MAKE IT as an Artist reviews

Translated by
Microsoft from Italian
Short experience subsidiary Deathink, quite prominent personalities in that cauldron of ideas, art and beautiful hopes that responds to the name of Newgrounds. The author lands for the first time on Steam with an FTP that comes with a caveat: the twenty minutes that you spend with MAKE IT as an Artist wants to be a personal attempt to convey artistic content through the video game. Commendable intent, certainly in line with what is happening internationally after the waters loose from the Milan Triennale, the work of Deathink is made to wait like something that effectively photographers the ego of the author, a personal insight into a Reality more or less abstract, more or less autoptica. And on this floor, I'd say, here we go. Although completely predictable, the cut of the author on the world of artistic production is of a rough materialism that scars with almost pyrotechnic vibrancy against the suffering humanity of an avatar that can feel joy only in the activities that penalise the Its real chances of survival. The relationship suffered with the dimension of time, the abrupt bump that leads from the euphoria of having funds and possibilities to be wasted to not even have that minimum necessary to be able to even try to accomplish a real narrative of oneself, the net refusal of Outside world that shines like bait inside the trap of misunderstanding, are all strokes extremely personal and lived "from within" a world that before the eyes of the user loses that patina of creative idealization that often Characterizes. If in MAKE IT as an Artist a personal content, although not original, stands out much more than in any production of Freeman, but this is not enough to balance a redundant and, even worse, inconsistent graphic and interactive compartment. The video game is arguably a visually visual medium. In something so unbalanced towards content as a conceptual one-session like this, artistic direction cannot fail to strengthen the message by taking on symbolic choices, or simply by withdrawing into non-invasiveness as It happens e.g. In Moirai. MAKE IT as an Artist has a decidedly strong visual impact and stylistically marked. All the action takes place in a vaporwave context, with palm trees, a scoop of fluorescent colours that relate to orange-pink tones and a frame from an old cathode ray tube television, with a lot of flickering and image desynchronizations. In the microcosm of the vaporwave aesthetic, two opposing forces constantly seek a balance, often overlapping creating the uniqueness of the movement: the hypercharacterizing satire and the nostalgia of a past just next. In MAKE IT as an Artist it is not clear the purpose of such a style, however reproduced in rather stereotypical and unoriginal forms. If In fact it is understandable a critique of the capitalist cycle of work that ends up depriving our protagonist of his inspiration and therefore of his life, lacks all that sense of waiting vacua, that desonalizing wonder of the non-place and the Not-time that so much can open the heart in the masterpieces of this genre. Our avatar goes to an abrupt end, is heavily historicized and anything but "suspended" in a dazzling imagery towards which to look back with a melancholy smile on his lips. Overly Aggressive is also the proposed approach to the only gameplay element in the game, which is controlling the productivity gradient in paid work. The button mashing is a highly addictive activity, especially where it is requested without being foretold. It Conveys an altered, adrenaline-fueled emotional state, a clash with a greater force that can only be won through our total attention and dedication. Succeeding in a button mashing session brings a finish and victory sensation that stride completely with the results brought here on screen. In this sense, MAKE IT as an Artist fails in its minimalism to offset the assumptions of an action too clearly structured in the memory of the player, ending up looking like an acontextual syncope in a narrative of fast decline in which the only " Cunetta "To be valued should be the bad awakening after the first" painting ". In conclusion The first release of Deathink on Steam is anything but rudious. However, the author succeeds in creating an unpleasant sensation of flaking between forms and content that ends up making the experience even redundant in its brevity. A greater focus is what is required to bring out a structure to false objectives such as that proposed, and in this sense, comparable to the reference to a (other kind of) past, the equally FTP Emily is Away succeeds in being a span in Come in.
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