The Path

Perhaps two hundred years, when computer games would be recognized works of art, along with books and films, invisible work of Tale of Tales will be equal to the achievements of great masters.

Perhaps our descendants will write dissertations that Michael Samyn was for the history of games the same as what was Fritz Lang for the cinema or for Pushkin's poetry. And maybe Michael's creativity will eat mole oblivion or it will fall into the honorary category of "how not to." Very interesting what happens in reality: there are prerequisites for both outcomes.

The Path Death to them to face
Sooner or later all the heroines will be in the house Grandma, regardless of "spoiled" if (expression developers) to Wolf. If the Caps are not turned off the road, they face a surprising, but a safe journey clearly uneasy dwelling old woman: it is obviously more inside than outside. At the end of the road will be traditionally small room with a sick grandmother. And then you chose the heroine returns to her sisters. But if on the way met a wolf, the passage of the mysterious and symbolic lodge will inevitably take place, but will be much sharper, more tragic. He would rather be similar to the known descriptions of clinical death with the "light at the end of the tunnel" in the dark of the options. Why are developers so dramatically imagine the fate of the characters - and remains unknown. Wolf met disappear from the living room, so if you want to know the history of each in detail, the creators recommend not only to pass through the woods and down, but twice (or more) to visit the house of her grandmother, without meeting with Wolf.

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The red glow on the whole - a sure sign that we have found the same Wolf, whoever or whatever it was presented. Exterior its form depends on the internal conflict of the heroine. Sister, Ginger, for example, believes that it is capable of controlling virtually any situation Sometimes it happens on the screen blurred so much that you want to blink involuntarily. Either way, developers want to emphasize the importance of the moment, or hide the flaws of the technical plan. And maybe remind gamers about the importance of maintaining mental and physical well-being: not to get depressed and do not lose sight, take breaks in the game!


The fact is that in trying to create something-breaking genre standards, Samin and his comrades have succeeded so much that have created a unique in its kind of non-game. And despite the fact that all components of the game in the conventional sense is obvious: the gameplay, goals, and interactive objects. The point is a little tampering, which the authors make in the beginning, possibly because of simple negligence. However, this oversight radically changes the relationship to what is happening, giving much the history of games and taking away almost everything in this particular software product.

Hopefully I will not spoil fun to ten and a half gikam among very zealous fans Samina that read "Country" when to tell what was going on. Especially since almost all the spoilers still glowed in the previews, one simply has not thought of to make the last move.

So. Tale "The Wolf and Red Riding Hood" in a new way. Under our administration get six sisters - "red hats" age from 9 to 19, which we choose in the living room of their shared home, and in full accordance with the original, we carry through the woods, where he lives Wolf. Need to hold everyone. Presumably in the direction of my grandmother's house. But, of course, the girl goes on a date with the wolves, because de so it was in the original, where it ended badly. Multiplied by six encounters with predators and the next it's agony (this is optional) characters creates a feeling of some inescapable melancholy fatalism. Herein lies the element of non-play. For what is, in essence, a game in the broad sense? Such activities, in which we learn in an entertaining way to something new, or learn about their surroundings and themselves in it. Video games fall well within the "common" - for example, in the GTA series, gamer, fun for someone new and interesting details of ordinary life of a gangster, learns of his personal attitude to this way of life. In The Path is not any "fun" or "know yourself and others." In the splash credits inform us a solid text that, firstly, Tale of Tales in the face of Michael Samina and Ori Harvey represent us The Path, and secondly, we should go to the house of my grandmother and would not turn off the road. Meanwhile, the observance of this instruction is to screen «failure» (failure). So, to win the (presumably the result of summing the same gentlemen Samyn and Harvey), should break the rules. Have to be either a failure or a traitor. How much fun here! If the gamer is aware of what he tried, rather it will tell him about the psychological problems of the author and not him. The creators, of course, also some of the world, and we can say that we know it in this conflict, just a bit too narrow domain of knowledge, too grim, and because The Path - at least the game of the now existing. But if we ignore the specified moral hesitation, it turns out, on the contrary, all the games play.

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In the house his grandmother is a strange After the wolf abuse torn heroine comes to life (in itself right?) Close to my grandmother's house


For - if the conflict rendered the scope - of the remainder can be found (in an entertaining way) a lot about human systems and the weaknesses inherent in well and mature people, and learn about the dangers of certain obsessions of attitudes. And again, almost without tiring zastiryvaniya, that is monotonous repetition of the plot-unimportant actions like random battles. You can collect bonus flowers, giving a hint about the whereabouts of another interactive object, and you can find it yourself. Other events are unique.

Tale of Tales have resorted to the language of hints and metaphors, telling us what type of personality can be dangerous at different stages of formation of the human ego. Each of the six sisters wandering through the woods, finding it quite strange objects, contemplation, which strikes a chord in her soul. Part of the objects "attached" to one of the heroine, often available more. In the most hidden, and a lumberjack camp, and an abandoned old theater, and playground, and even a TV.Each girl, of course, meets the Wolf, a metaphorical person (not all of the local wolves have teeth and hair!). He is both the perfect embodiment of her dreams and personality, capable of inflicting the greatest harm Riding Hood by the contradictions in its value system. Which can not fail to push gaming to the complex argument: "And me? How would I do this? I would have learned of Wolf in the guise of a good friend? Would be able to find words or actions to deny him free from his clutches? "And finally:" And what it is, my wolf? "

Questions, no doubt, interesting. Maybe the next project creators finally sorted out at where their psychological difficulties, and where - gamer and geymdev moved forward to the art. Prerequisites are.

The Path White Lady
The Path
Actors in the game, compared with the tale, much larger, but still a little bit. Six sisters-caps, six Volkov, Personalized every wolf, Grandma. Presence of the mother, who, in theory, should send their children on a journey, not seen, although the developers refer to it, and external materials. There are more crows in the woods (no more living creatures is not there) and a mysterious girl in white who appears, lives right in the thicket. The girl working compass: soft wood so obsessed that, once getting off the trail, back at her only possible with the girls. If the current cap under your control is lost, just leave it for a couple of minutes on the site, would be a mysterious woman from the forest and bring you to the trail. Symbolic role of this character is not entirely clear.

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In the depths of the forest bright colors replaced by a gray haze. Bright and colorful on the road just so on the rare forest glades. But one of them is hiding a wolf. Paint deceptive! The entire interface is a translucent pop-up images. Here we now show that open access to the secret room in my grandmother's house. Judging by the books, a library