14 reviews liked by MajorEscape2001


Watch it on YouTube and save your money.

"The biggest problem seemed to be that the people we asked didn't appreciate the fact that the game only generated questions and did not supply any answers. They seemed to think of art as a kind of riddle that they needed to solve. But we only asked people who are used to playing games.[...]Despite the fact that games are supposed to be interactive, many gamers still seem to be incredibly passive when it comes to the meaning of their entertainment. They expect to be spoonfed and don't seem to have any experience with literature, modern theater or fine art (or even art films) which require active participation, not just of thumbs and index fingers but also of heart and brain." - Auriea Harvey and Michaël Samyn, creators of the Graveyard

I do not hate this and the idea is kind of interesting, but it is so barebones that it barely qualifies as a video game.
It gives you a 5 Minute experience that ultimately says nothing and then you will never play it again.
... that's what this "game" is, now that I think about it.
Nothing.

.... isn't this from the same people who made Bientôt l'été?

... that surely explains a lot. Especially how pretentious it is.

An interesting Red Riding Hood walking simulator that presents various impressively unnerving sequences depending on the girl you choose to go to the grandmothers house.
Not an especially frightening horror game but I found the cheap 3D models and spaces to be deeply uncanny, most notably the dreamy conclusions upon reaching the 'cottage.'

Arguably the best game ever funded by the Flemish Government.

the path is a video game in which you assume the role of little red riding hood on her way to grandmother's house in the forest. it is a shockingly vibrant game, with an art style rooted in modern pop art and the uncanny valley nature of playstation 2 models, which makes the long trek to grandma's house a blindingly bright experience. it is pure white, ketchup red and vomit green with inspired, whimsical character designs laser-focused on communicating character personality and nothing else. upon reaching your goal, you shuffle uncomfortably through grandma's empty, foreboding house with a sense of unease, and then your character's model settles on the bed next to the corpse-like image of her grandmother, and you get the news. you were ranked with a "failure."

as a walking simulator, the path is equal parts game and art experience. it is a horror tinted vision where the goal is to encourage you to think and relate to the game in your own way. playing the path felt like holding a microscope up to my own recollection of childhood memories, picking out the moments that seemed to echo the path. it is primarily interested in the dissection of childhood and what it feels like to grow up in a world that you're still learning about. each of the little red riding hoods has her own personality, storyline and wolf to encounter in the woods, adding to this feeling of growing up as you play. proceeding from youngest to oldest is a stark experience of growing up from a young girl to a teenager and then burgeoning young woman; it echoed my own life experiences in a haunting way, but perhaps it wouldn't be as such for every other person out there.

decorated with a unique artstyle that indulges in the doll-like appearance of ps2 models, the path also sounds lovely with an ambience that has not be replicated in games since it. it is handcrafted to feel like a fairytale that is held together with wire, drapes and shadows, never quite revealing what it's end game is until you decide you've had enough and want to digest it on your own. it has a vested interest in leading you through an emotionally uncomfortable experience, allowing each player to have a unique take on what they interpreted the game to be about. the closest thing to it is looking at a painting and talking to other people about it: everyone notices and feels something different, so robust conversation that gives you peeks into one another as human beings feels like a component that has been baked into the path.

it is a bug-laden mess that is a pain and a half to get running these days, and when you get it to, there's still hoops to jump through. still, getting it to play feels like hitting a coffin after digging into the earth for hours. it feels like a skeleton you shouldn't be looking at, like the past is haunting you as you play.

it's worth noting that there is simply no user interface to this game. in fact, it probably is one of the earliest examples of a modern game completely forgoing a UI to hammer in the experience of it's stage. it expects you to learn to walk on your own, taking the game at your own pace and exploring as you wish, alongside the red riding hood of your choice. in this day and age, this doesn't quite achieve the effect it did almost fifteen years ago, but i'm sure that it added to the sense of disorientation back then. it just felt like something worth mentioning: there are multiple instances where things feel dated. the intuitive ui is one example, but the writing can be another. overwrought at times with a desperate need to sound like a page out of a fairytale, it can miss the mark when it really cannot afford to.

i don't think this is a game for everyone and i would hesitate to recommend it even to close friends. if you like stuff like night in the woods or what remains of edith finch, this #ArtGame might be for you. it's a masterclass in atmosphere, topped with some of the most uncomfortable gaming experiences i've ever had that were completely on purpose. the path is also arguably the best of tale of tales' gaming catalogue, and the development team's thumbprint is still pressed into the silicon form of gaming today.

Everything I said about Metal gear Solid 3 holds true for this version of the game even though they took out this one bonus thing I love. The camera controls a lot better this time around and you feel like you have a better grasp of your environment. Both games are masterpieces but you may have an easier time with this one if you never played a classic metal gear solid game before.

"I give my life, not for honor but for you."

This took me a while a couple playthroughs to get into but most of that was shedding the 'Action' and leaning more into the 'Tactical Espionage'. You have to play this game slowly to play it well (at least if you're playing normally) but they give you all of the tools you need to survey the area, including a top-down view that used to be mandatory outside of this version. Stealth fans are eating WELL tonight! Though I personally prefer the snappier arcade-stealth approach of MGS2 I can still appreciate the feeling of methodically working your way through an area, even if a lot of it involves just crawling mostly everywhere for the best outcome.
The story is also the best in the series, only MGS1 can hope to match this level of cohesiveness which is unheard of from Kojima these days, where every plot of his is just pumped with more and more concepts and made-up terminology like a bad anime.
Easily one of the best stealth games ever made.