Hebrid islands, and you basically go along the path while you have a narrator tell the story in the most vague terms possible, intercalated with monologuing about the island (The only more or less conclusive thing is that the main character knew someone named Esther that was killed by a drunk driver. The relationship the character had with Esther as well as who killed her are kept ambiguous to such an extent that you can more or less credibly infer anything from "Esther was a passing acquaintance that got killed by a rando" to "Esther was your wife, was pregnant with your child and you killed her" and anything in between.

The pseudointellectual wankery is further enhanced by having symbols and phrases written all over the place, in the most "3deep5you" way possible: You have things like the Fibonacci spiral, drawings of neurons, chemical formulas, biblical quotes and whatnot. This is present to a point that (Once again) you could very well make the case that the island itself is not real and it's basically a metaphor for grieving/depression/whatever you want.

At the beginning of the game, you see a radio antenna very far away, and you get increasingly closer as you progress. At the very end, you get a cutscene in which the character climbs to the top of the antenna and jumps, but starts flying. Once again: Did he kill himself and left this world? Did he let go of the grief? Did he realized he wasn't guilty at all? Was he a tranny that skinwalked Esther this whole time and finally 41%ed himself? Any answer could be very well be valid, because there's nothing solid to grip.

Hell, if you hate yourself and decide to listen to the devs commentary, not even the writer himself can properly articulate what the ending was about, just saying the usual vague "Well, it's up to interpretation..." BS.

TL,DR: The game is almost a blank canvas, vague to such an extent that you could almost attach any story/metaphor to it, and you could very well find something supporting it. So it's no surprise at all why this was prime fodder for journo reviewers and pseudointellectual youtubers alike, as well as becoming the template for the current crop of pretentious horseshit.

And while we're at it, an extra honorable mention
- Hardspace: Shipbreaker: This one is a fucking travesty, because it's a incredibly fun game of taking apart spaceships in zero gravity, but the developers decided to graft a story on top that is peak Current Year+8 (Spunky black woman, subservient and clueless asian male, heartless white villain, you know the drill), with the company you work in basically being Space Amazon and the workers wanting to unionize. And even though the game states that Space Amazon is a mega corp that has the galactic government in their pocket and could very well purge the entire workforce without batting an eyelid and suffering zero consequences, the game decides to ignore itself and by the end, the galactic government forces Space Amazon hand, the union gets instituted and everyone lives happily ever after. You can almost hear the writers getting third degree friction burns from all the jerking off they did while writing the final scene.
 
Why? Honest question. Try to keep it short though.
Spoilers but I don't care:

The shortest possible answer is that it's 3 different aborted games by the same team tied together with very little coherency and got its acclaim entirely on a very strong opening hour of pure cat stuff before falling apart. Conversations are awkwardly one-sided because it's very obvious they were designed originally for a humanoid on both sides (eg: a robot is yelling at you, the cat, to drive a forklift at one point). Mechanics originally designed for a biped with hands get hedged around by attaching a magical backpack to the cat that's never really explained. It ends with a cut to black that doesn't resolve or address the main conflict (spoiler! the cat never finds a family, person or the pack of cats he was separated from to set up the plot and just essentially wanders up some stairs to end the game) and worst of all the game's been indev for 15 years and originally was going to be the cat open-world doing deliveries for a hacker in Kowloon in the midst of an insurgency and it feels like an absolute crime to throw away a plot that strong that would fit perfectly with the cat mechanics and could be driven entirely by environmental storytelling.

E: Forgot one important thing : There was a horror manga named Bio Meat : Nectar that was popular in anime circles around 2010 in the middle of Stray's development. It's disaster survival in a future city overrun by a parasite engineered to consume trash which has mutated to consume everything. This plot, the monster and the presentation of said monster are lifted directly by Stray and implemented in a completely retarded way that would take way more text to explain.

What makes this fit the pretentious thread is the preachy, handwavey way that a lot of these flaws are written off ingame (the biomeat knockoff and COPS BAD plots in particular) and the fact that I've seen multiple people defend the game being a Jesus analogy and holding it in high regard just for that.
 
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Literal AIDS in videogame form:

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Barely anyone remembers Depression Quest because they played it, and certainly no one remembers it because they enjoyed it.

I tried to play Depression Quest a few times but I can't figure out how to get the player character to commit suicide. Fuck that game. At least in I'm Positive, if you goof off and don't take your meds you will suffer a slow and agonizing death.
 
LOL, I didn't know about this, thanks for the laughs.
@ShitLurker

Lol I remember the Path, that shit is old my man. Truly a game that started out as a somewhat enjoyable experience and only went downward from there.

I have to say that I have a soft spot for surrealist, even bizarre games and that I try to get into what the artist wanted to say. But this was jus tedious. In line with that you reminded me of a game I tried to like but that ended up being an exhausting experience to play through with nothing at the end of the rainbow.

This beauty:

View attachment 5431983
I cant really make a review of what the end gist of it all was but without too much spoilers you're in a world where you belong without understanding why you belong in it. The currency of the world and its human and alien inhabitants are vhs films. These films are like windows into the souls of people, basically the buyers of them need them to feel alive.

The story isn't even half bad, its the gameplay.
Extremely restricted, the opposite of an open world experience.
Tedious driving á la Desert Bus
Tedious interactions that are meant to be depressingly boring
Half the game is a find the Hidden object thing.

Basically the gameplay is there to make you feel how depressing the world is but you just end up being depressed for wasting your time playing the game. Its got 9/10 positive ratings on steam though so check it out if you want :unholy:
Turns out I wasn't the first one to mention it in the thread, @Jaimas seems to have a healthy degree of self loathing so has played all the other games from that company and gone into some detail about them in this post, sounds like The Path was only the first degree of upassery they could achieve.


Sounds like the studio imploded though. Also @Jaimas could you go into more detail about the Sunset meltdown or link to something that goes into more detail? It sounds like it was hilarious.
 
@Jaimas should torture her/himself with Paratopic for sure then. It is a perfect complement to especially the first game on that list of theirs called Sunset.

Apparently the word Paratopic apparently is the opposite of Utopic.
So wheras a normal game is concerned with utopical experiences (or spaces) that are related with the events that matter, paratopic experiences are related with the events inbetween those that matter.

Essentially Paratopic as a word could explain every walking simulator. Where that journey to and from the people, events and places that matter and where things actually happen is at focus.


To sperg out a bit the game "Sunset" as Jaimas explains it is even worse. It's situated paratopic space. Meaning you experience the meaningless space between spaces (that matter) through a characters actions - actions that themselves are meaningless like cleaning a house.

I get what the artist wanted to do but God is it pretentious.

I can also guess why Game Journos like it. They imagine themselves constantly doing something meaningful or pro-active. They are full of self importance. And so maybe they space out and enjoy just being in a meaningless void experiencing a story as someone who can't at all influence their own life, let alone the actual story.
For them this is an epiphany. For most people its life.

(https://store.steampowered.com/app/287600/Sunset/ for reference)
 
It is a perfect complement to especially the first game on that list of theirs called Sunset.
I remember Mandalore talked in a positive way about Paratopic, thought it was slavjank by the visuals. Sunset I know from having that clip where the guy finds it has Sun Tzu book in it, which I think was the moment where walking sim collectively died.

Or maybe it was Steam adding two hour refunds which fucked over the entire market. I remember there was a game about a cancer boy dying which had the parents devs crying about people finishing the game and refunding.
 
I get what the artist wanted to do but God is it pretentious.
The devs also paid Leigh "Gamers don't have to be your audience" Alexander a bunch of money to do PR/promotion for the game in some way. Leigh Alexander, probably drunk, didn't understand that part and thought she was consulting on the game in some capacity, a common grift at the time, so she just cashed the check and did nothing. This became known after the game flopped and the devs started talking shit on twitter.

edit: found a screenshot
sunsetleighalexander.jpg
 
The devs also paid Leigh "Gamers don't have to be your audience" Alexander a bunch of money to do PR/promotion for the game in some way. Leigh Alexander, probably drunk, didn't understand that part and thought she was consulting on the game in some capacity, a common grift at the time, so she just cashed the check and did nothing. This became known after the game flopped and the devs started talking shit on twitter.
What the fuck. So did she at least consult "in some capacity?" What's the grift here?
Was she supposed to write glaringly positive article once the game released or something?


Sue the bitch? 🤦‍♂️
 
Dear Esther was a game I got for a dollar and I despised - the idea of chopping up a story and having different segments of it be exposed to you at different periods... maybe is interesting? But you literally just push forward. It's not a fucking game.
Even worse, the lines are randomized and the only thing to find is 4 or 5 ghosts that show for 2 seconds around the island, one of which is a half life 2 burnt corpse in a reflection of water. Even with all the lines the story is a nonsense I has something to do with a car crash, that's it.
 
Walking Simulators, all of them, das ende

I feel faith the unholy trinity is a bit pretentious, old school adventure game is good enough but the fact that so many christcucks are jacking off to it is offputting a bit.

Most CRPGs are fucking pretentious but especially FalloutNV and DE, I guess DEs been already mentioned. NV is not a bad game but the current/original fanbase is fucking trash and the devs themselves are absolute trash. Obsidian is a pretentious faggothub full of fart huffing faggots, special mention to Josh Soyer. Bethesda and Toddisms maybe cringe but Obsidians moral posturing, smugness and virtue signalling is beyond intolerable.

Half Life 2 seems pretentious in hindsight, its not aged well at all. Gameplay is fine but its aged into absolute mediocrity and at times it feels like Gaben is coasting off of peoples memories of Half Life 2.

Obligatory GTA 4, GTA V, RDR 2, Uncharted series, Tomb Raider, Last of Us, Kojimashit, Cinematic games period
 
This, by far. It's a glorified walking simulator mixed with Kojimas weird fetish for US actors that pretends to be something super deep.

It's the culmination of Kojimas ego going out of control and him thinking he could do no wrong because of his asskissing fans.
- Hardspace: Shipbreaker: This one is a fucking travesty, because it's a incredibly fun game of taking apart spaceships in zero gravity, but the developers decided to graft a story on top that is peak Current Year+8
I never bought this one because I couldn't get over unappealing the main character designs were.

Now that I think about it almost every game with a spunky black female as their lead character tends to signal that, at best, you're in for some woke preaching and shit storytelling by the devs.

Subnautica: Below Zero and Wargroove 2 stand out in that area, but there are a lot of shit indie pixel games I see that have this.
 
"Games are art!" People say. Unfortunately that also gives way into praising absolute dreck with messages and themes that tickles the prostates of journalists and internet personalities alike just for the messaging alone and not anything else good like gameplay value or what have you.
I'm convinced that the reason why a lot of these pretentious "art" games even exist is because people now have a warped understanding of what "art" is supposed to look like. My stance is that all movies, TV shows, paintings, video games, etc. are art... it's just that some of it is bad art. Just because you theoretically can lather a blank canvas with your own feces doesn't mean that you should, or that you deserve to be praised for it. My definition of art would be something along the lines of "visual media that is created deliberately'. That's it.

I don't believe that art has to have some kind of deeper meaning, or that it even has to have a meaning at all. A toddler's finger painting? That's art. Literally any form of illustration, sculpture, decoration, design, etc. made by humans counts as art. But that doesn't mean that it all has equal value or merit. Think of it this way - a meal from the world's greatest chef in the world's most prestigious Parisian restaurant and a happy meal from McDonald's are both forms of food, but everyone would recognize that this does not mean they are equal. 'Art' should be treated like a general category in the same way that 'food' is.

Why does this matter? Because the reason why we now have so much pretentious modern art is because people attach values of prestige to the notion of something being art. If we all collectively turned around and said "yes, Damien Hirst and Jackson Pollock both made art, their art was just crap" then we would be robbing them of their power and influence. The whole reason why their art is promoted is because it is seen as transgressive to the medium of art - whereas if we accept it as art, and then judge it according to its own merits, the illusion shatters.
 
Walking Simulators, all of them, das ende

I feel faith the unholy trinity is a bit pretentious, old school adventure game is good enough but the fact that so many christcucks are jacking off to it is offputting a bit.

Most CRPGs are fucking pretentious but especially FalloutNV and DE, I guess DEs been already mentioned. NV is not a bad game but the current/original fanbase is fucking trash and the devs themselves are absolute trash. Obsidian is a pretentious faggothub full of fart huffing faggots, special mention to Josh Soyer. Bethesda and Toddisms maybe cringe but Obsidians moral posturing, smugness and virtue signalling is beyond intolerable.

Half Life 2 seems pretentious in hindsight, its not aged well at all. Gameplay is fine but its aged into absolute mediocrity and at times it feels like Gaben is coasting off of peoples memories of Half Life 2.

Obligatory GTA 4, GTA V, RDR 2, Uncharted series, Tomb Raider, Last of Us, Kojimashit, Cinematic games period
Especially New Vegas, I see so many Video Essays on the game made by soyboys that I have honestly lost count
 
ShitLurker said:
Talk about Sunset

Sure. Talking about Tale of Tales' implosion is kind of an evergreen topic.

They were the most darling of the indie darling set, funneling massive amounts of money to various journo groups to float their shitty "art games" that usually had about 10 minutes of play time, tops. I struggle to say that any of them are truly terrible in the sense that most of the JPATG bottom ten are - you won't find crash-prone pieces of shit cobbled together in MSPaint, for example, but you will find games that are a lot more for the spectacle and concept than they are for actual gameplay. Probably the best-known example of their work was The Graveyard, a hideously unfun walking simulator that's more an artistic piece than an actual game, but is still being charged $5 for on Steam right now.

Tale of Tales said:
All indie games should be Nuovo, otherwise what's the fucking point?

All of Tale of Tales' games are like this - ambitious art piece games that are very light on the gameplay and try to extol you to think "bigger" about their implications. In and of themselves, this is not a bad thing, and I'd even laud it if it weren't for how firmly Tale of Tales is up their own ass as a company. Tale of Tales considered themselves to be the top of the pile as far as narrative storytelling, and this mutated into them shit-talking other developers - especially developers who made games that contain violence.

You know that stupid talking point Jack Thompson liked to trot out? The one about violent video games causing IRL violence? The one that is so comprehensively disproven that I shouldn't even need to discuss how disproven it is as of 2023? Tale of Tales not only considered that statistic legit but actively blamed the industry itself for it - arguing that because violent games were being made, they were cultivating an audience that is more violent - an argument which the more astute among you might realize is akin to blaming George Carlin for the existence of Carlos Mencina.

Needless to say, when you develop an ego to dwarf David Cage's and subsequently act like you're the god-given savior of gaming as an artform, people are going to inevitably lock onto your ass for some good-natured trolling. And none was more infamous, or caused more butthurt, than that time Brote overran endless forest with about 60 of his followers. Needless to say, the longer this shit went on, the more clear it was that Tale of Tales fucking hated the medium of video games, and still does. Tale of Tales constantly went on about how gaming as an industry was infested with people too stupid to see the vision of the likes of Tale of Tales, and not worth engaging with in any way. Their ego had gone beyond most shitty indie devs by this point, shit-talking concepts like meritocracy and complaining endlessly about their own lack of sales.

Those more familiar with the goings-on of the shitty indie dev circuit Tale of Tales travels in, however, knows the bleaker truth of which Tale of Tales spared themselves the sight - that the majority of the Indie Games circuit at the time was a house of cards stacked upon nothing, relying on shitty game journalists to float them. The reason, for example, that Fez won every single award the year it entered IGF is that IGF fucking paid for it. The reason Depression Quest blitzed through IndieCade is that IndieCade fucking paid for it. But you can't gaslight a good indie game into existence with astroturfed reviews and "meaningful" concepts - gamers can sense a lack of authenticity very, very effectively.

And that lets us momentarily segue into another topic: What @Beautiful Border mentioned - about art games. What may be considered "art" is subjective. What is not subjective is the actual passion going into a game. I discussed it earlier, during the Haydee 2 review, but a game that's designed with love - even if the game itself is trash - will have that love seep through at times, in ways players will notice. A game that's solely designed for a single dev's ego, however, no matter the cause, and shows no real love can be detected readily as such, even by someone as untrained in the arts of Vidya as @CatParty is want to claim to be.

All of this made Tale of Tales' games fucking ripe for mockery, parody, and ridicule. If they were smarter, and/or better devs, they'd be a good sport about it, and that humility very well may have actually done a lot to save the company its fate by its lonesome - but Tale of Tales, like many with huge egos, could not tolerate such derision, marking them firmly as the kind of company destined for a fall.

All of which leads to how Tale of Tales' business model used to work. Tale of Tales went for the shovelware approach, but with a modern twist: Market games for cheap on Steam, use their journo buddies to promote the fucking things endlessly to the masses, and if enough morons were tricked into buying it, the game was successful. With an average game price of about $5-10, and most of Tale of Tales' games being easy to get running on most platforms, Tale of Tales had a very small overhead and this made it very easy for them to get a return on their investment - enough to be comparatively successful at the small-time level at the time. The problem is that this was never successful enough for Tale of Tales. And when games like Hatred managed to sell like half a million copies based solely on the concept of "fuck Journalists," Tale of Tales seethed with fucking contempt for an audience who wouldn't willingly buy their shit.

That is, in fact, why Tale of Tales, like many devs, bemoaned the "plurality of markets," where anyone can buy what they want. Because if you can, you won't buy their shit.

All that setup leads us to Sunset. By this point, Tale of Tales was working on something huge. Its biggest game to date, a plot-heavy game serving partially as a historical piece, taking place in a south american city that's undergoing regime change. Everything about it is way above Tale of Tales' usual brand of shit, and while every drop of pretentious hogwaffle is still there, you can tell that, for once, they were actually really trying their best on it. And they knew that if they could get this launched and into the air, they could make back way more money than ever before, justifying the dev and advertising costs. They paid a fucking fortune to the journoscum that year, getting massive ad buy-ins and preferential coverage from all the game mags. Soon, they'd be successful beyond their wildest dreams, using their personal game philosophy, and they'd be taken seriously as they started using their massive cash stockpile on even bigger, more ambitious projects. Everything was going to be awesome, even if people hated the game.

Unfortunately for Tale of Tales, two things happened prior to this that were going to deliver a rather vicious one-two punch. First, due to the ongoing Autism Holy War, less people trusted the game journalists than ever before. A recommendation from the likes of Polygon or Kotaku in 2015 no longer carried the same weight it did back in 2009, back when those outlets could keep their spaghetti in their pockets. Everyone knew that these clowns had an axe to grind now and were openly being paid off, when they weren't just pulling a Patricia Hernandez and floating devs they were friends with/financially supporting/fucking at the time, so not only were Tale of Tales getting a lot less bang for their buck for that reason, but Tale of Tales had also waded in on shit like the Hatred controversy and sperged out there, too, indicating to everyone that they were a soft target. Their game was going to get mercilessly ridiculed, that much was certain.


It was Gaben, however, who delivered the killshot. 2 weeks before Sunset released, Steam implemented its first-ever refund policy. Tale of Tales was never going to be able to make money using its development model again. All of its games were ridiculously short and now everyone would be able to play their crap and then subsequently refund it. Their massive ad buy-in and the enormous amount of money they funneled into game journalists to float their games was now, effectively, for nothing.

After refunds were factored in, Sunset moved under 4000 copies, over half of which went to crowdfunding backers.
Tale of Tales announced its retirement from the industry with all the good taste and maturity you've come to expect:

YC6VLKs.jpg

And so they ended, hated by their own fans and mocked by their enemies, a modern Icarus flight, a massive ego falling to earth in the funniest possible way.
 
This, by far. It's a glorified walking simulator mixed with Kojimas weird fetish for US actors that pretends to be something super deep.

It's the culmination of Kojimas ego going out of control and him thinking he could do no wrong because of his asskissing fans.
I'll protect the game that it's not comparable to walking sims in any way. There's a lot of exploration, preparation and logistics involved and (at least until the game fucks itself over with the hook shot building) choices whether you take the easy long way or the dangerous short way. It's full of Kojima wanking but his retardation is pretty fun once in a while.
 
It was Gaben, however, who delivered the killshot. 2 weeks before Sunset released, Steam implemented its first-ever refund policy. Tale of Tales was never going to be able to make money using its development model again. All of its games were ridiculously short and now everyone would be able to play their crap and then subsequently refund it. Their massive ad buy-in and the enormous amount of money they funneled into game journalists to float their games was now, effectively, for nothing.

After refunds were factored in, Sunset moved under 4000 copies, over half of which went to crowdfunding backers.
Holy shit! That honest to God feels like providence!

What a hilarious shitshow, I do remember the "this game is so pretentious I gave me a film school degree" line from somewhere, so I did passively observe the shitshow, but certainly did not know the details nor till this thread know they actually made The Path. I'm just surprised that there isn't a long from essay on the postmorten of the company, I would watch that shit without a problem.

Same deal with the videos dissecting YIIK, won't play that thing ever, but had a lot of fun with OneyPlays and I can't deny some of the visuals of it aren't neat. Fascinating how stuff sometimes is just more entertaining to look at than actually interact with.
 
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