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	<title>Uncommon Assembly &#187; classic</title>
	<atom:link href="http://www.uncommonassembly.com/category/classic/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.uncommonassembly.com</link>
	<description>Celebrating Game Art Oddity and Innovation</description>
	<pubDate>Wed, 28 Jul 2010 18:34:36 +0000</pubDate>
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		<title>Uncommon Classic: flOw</title>
		<link>http://www.uncommonassembly.com/2009/12/uncommon-classic-flow/</link>
		<comments>http://www.uncommonassembly.com/2009/12/uncommon-classic-flow/#comments</comments>
		<pubDate>Sun, 20 Dec 2009 21:55:52 +0000</pubDate>
		<dc:creator>Uncommon Assembly</dc:creator>
		
		<category><![CDATA[classic]]></category>

		<guid isPermaLink="false">http://www.uncommonassembly.com/?p=1332</guid>
		<description><![CDATA[<div style="text-align: center;"><img class="alignnone size-full wp-image-170" title="GAME_postheader" src="http://www.uncommonassembly.com/images/009_flow/header/flow_postheader.jpg" alt="hazard_postheader" width="731" height="195" /></div>
<p class="MsoNormal">Originally released as a Flash game in early 2006, <em>flOw</em> was written by Jenova Chen and Nicholas Clark as a part of Chen's thesis research at the USC Interactive Media Division. In the game, the player controls a simple aquatic microorganism whose goal is to consume other creatures and descend to deeper and more difficult levels of an oceanic environment.]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.uncommonassembly.com%2F2009%2F12%2Funcommon-classic-flow%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.uncommonassembly.com%2F2009%2F12%2Funcommon-classic-flow%2F" height="61" width="51" /></a></div><div style="text-align: center;"><img class="alignnone size-full wp-image-170" title="flow_postheader" src="http://www.uncommonassembly.com/images/009_flow/header/flow_postheader.jpg" alt="flow_postheader" width="731" height="195" /></div>
<p>[tweetmeme]</p>
<p class="MsoNormal">Originally released as a Flash game in early 2006, <em>flOw</em> was written by Jenova Chen and Nicholas Clark as a part of Chen&#8217;s thesis research at the USC Interactive Media Division. In the game, the player controls a simple aquatic microorganism whose goal is to consume other creatures and descend to deeper and more difficult levels of an oceanic environment. The creature has a modular structure that becomes longer or more complex as it consumes other life forms. After Chen formed <a href="http://thatgamecompany.com/"><em>That Game Company</em></a> in May 2006, <em>flOw</em> was released for the Playstation 3 in 2007 as a flagship example of Sony&#8217;s initiative to support independent developers through their PSN network. <em>flOw</em> is notable for being one of the first unconventional indie titles successfully published in the console space.</p>
<p><em>flOw</em> is a dreamy and simple world, with richly colored environments, glowing, stylized creatures, and the occasional wash of illuminating refractions. There are six creatures available to play, each with their own distinctly-colored environment. The stratas that serve as different &#8220;levels&#8221; are filled with bizarre enemies, power ups, and ambient floating particulates, and each subsequent strata is just clear enough in the background to vaguely make out what monsters lurk in the next layer:</p>
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<div style="text-align: center;"><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/LTBIG4tOMmE&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/LTBIG4tOMmE&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></div>
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<p class="MsoNormal">Visually, it stood out at the time as a boldly unique title in a sea of &#8220;next-gen&#8221; mainstream games that were squeezing as much gritty realism out of the Unreal Engine 3 as they could. <em>flOw</em> was the anti-next-gen game, a heroic little microcosm that never even tried to enter the conversation of the day about real-time physics, hyper-realistic facial animation, and high dynamic range lighting.  In short: console titles weren&#8217;t supposed to look like <em>flOw</em>.</p>
<p class="MsoNormal">It was a beautifully idealistic representation of sea life wrapped in an refreshingly simple gameplay mechanic&#8230; and came to fame at the advent of the independent game development boom that today is creating the most innovative and unconventional games ever made.</p>
<p class="MsoNormal">What I love most about the game is how stylized and inorganic the components that make up the creatures are.  They seem more like figures in a music score or letters in a strange alphabet, though they undoubtedly become living creatures through their actions.  Playing <em>flOw</em> always reminds me of an old book I found in a thrift store a few years ago called <em>The Manual of Phonography</em>.  Phonography is the practice of transcribing speech by means of symbols representing elements of sound&#8230; basically a phonetic shorthand.  It&#8217;s loaded with an exhaustive alphabet of letter-like symbols:</p>
<p class="MsoNormal">
<div style="text-align: center;"><img class="alignnone size-full wp-image-170" title="flow_dev1" src="http://www.uncommonassembly.com/images/009_flow/other/phonography.png" alt="flow_dev1" /><br />
(Entire text can be seen on <a href="http://books.google.com/books?id=l1UXAAAAYAAJ&#038;printsec=frontcover&#038;source=gbs_navlinks_s#v=onepage&#038;q=&#038;f=false">Google Books</a>.)</div>
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<p class="MsoNormal">
<p>Games like this remind me that often, innovation comes not from grueling and painstaking effort and exhaustive experimentation, but simple re-envisioning and re-purposing of the normally forgettable minutia around us.  The curves of a letter, the dust illuminated in a beam of light, the graceful movement of a fish.  The universe is as infinitely small as it is infinitely large, and there is much inspiration to glean from both. </p>
<p><em>flOw</em> is currently available via digital download for the Playstation 3 and PSP on the Playstation Network, at quite a reasonable price. Find out more about the game on <a href="http://www.us.playstation.com/PS3/Games/Flow">Playstation.com</a>.</p>
<p><a href="http://www.uncommonassembly.com/2009/12/uncommon-classic-flow/" title="Permanent Link to Uncommon Classic: flOw">A Flash image gallery should be here.  Please visit Uncommon Assembly to view.</a></p>
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		</item>
		<item>
		<title>Uncommon Classic: the Surrealism of Samorost</title>
		<link>http://www.uncommonassembly.com/2009/09/uncommon-classic-the-surrealism-of-samorost/</link>
		<comments>http://www.uncommonassembly.com/2009/09/uncommon-classic-the-surrealism-of-samorost/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 08:03:50 +0000</pubDate>
		<dc:creator>Uncommon Assembly</dc:creator>
		
		<category><![CDATA[classic]]></category>

		<guid isPermaLink="false">http://www.uncommonassembly.com/?p=628</guid>
		<description><![CDATA[<img class="alignnone size-full wp-image-170" title="samorost_postheader" src="http://www.uncommonassembly.com/images/001_samorost/header/samorost_postheader.jpg" alt="samorost_postheader" width="731" height="195" />

In anticipation of Czech developer Amanita's forthcoming <a href="http://www.youtube.com/watch?v=WliaZtLMW8I">Machinarium</a> in October 2009, and as the first in the Uncommon Classic series (the beautiful and oddball games of times past), I present the <em>Samorost</em> series of games.  Samorost and Samorost 2 are simple, Flash-based point and click adventure games that were released from 2003 to 2005.  Samorost has gained somewhat of a cult classic status over the years, even after winning both a Webby Award, and Excellence in Visual Art award at IGF 2007. The art and programming for the game was completed almost entirely by Jakub Dvorsky.]]></description>
			<content:encoded><![CDATA[<div class="tweetmeme_button" style="float: right; margin-left: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fwww.uncommonassembly.com%2F2009%2F09%2Funcommon-classic-the-surrealism-of-samorost%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fwww.uncommonassembly.com%2F2009%2F09%2Funcommon-classic-the-surrealism-of-samorost%2F" height="61" width="51" /></a></div><p><img class="alignnone size-full wp-image-170" title="samorost_postheader" src="http://www.uncommonassembly.com/images/001_samorost/header/samorost_postheader.jpg" alt="samorost_postheader" width="731" height="195" /><br />
[tweetmeme]</p>
<p class="MsoNormal">In anticipation of Czech developer Amanita&#8217;s forthcoming <a href="http://www.youtube.com/watch?v=WliaZtLMW8I">Machinarium</a> in October 2009, and as the first in the Uncommon Classic series (the beautiful and oddball games of times past), I present the <em>Samorost</em> series of games.  Samorost and Samorost 2 are simple, Flash-based point and click adventure games that were released from 2003 to 2005.  Samorost has gained somewhat of a cult classic status over the years, even after winning both a Webby Award, and Excellence in Visual Art award at IGF 2007. The art and programming for the game was completed by Jakub Dvorsky.</p>
<p>The Samorost environment is a beautiful, organic, outer-space setting where the worlds are filled with textures made from photography of bark, moss, decayed wood, and rusted refuse.  Dvorsky has created a peculiar world of collaged, repurposed nature. I only wish I had more information about the creative process behind these bizarre landscapes:</p>
<p><a href="http://www.uncommonassembly.com/2009/09/uncommon-classic-the-surrealism-of-samorost/" title="Permanent Link to Uncommon Classic: the Surrealism of Samorost">A Flash image gallery should be here.  Please visit Uncommon Assembly to view.</a></p>
<p>Follow links here to play <em><a href="http://amanita-design.net/samorost-1/">Samorost</a></em> and <em><a href="http://amanita-design.net/samorost-2/">Samorost 2</a></em>. If you&#8217;d like more Amanita environments, check out the similar adventure game <a href="http://www.questfortherest.com/"><em>The Quest for the Rest</em></a>, that was commissioned by symphonic rock band Polyphonic Spree in 2007.   For more on Jakub Dvorsky&#8217;s development of Samorost, there&#8217;s a great interview on <a href="http://www.adventuregamers.com/article/id,593">Adventure Gamers</a>.</p>
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