The question of “Are games art?” has been asked long before the indie renaissance. However it comes up more frequently now that more games attempt to explore the idea. Indeed there are many games that take their inspiration from various other forms of artistic expression, reinforcing the idea that at least some games could be considered art. Bound draws inspiration from the abstract art movement and modern dance, combining them into a kind of surreal platformer. I have to admit to putting this one on the back burner for quite some time due to its release being so close to many AAA titles. Whilst I don’t think this needs to be on everyone’s must-play lists I am glad I went back and played it as it is one of the more interesting experiences of last year.
You play as the unnamed princess of a blocky, abstract world. There is a monster that is destroying you mother’s kingdom, wrecking havoc on everything. Your mother charges you with finding the saviour, the only one who can save your world from this monster. All of this however is just a retrospective view of the real world, a surreal reflection of the events that happened in your childhood. The metaphors used throughout this game are your way of dealing with those events and what that means for your future is up to you to decide.
Bound is visually stunning; its utilisation of simple geometry and low-poly modelling at a grand scale giving it a style that’s not like any other. The environment reacts to your every move with your footing shifting uneasily at your feet and a sea of cubes undulating around you. It takes some getting used to as the twitchy environment is reminiscent of other games where that would form part of the challenge. Bound instead takes a much more relaxed approached to platforming and so the jittery terrain is simply a visual aspect, nothing more. Surprisingly even with the extremely busy visuals Bound manages to stay at a near constant 60fps even on my last gen PlayStation 4 hardware. As someone who has the hardware to see the difference I can say it’s most certainly appreciated.
At a game play level Bound is a relatively simple platformer with generous edge detection that will stop you from falling off the edge (most of the time). Initially most of the challenge comes from figuring out what you can interact with and what you can’t. This stems primarily from the busy visuals which make it hard to discern one thing from the other. There’s rudimentary combat, insofar as you having to perform certain dance actions to protect yourself from various threats in the world. Other than that Bound focuses heavily on the audio-visual experience, reminiscent of similar titles like Journey or ABZU.
The platforming is pretty straight forward once you’ve figured out the basics. The edge/hit detection is pretty generous, often saving you from an otherwise fatal fall. However it’s not complete foolproof and the princess will fall to her doom if you do mess up badly enough. There are, of course, the standard set of issues that come with 3D platforming such as it being really hard to judge distances. It also doesn’t help that the camera controls get taken away from you every so often, sometimes locking them in a position that’s not at all conducive to playing properly. There’s also some secrets to be found around the various worlds of Bound however with the jittery terrain it can be a little hard to find the clues to get at them. I only found one in my play through and I was pretty sure I was looking in all the right spots.
Bound’s short length mean that it’s biggest flaw, it’s repetitiveness, isn’t too much of an issue. After 2 levels or so you’ve basically seen everything the game has to offer mechanically and all that’s left is the audio visual experience. Don’t get me wrong, that was enough to carry me through to the end of the game, however it does mean that the developers idea of playing this all the way through in one sitting is probably a little ambitious. Sure you could do it, but I don’t think it would improve your overall experience of the game.
The story of Bound is one of reflection, an abstract representation of a woman’s childhood. In the beginning it’s not completely clear what’s going on, mostly due to the heavy use of metaphors and surreal visual imagery. However it starts to make a lot more sense as more real world scenes are revealed to you. Since the majority of this story is told abstractly though it’s hard to empathise with the characters beyond a rudimentary level. This means that the ending, which is driven by a single choice by you, is somewhat hollow in its execution. Compared to the audio and visual aspects of the game it’s a little bit of let down honestly and a well executed story could have taken this game from good to great, no question.
Bound is an interesting foray into the ever blurring lines between games and art. The combination of surreal, abstract art with modern dance makes for an experience that very few games even come close to providing. It is however very rudimentary at a game play level, the platforming providing little challenge apart from the usual tribulations that come from 3D platformers. The repetition and hollow story mean that Bound fails to achieve the same greatness that similar titles have making it a good, but not great, game. If these kinds of games appeal to you the Bound is certainly worth playing however, for your run of the mill gamer, it’s probably best left to the Let’s Play crowd.
Bound is available on PlayStation 4 right now for $29.99. Total play time was approximately 3 hours.
There are some things that, at first glance, seem so absurd that you have to wonder why it was being done. Many are quick to point out even if something looks stupid, but it works, then it isn’t stupid. Indeed that’s what I first thought when I heard that Los Angeles Department of Water and Power was filling up their water reservoirs with millions upon millions of plastic balls as it sounded like some form of a joke. As it turns out it’s anything but and compared to other solutions to the problem it’s actually quite an ingenious project (not to mention how soothing dumping that many balls out of a truck sounds):
The first thing that comes to mind is why use millions of plastic balls instead of say, a giant shade structure to cover the resevoir? As it turns out constructing something like that would be an order of magnitude more expensive, on the order of $300 million compared to the total project cost of the shade balls of approximately $34 million. The balls themselves will last approximately 10 years before they start degrading at which point they’ll likely start splitting in half. Putting that in perspective you’d need the shade structure to last almost 100 years before it would be a better option than the balls, a pretty staggering statistic.
The balls provide numerous benefits, the largest of which is the reduction of water lost to evaporation in the reservoirs. The current reservoirs, which stretch over some 175 acres, hold about 3.3 billion gallons of water and about 10% of that is lost every year to evaporation. These little balls will then save some 300 million gallons of water a year from being lost. Additionally chemicals such as chlorine and bromide can combine into bromate (a potential carcinogen) under sunlight, something which these little plastic balls will help prevent.
In all honesty when I first saw this I thought it was a joke, a viral video that was advertising a plastic company or something equally as banal. However digging further into it the science of it is sound, the cost is far cheaper than the alternatives and the benefits of doing it outweigh the costs.
Colour me impressed.
Kinematics was my least favourite part of physics, mostly because I always had a rough time wrapping my head around the various rules and principles that govern the way things move in our world. However one lesson always stuck with me in my head, the one relating to friction and it’s various forms. Whilst I’m sure the teacher delighted in tricking us all by asking us what kind of friction a rolling tire has (hint: it’s either static or kinetic and it’s not the one you’d first think it is) that example rooted the principle firmly in my head. Understanding that made further concepts a lot easier to grasp although I’d never really considered friction a powerful force until I saw this:
What you’re seeing happen here is a process called Friction Welding although in technical terms it’s actually not welding at all. Instead it’s actually a type of forging as in traditional welding two pieces of metal are joined via melting whereas in friction welding no such melt occurs. This process has a lot of advantages most notably allowing 2 dissimilar metals, say high grade aluminium and steel (a common pair in space fairing missions), to be joined together. Doing this process via other means is extremely difficult due to the different melting points of each material and would likely lead to a much weaker bond. Friction welding by comparison always creates a full strength bond without the additional weight introduced via other methods.
Interestingly enough this process can also be used with materials other than metals, specifically thermoplastics which are a type of plastic that becomes pliable under heat. Friction welding can then also be used to join said plastics onto metal surfaces, enabling cross material bonds that are far stronger than those that could be achieved via other methods.
Pretty fascinating, isn’t it?