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Fugue in Void pushes boundaries to offer something a little different

by: Eric -
More On: Fugue in Void

Are games art? Can games be art?

These are two very different questions. While I would say that the answer to the latter question is a resounding “yes”, the answer to the former is definitely “not always”. If art is a form of expression through creation (regardless of medium), then any game that is trying to express something could be considered art. But what is a game like “Spy Hunter” trying to express? Anything? Is it art?

I got to thinking about the whole “gaming and art” discussion after watching the trailer for Fugue in Void, a new self-proclaimed walking simulator on Steam. It’s creator, Moshe Linke, is definitely trying to deliver a particular and specific experience to players, and has developed a product that, while not for everyone, will likely hold a strong appeal for a certain audience (I’m looking at you, Randy).

Some nuggets from the press release (these are really worth a read):

“The game starts with a 10 minute intro. After the intro you are given control and able to start moving around in the environment. Take your time in exploring the various spaces and music.”

“Fugue in Void is a walking sim where you explore all kinds of mysterious places and dive into a world full of atmosphere. This simulation focuses on stunning architectural spaces and texture transitions. The perfect break from all those action packed games out there.”

“Warning: This game purposely has no saving system. The experience should be done in one walk-through. Take your time. Close the curtains and use headphones.”

This is a creator that wants players to have a tailored experience, and was not afraid to break with gaming convention to create what sounds almost like an interactive art installation piece. Words like “deliberate” and “thoughtful” come to mind.

Writing in an article on Medium.com, writer Spencer Yan says of Fugue in Void: “It’s a work which seems intimately concerned with the fragility of the self in relation to the other: tensions between the two permeate every surface of the game’s inhuman and often uncomfortably alien spaces, and always, there is the sense that at any moment, everything is on the verge of folding in on itself - less an act of momentous collapse than a slow but certain erasure through erosion.”

I love that our hobby has grown to the point where it can support projects like this one. If this seems like something that might appeal to you (as it does me), Fugue in Void will be available here on Steam on August 3rd for $5.99. At that price, taking a chance on a little “fragility of the self” doesn’t seem so unreasonable, does it?