A new exploration of the space and the body,
a reinterpretation of the existence in a space
difficulty isn't equal to meaningful or interesting, really.
Check Black Room or the most recent Desert Mothers instead,
where every movement counts,
your very existence is inconfortable because it points to something beyond your eyes,
Something you have to both interpret and be interpreted by, something that requires you to
it requires empathy; it attacks that which Foddy talks about but can't really see.
Foddy's game requires the very kind of mentality he criticizes,
only the time to process is slowed down, for days, weeks or years, it doesn't matter: your relation to it
will always be mechanic.
Foddy's game is a encapsuled version of Dark Souls story as a franchise,
A game that misunderstood difficulty as depth,
a game that misinterpreted itself, is it possible?
Apparently, it is.
A bald guy without a hammer.
Hold up, I feel the need to explain and also: wtf Foddy, difficulty is like, the status quo right now, and it doesn't seem to break out of
the gamer mentality: see Super Hexagon (which I fucking love), or VVVVV (which I fucking love),
or your Hotline Miamsis or your SOULs like games.
Their difficulty doesn't change the fact that they will be "trash culture".
The beauty of Getting over it is in seeing the very movement of the avatar in space as a source for
expressiveness and re-interpretation, as rocket league did with the sports.
Escaping the all too worn out abstractions we re so used to (wasd movement, press x to do y...).
Not in it's edgy difficulty. Which, again, has no edge at all.
Maybe if it learned to shut up and be humble.
A bald guy without a hammer.
presolace) is a pretty straight forward experience to me, and that's actually real good.
In super hexagon we become part of a larger body, where the central hexagon's beats become the heart of all.
Everything in the game revolves around this hexagon, even the player, it marks the rhythm of life, with every mutation the whole universe changes.
When did a game strip away the player of the arrogance they're so comfortable in?
There is only one circle in super hexagon, everything is made of angles, this circle is drawn by the player's movements, that incessantly dances around the circle, as a planet in orbit. Yes, it is an entrancing experience, in a way, and that comes with dangers, but it is one that goes against the zeitgeist of empowering the player, of making them come over and over again. Super hexagon has no time for lies, no time for you, it is an entity that lives on its own and you can try to be part of it for a brief time, and when it works, when you are in tune to this larger than life being, even if it's a second, you successfully are inhabiting a place, becoming something else.
"To become something else" is such a well-known idea in videogames by now, it seems: become spider man, become Link, become this or the other; but no game explores the idea like super hexagon, and no game shows that becoming something else, while still being yourself, is not exactly something that you can achieve with the pulse of a button, but only temporarily and, shit, almost painfully.
The hard-edged critic, December 2019