Ever wondered what's going on in the background of your favorite video games, behind all the moving pictures and pretty sounds? A new Flash game from Jonas Kyratzes titled Alphaland answers that very question by placing players in a rough Alpha version of a minimalist platformer, and then placing them deep within said Alpha's metaphysical guts.
If it sounds confusing ... well, that's because it is. But it's also pretty short, and pretty sad, and pretty pretty. If you've got a few minutes, give it a play over at Newgrounds!
Reader Comments (32)
Posted: May 5th 2011 10:49PM MEMgrizzlies7 said
I just played it for a first minute and that game was weird as hell.
Posted: May 5th 2011 10:54PM Acosta02 said
I wasn't blown away. The gameplay is nothing special and it's nowhere near as atmospheric as it wishes it was.
Posted: May 6th 2011 10:58AM Pugnaciousturtle said
@Acosta02 Jesus man! Stop having opinions on blogs! You're offending people!
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Posted: May 6th 2011 1:41PM gshauger said
@gshauger I guess whomever modded my comment down values pretentious douchebaggery. The rest of us on the other hand find comments like "nowhere near as atmospheric as it wishes it was" to be comically ignorant. Acosta02 wants you to believe the following took place..."the creator of this flash game indicated an atmospheric measurement of 8 where as my own measurement, using a quantifiable and scientifically valid process, came up with 6. Since 6 < 8 then we've clearly been misled."
LOL!
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LOL!
Posted: May 6th 2011 2:20PM Liquidfingers said
@gshauger
you're obviously the developer of alphaland...right?
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you're obviously the developer of alphaland...right?
Posted: May 6th 2011 2:30PM Acosta02 said
@gshauger
Wow, that's not what I'm going for at all! Maybe you shouldn't be quite so literal? Not everything has to be presented as quantifiable, you know!
Here's what actually happened, if you care to know: I played the game to completion. Upon finishing the game, I thought about what I had just experienced. Personally, I felt there was a dissonance between what I believe the developer's intent was and what I actually experienced. The music is "creepy" and the graphics are simple and chaotic. My interpretation of these design choices is that it was the developer's intent to put the player on edge or otherwise apprehensive – maybe going for some alienation? However, I felt nothing of the sort. This is because nothing in the actual gameplay reinforced the idea that the game is creepy. The controls were a little stiff and unresponsive at times, but nothing unexpected or alienating.
I was a little disappointed by this, because I personally expect any game that wants to make an artistic point to focus on the strength of the medium, the interactivity. Sometimes they don't, and that's totally fine. BUT, this game definitely needed it. I personally believe that if you're going to make a point about games (which I think this game is trying to do!) then you should be looking to use the gameplay to help convey that.
So, when I say the game is "nowhere near as atmospheric as it wishes it was" I mean that the game struck out to create a mood, but didn't actually follow through with it. The gameplay seems to be from a completely separate game from the sound and graphics, so the tone comes through as muddled. I feel the game just doesn't ever come off as a cohesive experience.
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Wow, that's not what I'm going for at all! Maybe you shouldn't be quite so literal? Not everything has to be presented as quantifiable, you know!
Here's what actually happened, if you care to know: I played the game to completion. Upon finishing the game, I thought about what I had just experienced. Personally, I felt there was a dissonance between what I believe the developer's intent was and what I actually experienced. The music is "creepy" and the graphics are simple and chaotic. My interpretation of these design choices is that it was the developer's intent to put the player on edge or otherwise apprehensive – maybe going for some alienation? However, I felt nothing of the sort. This is because nothing in the actual gameplay reinforced the idea that the game is creepy. The controls were a little stiff and unresponsive at times, but nothing unexpected or alienating.
I was a little disappointed by this, because I personally expect any game that wants to make an artistic point to focus on the strength of the medium, the interactivity. Sometimes they don't, and that's totally fine. BUT, this game definitely needed it. I personally believe that if you're going to make a point about games (which I think this game is trying to do!) then you should be looking to use the gameplay to help convey that.
So, when I say the game is "nowhere near as atmospheric as it wishes it was" I mean that the game struck out to create a mood, but didn't actually follow through with it. The gameplay seems to be from a completely separate game from the sound and graphics, so the tone comes through as muddled. I feel the game just doesn't ever come off as a cohesive experience.
Posted: May 6th 2011 3:05PM gshauger said
@Acosta02 Oh brother...how can you say it failed to meet a mood when a) there's no way to quantify a mood and b) your own anecdotal experience is based on your interpretation of the mood they set out to create and there's no way to quantify whether your interpretation is in alignment with theirs.
Hence your post came off like pretentious douchebaggery. Clearly that stuff is popular here hence the down voting.
Reply
Hence your post came off like pretentious douchebaggery. Clearly that stuff is popular here hence the down voting.
Posted: May 6th 2011 3:22PM Acosta02 said
@gshauger
My interpretation is based on my experience? Say it isn't so!
Look, man, I never tried to quantify "mood" so I have no idea where you're coming from. The best I or anybody else can do is play the game and try our best to interpret what we've experienced. I interpreted the game as striving to achieve a particular feeling. You say this is unacceptable because "there's no way to quantify whether your interpretation is in alignment with theirs." Are you saying that one should hold off from making any kind of judgement?
Typically when somebody plays a game, they don't know what the developer's intent was. Should we just not form opinions at all? Of course not. We form our opinions based on what we're given, and the things I was given by this game led me to believe it was designed in a certain way. I felt that this method of design was incomplete, and based on this made the claim that the game did not live up to what I felt it was trying for. Am I not allowed to make the claim, or the feeling? What exactly is the weak link in my method of play the game -> interpret -> react? I think you're saying I'm not allowed to make the interpretation, but why exactly is that?
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My interpretation is based on my experience? Say it isn't so!
Look, man, I never tried to quantify "mood" so I have no idea where you're coming from. The best I or anybody else can do is play the game and try our best to interpret what we've experienced. I interpreted the game as striving to achieve a particular feeling. You say this is unacceptable because "there's no way to quantify whether your interpretation is in alignment with theirs." Are you saying that one should hold off from making any kind of judgement?
Typically when somebody plays a game, they don't know what the developer's intent was. Should we just not form opinions at all? Of course not. We form our opinions based on what we're given, and the things I was given by this game led me to believe it was designed in a certain way. I felt that this method of design was incomplete, and based on this made the claim that the game did not live up to what I felt it was trying for. Am I not allowed to make the claim, or the feeling? What exactly is the weak link in my method of play the game -> interpret -> react? I think you're saying I'm not allowed to make the interpretation, but why exactly is that?
Posted: May 5th 2011 11:05PM nomore7734 said
Simple beauty. Video games can be art.
Posted: May 5th 2011 11:27PM mguniverse said
That was great, a wonderful game. Thanks Griffin.
Posted: May 5th 2011 11:29PM spekkio said
It's like metroid, but without any fun.
Posted: May 6th 2011 12:32AM Freakservo said
Inception: The Game
Posted: May 6th 2011 12:53AM Ericeman said
... and that little pixel, kids, grew up to become Farmville. The End.
Posted: May 6th 2011 3:36AM (Unverified) said
It seems like every couple months there is some flash platform game that catches attention for some 'artsy' element it has in spite of it being generally lackluster in every other regard.
Posted: May 6th 2011 4:44AM shaktazuki said
Did anyone find the Varia suit? 'Cause I found the space jump boots.
Posted: May 6th 2011 5:54AM LaughingTarget said
@shaktazuki
I found.that if you use a super bomb, jump, and go back into a ball, you heal yourself.
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I found.that if you use a super bomb, jump, and go back into a ball, you heal yourself.
Posted: May 6th 2011 7:27AM Oobgarm said
Interesting idea, I guess. Pretty boring game, though.
Posted: May 6th 2011 10:28AM WildYorkies said
the sound design in this game is awesome
Posted: May 6th 2011 12:35PM (Unverified) said
flatland tribute?
Posted: May 6th 2011 2:20PM Liquidfingers said
the graphics are siiiiiick
Posted: May 6th 2011 5:21PM Soiden said
Reminds me a little of VVVVVV.








