MarkoH01: ROFL ... satanic? We are talking about a stupid videogame ... please come back into reality.
JMayer70: There you go DarkBattler, MarkoH01 deems it "stupid". Which I agree with. "Dogshit" I believe I deemed it.
And yes it IS "satanic"! It involves "the devil"! Did you read the store description? As such it attracts Beavis and Butthead style idiots (ie the "flies").
Reality is fine at this end matey. You maybe should try adjusting yours?!
PS/ If THIS is the level of discourse here on "enlightened" GOG, I wonder what the situation is with this game's forum,and all the zit-squeezing teen contributors, over on Steam?
FYI ~
https://steamcommunity.com/app/1373960/discussions/
A "Representative" Review
Using the irrelevance of my review in the game's approval rating as an excuse for sharing a negative impression. I don't particularly like giving small developers or artists in general "grief," but this just bored me to tears enough that only an attempt at articulating my disinterest will satisfy the forfeited hours and $19.99.
I think the acceptance of video games as art (they are) too often lies in the ability for games to present themselves as "cinematic" or "mature," which INDIKA immediately exudes. It has a stark setting and premise unlike those seen in the majority of mainstream releases, and bases itself on topics of religion and guilt almost equally uncommon in video games.
Sure, nice.
Where INDIKA caught my eye was in the flashes of eclectic 2D segments, or the mocking tone of some of the marketing material. Maybe this grim and serious game wasn't as dry as it appeared? And to its credit, I think the most interesting parts of the game are the 2D interludes, flashing back to Indika's past to peel away layers of what makes her tick, and the opening scenes of monotony where you're asked to labor over getting water from a well. When the game uses its gaminess to prove a point is when it succeeds.
But the truth is, beyond that, things peter out. The story takes on layers of ambiguity and surrealism that I've seen compared to Wojciech Has or Bela Tarr films, but whereas films like Werckmeister Harmonies or Lars von Trier's Europa exude a foreboding atmosphere through the devices of their medium (long takes, dramatic lighting, etc) INDIKA continues to play as a droll, I hate the label, "walking simulator."
Really makes you appreciate how Kojima and his team made Death Stranding so engaging, or how fun it is to just roll around in Katamari Damacy.
The point that I think INDIKA and a lot of art games miss is that the act of playing, manipulating the game, is what should be zeroed in on in terms of eliciting a response from the player. Crackdown is as much a work of art for how jumping 50 feet in the air feels as Journey is for how it effortlessly and mysteriously connects you with strangers. The feedback of a DOOM shotgun is as poetic a manipulation of code, visual, and sonic feedback as Hemingway's description of a bullfight's harsh light and dusty arena.
I don't really care for Hemingway, so the point if moot if you don't buy into it.
As a jaunt through an imaginary world, INDIKA is perhaps worth the investment. "Investment," being a cruel way of deciding whether to engage with a work of art, but maybe true. Clearly the game has taken off, and I wish it and similar visions and commitments to expression nothing but success. I guess the alternative means of bringing something like this to life through animation or a live-action production would simply be unfeasible. Would love to see StudioCanal greenlight a couple hundred million to make sets like the locations in INDIKA.
Yeah right!
I watched The Devil and Daniel Webster a few days before impulsively buying this, so I was just sort of in the mood for a little Faustian stuff I guess.