Friday, October 19, 2012

Time Fcuk... Not simply a humorous title.

Time Fcuk is a super hard puzzle game in which the lead character comes into contact with a entity that looks just like him and tells him that he has to get in a box. While it may seem like the character has choice he in fact does not and is forced into the box and into a puzzled world with this entity being the only voice for the rest of the game. The game is entirely two dimensional where there is little to no discernible story-line. Instead of a story-line and progressive plot points, the game is a series of puzzles games that force the main character to find he way out of various rooms and the character's only company is the prior entity who provides the only dialogue throughout the game. These dialogue points however do not seem to have any actual purpose other then to be humorous commentary, that plays off a variety of tropes, on what the player or entity is doing or experiencing. 

The fact that the game is two dimensional, that there is little to no exploration of the characters or story-line, and that tropes are used throughout, one can easily place this game under the title of being Superflat but is it really? I would say that it is a Superflat game as it there is no levels of dimension within the game in particular with the main character. The audience/game player has no idea why this character is there when the other entity appears, the player has no idea why this entity is there and why it is so important to get into the box, and there seems to be no reason for the main character to escape all the rooms within the game. However, the ending of the game is the sticky part for me as from what I understand Superflat doesn't have a divine meaning or purpose but at the end of this game seems to hint that there is a grander purpose behind the actions and mechanics of the game. 

The ending to me made this game ineligible to be called a true Superflat game... I would classify Time Fcuk as a Westernized version of a Superflat game. More and more of the Superflat  aesthetics are being used in Western games but beyond the aesthetic most games are not truly Superflat. I blame this on the need for Western gaming culture to have a purpose behind why a game is played. It seems as if gamers have an innate need to validate the time spent playing a game by explaining the overarching themes and the "message" behind the game and because of this Western attempts at Superflat will continue to fall short. 

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