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  • On The Fringe, Part Two: Robin Arnott's 'Deep Sea' and Anna Anthropy

    by 
    Danielle Riendeau
    Danielle Riendeau
    05.03.2012

    On The Fringe is a two-part series from freelance contributor Danielle Riendeau that focuses on games designed to push beyond established boundaries in the video game industry. Read part one now! On top of being Antichamber's audio designer, Robin Arnott is the mad scientist behind Deep Sea, which is perhaps one of the furthest "fringe" experiences – and one of the most truly intense and successful experimental games ever produced. In playing it, players don a light-and-sound-blocking WW1-era gas mask, hold onto a joystick, and descend into a terrifying, sound-only world, where the enemies – a brand of sea monster you never want to meet – are attracted to the sound of your real-life breathing.It's sensory deprivation and physical punishment married to gameplay, and Arnott has called it a "series of uncomfortable choices." It scared the bejesus out of everyone who played it at last year's E3, so much so that Arnott was invited to speak at the prestigious (and never boring) Experimental Gameplay Workshop at this year's GDC."Working on Deep Sea has gotten me into a state of mind where I as an artist, am trying to interface directly with the player's body," he says. It's a direct result of his taking the project to it's full potential, and it has impacted the way he sees everything else in the world."Whatever you devote your mind to over an extended period of time, it's bound to influence the way you think. Deep Sea has taken me towards radical, holistic experiential design ... that thinking has worked its way into my blood, into every project I work on."

  • On The Fringe, Part One: Alexander Bruce's Antichamber

    by 
    Danielle Riendeau
    Danielle Riendeau
    05.02.2012

    On The Fringe is a two-part series from freelance contributor Danielle Riendeau that focuses on games designed to push beyond established boundaries in the video game industry. No matter what the video game industry would have you believe, games don't all fit into neat, simple categories. They aren't all cinematic action masterpieces of the AAA realm, quirky indie puzzle-platformers or minimalist exercises in rhythm.In reality, there is a teeming ecosystem of games out there, with creators who are just as interested in what games can be – both mechanically and thematically – as what they have been in the past. They see boundaries and their first instinct is to push or subvert, rather than color within the established lines, and these folks are doing some of the craziest things that the medium has ever seen.Alexander Bruce, creator of Antichamber, is one such developer.%Gallery-148850%